;===================================
;　基本設定・基本動作・通常技 の設定
;===================================
[Data]
life = 1000          ;スタート時の体力総計
attack = 90         ;攻撃力パーセンテージ （多いほど強くなります Def:100%）
defence = 100        ;防御力パーセンテージ （多いほど強くなります Def:100%）
fall.defence_up = 50 ;ダウン時に攻撃された時に一時的に上がる防御力のパーセンテージ
liedown.time = 35    ;ダウンしてから起き上がるまでの時間
airjuggle = 10       ;ジャグルポイント数
sparkno = 2        ;ディフォルトのスパーク番号
guard.sparkno = 40 ;ガード時のディフォルトスパーク番
KO.echo = 0          ;1にするとKOされた時に声にエコーがかかります
volume = 0           ;ボリュームオフセット (negative for softer)

[Size]
xscale = 1           ;水平方向の縮尺
yscale = 1           ;垂直方向の縮尺
ground.back = 15     ;キャラクターの幅（後方、地上）
ground.front = 15     ;キャラクターの幅（前方、地上）
air.back = 15        ;キャラクターの幅（後方、空中）
air.front = 15       ;キャラクターの幅（前方、空中）
z.width = 3          ;Player width (into and out)（現在使用されていないと思われます）
height = 90	     ;キャラクターの高さ
attack.width = 4,4   ;Default attack width: back, front（現在使用されていないと思われます）
attack.dist = 160    ;攻撃時に相手がガード体勢に入る最低距離（最大320）
proj.attack.dist = 90 ;相手がガード体勢に入る発射物との最低距離（最大320）
proj.doscale = 0     ;xscale, yscaleの設定が発射物にも適用するかどうか（1で有効）
head.pos = 4, -80   ;頭の大体の座標（BindToTarget使用時に必要です。）
mid.pos = 0, -50    ;体中心の大体の座標（BindToTarget使用時に必要です。）
shadowoffset = 0     ;影の垂直方向オフセット

[Movement]
airjump.num = 0      ;空中ジャンプの回数 （オプション）
airjump.height = 70  ;空中ジャンプに必要な最低限の高さ （オプション）
yaccel = .5         ;垂直方向にかかる加速度（重力）
stand.friction = .82  ;立ち状態での摩擦係数
crouch.friction = .82 ;しゃがみ状態での摩擦係数

[Velocity]
walk.fwd  = 1.3     ;前に歩く時の速度
walk.back = -1.2    ;後ろに歩く時の速度
run.fwd  =  3,0 ;前に走る時の速度 (x, y) ホップさせる時はyを0以下にします
run.back = -5.4,-5.2 ;後ろに走る時の速度 (x, y) 走らせる時はyを0にします
jump.neu = 0,-9    ;ジャンプ時の垂直移動速度 (x, y)
jump.back = -3.0    ;後ろにジャンプした時の水平移動速度
jump.fwd = 2.3     ;前にジャンプした時の水平移動速度
runjump.back = -2.55,-7.5 ;後ろに走りながらのジャンプ時の速度指定 (オプション)
runjump.fwd = 4,-8.1      ;前に走りながらのジャンプ時の速度指定 (オプション)
airjump.neu = 0,-8.1      ;空中ジャンプ時の垂直移動速度  (オプション)
airjump.back = -3.55,-7.5 ;空中で後ろにジャンプした時の水平移動速度
airjump.fwd = 3.5,-7.5    ;空中で前にジャンプした時の水平移動速度


;---------------------------------------------------------------------------
;バックステップ
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105

[State 105, 0]
type = PlaySnd
trigger1 = Time = 0
value = s104, 0

[State 105, 0]
trigger1 = 1
type = Gravity

[state 105, 1]
type = HitBy
trigger1 = time = 1
value = S,ST
time = 8

[state 105, 1]
type = HitBy
trigger1 = time = 1
value = S,HT
time = 8

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
;着地
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = ifelse((prevstateno = 3001),107,106)

[State 106, 1]
type = PlaySnd
trigger1 = Time = 1
value = s104, 1
volume = 255

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ハイジャンプ
[Statedef 80]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 80, 0]
type = VelSet
trigger1 = AnimTime = 0
x = 7
y = const(velocity.airjump.y) - .5

[state 80, 1]
type = PlaySnd
trigger1 = Time = 1
value = s104, 2

[State 80, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;勝利
[Statedef 180]
type = S
ctrl = 0
anim = 180
velset = 0,0

[state 180, 1]
type = Width
trigger1 = 1
edge = 30,30

[State 180, Flag]
type = AssertSpecial
Trigger1 = Time >= 0
Trigger1 = Time <= 120
Flag = RoundNotOver

;---------------------------------------------------------------------------
;開幕イントロ
[Statedef 190]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 190, 1] 
type = helper
trigger1 = time >= 13
trigger1 = time%2 = 0
helpertype = normal
name = "warp1"
ID = 1025
pos = -19+(random%38), -35-(random%10)
postype = p1
facing = 1
stateno = 1025
ownpal = 1
size.xscale = 1.5
;size.yscale = 0.45

[State 190, 1] 
type = VarSet
trigger1 = time = 0
fvar(18) = 1

[State 190, 1] 
type = Varadd
trigger1 = time >= 110
trigger1 = time <= 120
fvar(18) = -.1

[State 190, 1] 
type = angledraw
trigger1 = time = 110
scale = 1+fvar(18),1-fvar(18)

[state 190, 1]
type = playsnd
trigger1 = time = 11
value = s108,0

[State 190, 1]
type = AssertSpecial
Trigger1 = Time <= 150
Flag = intro

[State 190, 1]
type = explod
trigger1 = time = 119
anim = 1029
ID = 1029
pos = 3, -45
postype = p1
vfacing = 1
scale = .55, .5
ownpal = 1

[State 190, 1]
type = explod
trigger1 = time = 13
anim = 1030
ID = 1030
pos = -50, -85
postype = p1
scale = .45, .25
ownpal = 1
removetime = -1

[State 190, 1]
type = explod
trigger1 = time = 13
anim = 1030
ID = 1030
pos = -50, -50
postype = p1
scale = .45, .25
ownpal = 1
removetime = -1

[State 190, 1]
type = explod
trigger1 = time = 13
anim = 1030
ID = 1030
pos = -50, -15
postype = p1
scale = .45, .25
ownpal = 1
removetime = -1

[State 190, 1]
type = RemoveExplod
trigger1 = time = 115
ID = 1030

[State 190, 2]
type = ChangeState
trigger1 = Time = 120
value = 191

;---------------------------------------------------------------------------
;開幕イントロ2
[Statedef 191]
type = S
ctrl = 0
anim = 190+(random%2)
velset = 0,0

[state 191, 1]
type = playsnd
trigger1 = time = 45
trigger1 = anim = 190
value = s8,(random%2)

[state 191, 1]
type = playsnd
trigger1 = time = 45
trigger1 = anim = 191
value = s8,5+(random%2)

[State 191, Flag]
type = AssertSpecial
trigger1 = anim = 190
Trigger1 = Time <= 170
trigger2 = anim = 191
Trigger2 = Time <= 220
Flag = intro

[State 191, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-----------------------
;タイムオーバーで敗北
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170 , 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;-----------------------
;挑発
[Statedef 250]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 250
sprpriority = 2

[State 250 , 7]
type = ChangeState 
trigger1 = p2name = "ShangHoi_san" || p4name = "ShangHoi_san"
trigger2 = p2name = "InuSakuya" || p4name = "InuSakuya"
value = 251

[State 250 , 7]
type = ChangeState              ;アニメの終了確認後、通常状態 0 へ戻す。その際に入力待機状態へ
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-----------------------
;挑発2
[Statedef 251]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 251
sprpriority = 2

[State 251 , 1]
type = poweradd
trigger1 = time = 20
value = 200

[State 251 , 2]
type = ChangeState              ;アニメの終了確認後、通常状態 0 へ戻す。その際に入力待機状態へ
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ダウン回避前
[Statedef 9995]
Type    = A
MoveType= I
Physics = A
Ctrl = 0
Anim = 42
SprPriority = 2

[State 9995, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 9995, 1]
type = ChangeAnim
trigger1 = time = 0
value = 42
elem = 2

[State 9995, 1]
type = VelSet
trigger1 = Time = 0
x = 5.5
y = const(velocity.airjump.y)+2

[State 9995 , 1]
type = veladd
trigger1 = time > 0
y = .22

[state 9995, 1]
type = HitBy
trigger1 = time = 0
value = S,ST
time = 8

[state 9995, 1]
type = HitBy
trigger1 = time = 0
value = S,HT
time = 8

[state 9995, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 9995 , 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 1
value = 47

;-----------------------
;ダウン回避後ろ
[Statedef 9996]
Type    = A
MoveType= I
Physics = A
Ctrl = 0
Anim = 43
SprPriority = 2

[State 9996, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 9996, 1]
type = ChangeAnim
trigger1 = time = 0
value = 43
elem = 2

[State 9996, 1]
type = VelSet
trigger1 = Time = 0
x = -5.5
y = const(velocity.airjump.y)+2

[State 9996 , 1]
type = veladd
trigger1 = time > 0
y = .22

[state 9996, 1]
type = HitBy
trigger1 = time = 0
value = S,ST
time = 8

[state 9996, 1]
type = HitBy
trigger1 = time = 0
value = S,HT
time = 8

[state 9995, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 9996 , 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 1
value = 47

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

;=====================================================
;ガッツゲージとかダメージボイスとか
;=====================================================
[Statedef -2]

[state -2];ガッツシステムを適用するか否か
type = varset
trigger1 = 1
var(12) = 1    ;←ここが1でガッツあり、1以外で無し（常に100）

[state -2];ガッツゲージ縦軸
type = varset
trigger1 = 1
var(8) = 10    ;←ここをいじる

[state -2];ガッツゲージ横軸
type = varset
trigger1 = 1
var(9) = 45    ;←ここをいじる

;ガッツゲージ変数
[state -2]
type = varset
trigger1 = roundstate = 1
var(7) = 100

[state -2]];ガッツ上限
type = varset
trigger1 = var(7) > 100
var(7) = 100

[state -2]];ガッツ下限
type = varset
trigger1 = var(7) < 0
var(7) = 0

[state -2]];ガッツ回復
type = varadd
trigger1 = stateno = 0
trigger1 = time = 0
var(7) = 1

[state -2]];ガッツ回復２
type = varadd
trigger1 = stateno = 0 || stateno = 150 || stateno = 152 || stateno = 154
trigger1 = time >= 10
trigger1 = var(7) < 100
trigger1 = numhelper(3002) = 0
var(7) = 6

[state -2]];ガッツ回復３
type = varadd
trigger1 = stateno = 0 || stateno = 150 || stateno = 152 || stateno = 154
trigger1 = time >= 10
trigger1 = var(7) < 100
trigger1 = numhelper(3002) != 0
var(7) = 3

[state -2];ダウン中のガッツ回復
type = varadd
trigger1 = stateno = 5110
trigger1 = time >= 10
trigger1 = var(7) < 100
trigger1 = (time%2) = 0
var(7) = 1

[state -2];通常動作
type = varadd
trigger1 = stateno = 20 || stateno = 21 || stateno = 40 || stateno = 80 || stateno = 100 || stateno = 105
trigger1 = time = 0
trigger1 = var(7) = 100
trigger1 = var(12) = 1
var(7) = -1

[state -2];通常攻撃とステ射
type = varadd
trigger1 = stateno = 200 || stateno = 201 || stateno = 203 || stateno = 205 ||  stateno = 400 || stateno = 401 || stateno = 402 || stateno = 403 || stateno = 600 || stateno = 601 || stateno = 602 || stateno = 820 
trigger1 = animelemtime(2) = 0
trigger1 = var(12) = 1
var(7) = -1

[state -2];投げ
type = varadd
trigger1 = stateno = 801
trigger1 = time = 0
trigger1 = var(12) = 1
var(7) = -10

[state -2];必殺技
type = varadd
trigger1 = stateno = 206 || stateno = 207 || stateno = 208 || stateno = 209 || stateno = 210 || stateno = 211 || stateno = 215 || stateno = 216 || stateno = 217 || stateno = 218 || stateno = 219
trigger1 = animelemtime(2) = 0
trigger1 = var(12) = 1
var(7) = -20

[state -2];超必殺技、ブレイク
type = varadd
trigger1 = stateno = 3000
trigger1 = animelemtime(2) = 0
trigger1 = var(12) = 1
trigger2 = stateno = 10000
trigger2 = time = 0
trigger3 = stateno = 3010
trigger3 = animelemtime(2) = 0
trigger3 = var(12) = 1
trigger4 = stateno = 3015
trigger4 = animelemtime(6) = 0
trigger4 = var(12) = 1
var(7) = -50

[state -2];バーストエミッション中
type = varadd
triggerall = stateno = 3016
triggerall = time > 5
triggerall = var(12) = 1
trigger1 = time%5 = 0
trigger2 = time%20 = 0
var(7) = -1

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

;Gutsと%の表示
[state -2];guts
type = Explod
triggerall = numexplod(1068) = 0
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1068
ID = 1068
pos = ifelse(TeamSide = 1,var(8)+5,var(8)+220), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .6, .6
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];%red
type = Explod
triggerall = numexplod(1065) = 0
triggerall = var(7) = 0
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1065
ID = 1065
pos = ifelse(TeamSide = 1,var(8)+65,var(8)+280), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .65, .65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = var(7) != 0
ID = 1065

[state -2];%white
type = Explod
triggerall = numexplod(1066) = 0
triggerall = var(7) = 100
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1066
ID = 1066
pos = ifelse(TeamSide = 1,var(8)+65,var(8)+280), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .65, .65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = var(7) != 100
ID = 1066

[state -2];%yellow
type = Explod
triggerall = numexplod(1067) = 0
triggerall = var(7) != 0 || var(7) != 100
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1067
ID = 1067
pos = ifelse(TeamSide = 1,var(8)+65,var(8)+280), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .65, .65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = var(7) = 0 || var(7) = 100
ID = 1067


;-----------------------
;数字表示
[state -2];0-red
type = Explod
triggerall = numexplod(1064) = 0
triggerall = var(7) = 0
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1064
ID = 1064
pos = ifelse(TeamSide = 1,var(8)+59,var(8)+274), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .65, .65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = var(7) != 0
ID = 1064

[state -2];100
type = Explod
triggerall = numexplod(1063) = 0
triggerall = var(7) = 100
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1063
ID = 1063
pos = ifelse(TeamSide = 1,var(8)+50,var(8)+265), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .65, .65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = var(7) != 100
ID = 1063

[state -2];0-yellow
type = Explod
triggerall = numexplod(1053) = 0
triggerall = (var(7)%10) = 0
triggerall = var(7) = [9,99]
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1053
ID = 1053
pos = ifelse(TeamSide = 1,var(8)+59,var(8)+274), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 0.65, 0.65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = (var(7)%10) != 0
ID = 1053

[state -2];1
type = Explod
triggerall = numexplod(1054) = 0
triggerall = (var(7)%10) = 1
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1054
ID = 1054
pos = ifelse(TeamSide = 1,var(8)+60,var(8)+275), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 0.65, 0.65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = (var(7)%10) != 1
ID = 1054

[state -2];2
type = Explod
triggerall = numexplod(1055) = 0
triggerall = (var(7)%10) = 2
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1055
ID = 1055
pos = ifelse(TeamSide = 1,var(8)+59,var(8)+274), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 0.65, 0.65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = (var(7)%10) != 2
ID = 1055

[state -2];3
type = Explod
triggerall = numexplod(1056) = 0
triggerall = (var(7)%10) = 3
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1056
ID = 1056
pos = ifelse(TeamSide = 1,var(8)+59,var(8)+274), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 0.65, 0.65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = (var(7)%10) != 3
ID = 1056

[state -2];4
type = Explod
triggerall = numexplod(1057) = 0
triggerall = (var(7)%10) = 4
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1057
ID = 1057
pos = ifelse(TeamSide = 1,var(8)+59,var(8)+274), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 0.65, 0.65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = (var(7)%10) != 4
ID = 1057

[state -2];5
type = Explod
triggerall = numexplod(1058) = 0
triggerall = (var(7)%10) = 5
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1058
ID = 1058
pos = ifelse(TeamSide = 1,var(8)+59,var(8)+274), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 0.65, 0.65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = (var(7)%10) != 5
ID = 1058

[state -2];6
type = Explod
triggerall = numexplod(1059) = 0
triggerall = (var(7)%10) = 6
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1059
ID = 1059
pos = ifelse(TeamSide = 1,var(8)+59,var(8)+274), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 0.65, 0.65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = (var(7)%10) != 6
ID = 1059

[state -2];7
type = Explod
triggerall = numexplod(1060) = 0
triggerall = (var(7)%10) = 7
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1060
ID = 1060
pos = ifelse(TeamSide = 1,var(8)+59,var(8)+274), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 0.65, 0.65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = (var(7)%10) != 7
ID = 1060

[state -2];8
type = Explod
triggerall = numexplod(1061) = 0
triggerall = (var(7)%10) = 8
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1061
ID = 1061
pos = ifelse(TeamSide = 1,var(8)+59,var(8)+274), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 0.65, 0.65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = (var(7)%10) != 8
ID = 1061

[state -2];9
type = Explod
triggerall = numexplod(1062) = 0
triggerall = (var(7)%10) = 9
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1062
ID = 1062
pos = ifelse(TeamSide = 1,var(8)+59,var(8)+274), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 0.65, 0.65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = (var(7)%10) != 9
ID = 1062

[state -2];10
type = Explod
triggerall = numexplod(1070) = 0
triggerall = floor(var(7)*0.1) = 1
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1054
ID = 1070
pos = ifelse(TeamSide = 1,var(8)+54,var(8)+269), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .65, .65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = floor(var(7)*0.1) != 1
ID = 1070

[state -2];20
type = Explod
triggerall = numexplod(1071) = 0
triggerall = floor(var(7)*0.1) = 2
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1055
ID = 1071
pos = ifelse(TeamSide = 1,var(8)+53,var(8)+268), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .65, .65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = floor(var(7)*0.1) != 2
ID = 1071

[state -2];30
type = Explod
triggerall = numexplod(1072) = 0
triggerall = floor(var(7)*0.1) = 3
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1056
ID = 1072
pos = ifelse(TeamSide = 1,var(8)+53,var(8)+268), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .65, .65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = floor(var(7)*0.1) != 3
ID = 1072

[state -2];40
type = Explod
triggerall = numexplod(1073) = 0
triggerall = floor(var(7)*0.1) = 4
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1057
ID = 1073
pos = ifelse(TeamSide = 1,var(8)+53,var(8)+268), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .65, .65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = floor(var(7)*0.1) != 4
ID = 1073

[state -2];50
type = Explod
triggerall = numexplod(1074) = 0
triggerall = floor(var(7)*0.1) = 5
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1058
ID = 1074
pos = ifelse(TeamSide = 1,var(8)+53,var(8)+268), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .65, .65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = floor(var(7)*0.1) != 5
ID = 1074

[state -2];60
type = Explod
triggerall = numexplod(1075) = 0
triggerall = floor(var(7)*0.1) = 6
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1059
ID = 1075
pos = ifelse(TeamSide = 1,var(8)+53,var(8)+268), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .65, .65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = floor(var(7)*0.1) != 6
ID = 1075

[state -2];70
type = Explod
triggerall = numexplod(1076) = 0
triggerall = floor(var(7)*0.1) = 7
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1060
ID = 1076
pos = ifelse(TeamSide = 1,var(8)+53,var(8)+268), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .65, .65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = floor(var(7)*0.1) != 7
ID = 1076

[state -2];80
type = Explod
triggerall = numexplod(1077) = 0
triggerall = floor(var(7)*0.1) = 8
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1061
ID = 1077
pos = ifelse(TeamSide = 1,var(8)+53,var(8)+268), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .65, .65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = floor(var(7)*0.1) != 8
ID = 1077

[state -2];90
type = Explod
triggerall = numexplod(1079) = 0
triggerall = floor(var(7)*0.1) = 9
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1062
ID = 1079
pos = ifelse(TeamSide = 1,var(8)+53,var(8)+268), var(9)-4
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .65, .65
sprpriority = 1
ontop = 1
ownpal = 1

[state -2];消滅
type = RemoveExplod
trigger1 = floor(var(7)*0.1) != 9
ID = 1079


;-----------------------
;ガッツゲージ
[state -2]
type = Explod
triggerall = numexplod(1050) = 0
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1050
ID = 1050
pos = ifelse(TeamSide = 1,var(8),var(8)+215), var(9)
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 1, 0.35
sprpriority = 5
ontop = 0
ownpal = 1

;ガッツゲージ背景
[state -2]
type = Explod
triggerall = numexplod(1051) = 0
trigger1 = roundstate = 2
trigger2 = roundno > 1
trigger2 = roundstate = 1
anim = 1051
ID = 1051
pos = ifelse(TeamSide = 1,var(8)-1,var(8)+214), Var(9)
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 1, 0.35
sprpriority = 4
ontop = 0
ownpal = 1

;ガッツゲージ伸縮
[state -2]
type = modifyexplod
trigger1 = numexplod(1050) > 0
ID = 1050
scale = var(7)*0.01, 0.35


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

;ダメージボイス
;varrandom set
[state -2, 1]
type = varrandom
triggerall = Alive
trigger1 = anim = 5000 || anim = 5010 || anim = 5020 || 5001 || anim = 5011 || anim = 5021 || anim = 5002 ||  anim = 5012 || anim = 5022 || anim = 5030
v = 0

;light
[state -2, 2]
type = Playsnd
triggerall = Alive
trigger1 = anim = 5000 || anim = 5010 || anim = 5020
trigger1 = animelemtime(1) = 2
trigger1 = var(0) <= 399
value = s0, 0
volume = 150

[state -2, 2]
type = Playsnd
triggerall = Alive
trigger1 = anim = 5000 || anim = 5010 || anim = 5020
trigger1 = animelemtime(1) = 2
trigger1 = var(0) > 699
value = s0, 1
volume = 150


;medium
[state -2, 3]
type = Playsnd
triggerall = Alive
trigger1 = anim = 5001 || anim = 5011 || anim = 5021
trigger1 = animelemtime(1) = 2
trigger1 = var(0) <= 299
value = s0, 1
volume = 150

[state -2, 3]
type = Playsnd
triggerall = Alive
trigger1 = anim = 5001 || anim = 5011 || anim = 5021
trigger1 = animelemtime(1) = 2
trigger1 = var(0) > 799
value = s0, 3
volume = 150


;hard
[state -2, 4]
type = Playsnd
triggerall = Alive
trigger1 = anim = 5002 ||  anim = 5012 || anim = 5022 || anim = 5030
trigger1 = animelemtime(1) = 2
trigger1 = var(0) > 399
trigger1 = var(0) <= 599
value = s0, 2
volume = 150

[state -2, 4]
type = Playsnd
triggerall = Alive
trigger1 = anim = 5002 ||  anim = 5012 || anim = 5022 || anim = 5030
trigger1 = animelemtime(1) = 2
trigger1 = var(0) > 599
trigger1 = var(0) <= 799
value = s0, 3
volume = 150

[state -2, 4]
type = Playsnd
triggerall = Alive
trigger1 = anim = 5002 ||  anim = 5012 || anim = 5022 || anim = 5030
trigger1 = animelemtime(1) = 2
trigger1 = var(0) > 799
value = s0, 4
volume = 150


;down
[state -2, 5]
type = Playsnd
triggerall = Alive
triggerall = time = 1
trigger1 = stateno = 5100 || stateno = 5110
value = s103, 2

[state -2, 6]
type = Playsnd
triggerall = Alive
triggerall = time = 1
trigger1 = stateno = 5070
value = s0, 3
volume = 150


[State -2]
type = stopsnd
trigger1 = stateno != 207
trigger2 = movetype = H
channel = 2

;---------------------------------------------------------------------------
;シールド
[State -2]
Type = null;HitOverRide
TriggerAll = StateType != A
TriggerAll = ctrl
Trigger1 = Var(7) = 100
Attr = SCA, AA
StateNo = 9999
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;CA制御
[State -2]
Type = varset
trigger1 = numhelper(2052) || numhelper(2053)
var(15) = 1

;CA制御解除
[State -2]
Type = varset
trigger1 = stateno != 9999
var(15) = 0

;CA1
[State -2]
Type = lifeadd
trigger1 = numhelper(2053)
value = 50
absolute = 1

;CA2
[State -2]
Type = poweradd
trigger1 = numhelper(2053)
value = 200


;---------------------------------------------------------------------------
;ダウン回避
[State -2]
type = changestate
triggerall = alive
trigger1 = stateno = 5100
trigger1 = command = "holdfwd"
value = 9995

[State -2]
type = changestate
triggerall = alive
trigger1 = stateno = 5100
trigger1 = command = "holdback"
value = 9996


;---------------------------------------------------------------------------
;コンボ補正
[State -2];計算式
Type = AttackMulSet
Trigger1 = 1
Value = 1-fvar(19)+fvar(20)
ignorehitpause = 1

[State -2];ヒット数補正：減衰
Type = varset
TriggerAll = NumEnemy
TriggerAll = Alive
Trigger1 = Enemynear(0),GetHitVar(HitCount) < 25
fvar(19) = (Enemynear(0),GetHitVar(HitCount)*0.02)
ignorehitpause = 1

[State -2];ヒット数補正：下限
Type = varset
TriggerAll = NumEnemy
TriggerAll = Alive
Trigger1 = Enemynear(0),GetHitVar(HitCount) >= 25
fvar(19) = 0.50
ignorehitpause = 1

[State -2];ヒット数補正：リセット
type = varset
trigger1 = numenemy
trigger1 = (enemynear(0),movetype!=H)
trigger2 = !numenemy
fvar(19) = 0
ignorehitpause = 1

[State -2];怒り
type = varset
triggerall = numpartner
triggerall = partner,life = 0
trigger1 = numenemy
trigger1 = (enemynear(0),movetype!=H)
trigger2 = !numenemy
fvar(20) = .3
ignorehitpause = 1

[State -2];怒り：リセット
type = varset
trigger1 = numpartner
trigger1 = partner,life != 0
fvar(20) = 0
ignorehitpause = 1

[State -2];怒りsnd
type = playsnd
trigger1 = alive
trigger1 = numpartner
trigger1 = partner,life = 0
trigger1 = var(16) = 1
value = s9,0
channel = 0

[State -2];怒りsnd
type = explod
trigger1 = alive
trigger1 = numpartner
trigger1 = partner,life = 0
trigger1 = var(16) = 1
pos = 23, -63
removetime = -1
ontop = 1
ID = 3021
pos = 0, 0
postype = p1
facing = 1
anim = 3021
ownpal = 1
scale = 2,2.2

[State -2];怒りsnd
type = varadd
trigger1 = alive
trigger1 = numpartner
trigger1 = partner,life = 0
trigger1 = var(16) <= 2
var(16) = 1
ignorehitpause = 1

[State -2];怒りsnd
type = varset
trigger1 = roundstate = 1
var(16) = 0
ignorehitpause = 1
