[Data]
life = 700
power = 5000
attack = 100
defence = 100
fall.defence_up = 70
liedown.time = 11
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 128
IntPersistIndex = 59
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 16
air.back = 12
air.front = 12
height = 125
attack.dist = 320
proj.attack.dist = 320
proj.doscale = 0
head.pos = 0, -118
mid.pos = -4, -86
shadowoffset = 0 
draw.offset = 0,0

[Velocity]
walk.fwd  = 3.4
walk.back = -3.4
run.fwd  = 6.2130434, 0
run.back = -6.5,-1.8
jump.neu = 0,-9.8
jump.back = -4.05,2
jump.fwd = 4.0,2
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .57
stand.friction = .85
crouch.friction = .82

[statedef 1]
type=U
movetyper=U
physics=U
[state ]
type=null
trigger1=1

;---------------------------------------------------------------------------
; タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
;anim = 170
velset = 0,0

[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1

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

;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
trigger1 = var(1) = 0
v = 2
range = 0,1

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = var(1) = 0
value = 181

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 1
trigger1 = var(1) = 0
value = 183


[State 180, 1]
type = VarRandom
trigger1 = Time = 0
trigger1 = var(1) = 1
v = 2
range = 0,2

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = var(1) = 1
value = 184

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 1
trigger1 = var(1) = 1
value = 186

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 2
trigger1 = var(1) = 1
value = 187


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

[State 191, 3];天上天下
type = PlaySnd
trigger1 = time = 50
value = 181,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0


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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作[下の下だな]
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 190,1

[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0


[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,220]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作[我より、優れる者は無し]
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 191, 3];我より、優れる者は無し
type = PlaySnd
trigger1 = animelem = 9
value = 184,0

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 1
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover



;---------------------------------------------------------------------------
; 勝った動作[血]
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 191, 3];斬る
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 1000, 5];出血
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 3040, 7];画面フラッシュ
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[state a]
type = lifeadd
trigger1 = animelem = 5
value = -200
kill = 0

[state a]
type = poweradd
trigger1 = animelem = 5
value = 1000

[State 1000, 5];足元
type = Explod
trigger1 = animelem = 5
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
; 通常登場
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0


[State 191, 3]
type = PlaySnd
trigger1 = Time= 1
value = 160, 0
channel = 2;(1:ダッシュ音)

[state a]
type = changestate
trigger1 = time = 1
trigger1 = var(1) = 1
value = 192



[State 191, 3];倒してみせよ
type = PlaySnd
trigger1 = animelem = 11
value = 190,0

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 13
value = 190,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 14
value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0



[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1

[State 191, 3];
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 196

[State 191, 3];我のみを尊ぶ
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(1) = 0
value = 195,0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;タクティカルステップ
[Statedef 700]
ctrl = 0
sprpriority = 2

[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1

[State 290, 1]
type = null;poweradd
trigger1 = animelemtime(1) = 0
;trigger1 = prevstateno = 150
;trigger2 = prevstateno = 151
;trigger3 = prevstateno = [200,499]
value = -500

[State -2, a];点滅
type = null;palfx
trigger1 = animelemtime(1) = 0
;trigger1 = prevstateno = 150
;trigger2 = prevstateno = 151
;trigger3 = prevstateno = [200,499]
time = 5
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

[State 700, 2];無敵の状態を作る
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = posset
trigger1 = animelemtime(1) = 0
y = 0

[state a]
type = null;playerpush
trigger1 = animelem = 7,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 700, 0

[State 600, 1]
type = velset
trigger1 = animelemTime(1) = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = 8

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = 0

[State 50, 4];←成功したときの残像
type = AfterImage
trigger1 = animelemTime(1) = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = (palno=12)*60,(palno=12)*60,(!var(9))*50
palmul = 140+116*(palno=[9,11]),256,256
invertall = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1

[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900, 2] ;Clear all float variables
type = null;VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190




