;===================================
;　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
Power = 6000
attack = 100         ;攻撃力パーセンテージ （多いほど強くなります Def:100%）
defence = 140        ;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 = 60    ;ダウンしてから起き上がるまでの時間
airjuggle = 60       ;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 = 155           ;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 = 50	     ;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 = -5, -50   ;頭の大体の座標（BindToTarget使用時に必要です。）
mid.pos = -5, -30    ;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 = 35  ;空中ジャンプに必要な最低限の高さ （オプション）
yaccel = .33         ;垂直方向にかかる加速度（重力）
stand.friction = .85  ;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  = 2.4      ;前に歩く時の速度
walk.back = -2.2     ;後ろに歩く時の速度
run.fwd  =  15, 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 = -15, 0 ;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,-8    ;ジャンプ時の垂直移動速度 (x, y)
jump.back = -3.2    ;後ろにジャンプした時の水平移動速度
jump.fwd = 3.2       ;前にジャンプした時の水平移動速度
runjump.back = -2.55,-8.1 ;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,-7      ;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,-7      ;空中ジャンプ時の垂直移動速度  (オプション)
airjump.back = -3.55,-8.1 ;空中で後ろにジャンプした時の水平移動速度
airjump.fwd = 3.5,-8.1    ;空中で前にジャンプした時の水平移動速度



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

;-----------------------
;---------------------------------------------------------------------------
; 勝利ポーズ分岐
; CNS レベル: 基本
[Statedef 180]
type = S

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; 勝利ポーズ
; CNS レベル: 基本
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 720, Effect]
type = Explod
trigger1 = AnimElem= 3
anim = 2300
scale = 1,1
postype = p1
pos = 0, -40
sprpriority = -2
;supermove = 1
ownpal = 1
removeongethit = 1

[State 720, Effect]
type = Explod
trigger1 = AnimElem= 6
anim = 2200
scale = 1,1
postype = p1
pos = 0, -40
sprpriority = 2
;supermove = 1
ownpal = 1
removeongethit = 1

[State 200 , 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = s2, 16

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

;-----------------------------------------------------------------
;---------------------------------------------------------------------------
; イントロ（試合開始直前のアクション）
; CNS レベル: 基本
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
poweradd = 10000

[State 191, アニメ変更] ;画面フェードインの間だけアニメーションを繰り返し、止まっているように見せています
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 特殊効果] ;「ROUND1, FIGHT!」のアナウンスが始まるまでは、このコントローラを使ってください
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態になります

[State 720, Effect]
type = Explod
trigger1 = AnimElem = 2
anim = 2100
scale = 1,1
postype = p1
pos = 0, -40
sprpriority = 2
;supermove = 1
ownpal = 1
removeongethit = 1

[State 720, Effect]
type = Explod
trigger1 = AnimElem = 2
anim = 2300
scale = 1,1
postype = p1
pos = 0, -40
sprpriority = 2
;supermove = 1
ownpal = 1
removeongethit = 1

[State 720, Effect]
type = Explod
trigger1 = AnimElem = 2
trigger2 = time = 80
trigger3 = time = 85
trigger4 = time = 90
trigger5 = time = 95
trigger6 = time = 100
trigger7 = time = 105
trigger8 = time = 110
trigger9 = time = 115
anim = 2301
scale = 1,1
postype = p1
pos = 0, -40
sprpriority = 2
;supermove = 1
ownpal = 1
removeongethit = 1

[State 720, Effect]
type = Explod
trigger1 = time = 155
anim = 2200
scale = 1,1
postype = p1
pos = 0, -40
sprpriority = 2
;supermove = 1
ownpal = 1
removeongethit = 1

[State 1614, Shake]
type = EnvShake
trigger1 = time = 155
time  = 10
ampl  = 3
freq  = 100
phase = 100
bindtime = -1
removeongethit = 1
Persistent = 0

[State 200 , 2]
type = PlaySnd
trigger1 = AnimElem= 2
value = s2, 5

[State 200 , 2]
type = PlaySnd
trigger1 = time = 155
value = s2, 6

[State 191, 追記]
type = VarSet
trigger1 = 0
persistent = 0
var(55) = Power

[State 191, 追記]
type = poweradd
trigger1 = Power < 10000
trigger2 = var(55) >= 10000 && Power < var(55) + 10000
Value = 10000

[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0 ;common1.cns参照

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

;-----------------------------------------------------------
; 前方ダッシュ
[Statedef 100]
Type    = S
Physics = N
Anim    = 100
Ctrl    = 0
VelSet  = 0,0
SprPriority = 1

[State 100, 移動速度]
Type = VelSet
Trigger1 = Time = 6
X = Const(Velocity.Run.Fwd.X)

[State 100, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = NoWalk
Flag2 = NoAutoTurn

[State 3000, Effect]
type = Explod
trigger1 = time = 0
anim = 3500
scale = 0.5,0.5
postype = p1
pos = 0,-40
sprpriority = 4
;supermove = 1
ownpal = 1
removeongethit = 1

[State 100, 音]
Type = PlaySnd
Trigger1 = Time = 0
Value = s0,3

[State 100, ステート変更]
Type = ChangeState
Trigger1 = command = "holdup"
Trigger1 = Time > 5
Value = 40

[State 100, ステート変更]
Type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdfwd"
Trigger1 = Time > 10
Trigger2 = var(59) = 1
Trigger2 = P2BodyDist X < 80
Trigger2 = Time > 10
Trigger3 = Time > 20
Value = 101

[State 100, ステート変更]
Type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = Command = "holdback"
Trigger1 = InGuardDist
Trigger2 = var(59) = 1
Trigger2 = P2MoveType = A
Trigger2 = InGuardDist
Value = 120

;---------------------------------------------------------------------------
;ダッシュ停止
[Statedef 101]
Type    = S
Physics = N
Anim    = 101
Ctrl    = 0
SprPriority = 1

[State 101, 速度乗算]
Type = VelMul
Trigger1 = 1
X = .90

[State 101, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = NoWalk
Flag2 = NoAutoTurn

[State 101, ステート変更]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 101, ステート変更]
Type = ChangeState
Trigger1 = Command = "holdback"
Trigger1 = InGuardDist
Value = 120

;-----------------------------------------------------------------
;---------------------------------------------------------------------------
; 後方ダッシュ
[Statedef 105]
Type    = S
Physics = N
Anim    = 105
Ctrl    = 0
VelSet  = 0,0
SprPriority = 1

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

[State 100, 音]
Type = PlaySnd
Trigger1 = Time = 0
Value = s0,3

[State 100, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = NoWalk
Flag2 = NoAutoTurn

[State 3560, Effect]
type = Explod
trigger1 = time = 0
anim = 3500
scale = 0.5,0.5
postype = p1
pos = 0,-30
sprpriority = 4
;supermove = 1
ownpal = 1
removeongethit = 1
facing = -1

[State 100, ステート変更]
Type = ChangeState
Trigger1 = command = "holdup"
Trigger1 = Time > 5
Value = 40

[State 100, ステート変更]
Type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
Trigger1 = Time > 10
Trigger2 = var(59) = 1
Trigger2 = P2BodyDist X < 80
Trigger2 = Time > 10
Trigger3 = Time > 20
Value = 102

[State 100, ステート変更]
Type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = Command = "holdback"
Trigger1 = InGuardDist
Trigger2 = var(59) = 1
Trigger2 = P2MoveType = A
Trigger2 = InGuardDist
Value = 120

;---------------------------------------------------------------------------
;ダッシュ停止2
[Statedef 102]
Type    = S
Physics = N
Anim    = 101
Ctrl    = 0
SprPriority = 1

[State 101, 速度乗算]
Type = VelMul
Trigger1 = 1
X = .90

[State 101, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = NoWalk
Flag2 = NoAutoTurn

[State 101, ステート変更]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 101, ステート変更]
Type = ChangeState
Trigger1 = Command = "holdback"
Trigger1 = InGuardDist
Value = 120

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

;---------------------------------------------------------------
; 空中ダッシュ
[Statedef 110]
type = A
movetype= I
physics = N
juggle = 0
poweradd= 0
ctrl = 1
velset = const(velocity.run.fwd.x)*1.1, 0
anim = 110 
sprpriority = 2

[State 650, 1]
type = VarAdd
trigger1 = Time = 0
var(1) = 1

[State 3560, Effect]
type = Explod
trigger1 = time = 0
anim = 3560
scale = 1,1
postype = p1
pos = 0,-30
sprpriority = 4
;supermove = 1
ownpal = 1
removeongethit = 1

[State 110]
type = PlaySnd
trigger1 = time = 0
value = s0,3

[State 103, gravity]
type = VelAdd
trigger1 = 1
y = 0.1

[State 103, 0]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 103, 0]
type = ChangeState
trigger1 = Pos Y >= 10
trigger2 = command != "holdfwd"
trigger2 = Time = 20
trigger3 = Time = 30
value = 50

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

;---------------------------------------------------------------
;空中バックダッシュ
[Statedef 115]
type = A
ctrl = 1
physics = N
anim = 115
velset = 0,0

[State 650, 1]
type = VarAdd
trigger1 = Time = 0
var(1) = 1

[State 3560, Effect]
type = Explod
trigger1 = time = 0
anim = 3560
scale = 1,1
postype = p1
pos = 0,-30
sprpriority = 4
;supermove = 1
ownpal = 1
removeongethit = 1
facing = -1

[State 110]
type = PlaySnd
trigger1 = time = 0
value = s0,3

[State 115, 軸位置移動]
type = velset
trigger1 = time = 0
x = -12

[State 115, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1

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


;----------------------------------------------------------------
[Statedef -2]

[State -2, 空中制御]
type = VarSet
trigger1 = Pos Y = 0
var(1) = 0

[State -2,狙撃 ]
type = VarSet
trigger1 = stateno = 0
var(2) = 0

[State -2,狙撃 ]
type = VarSet
trigger1 = stateno = 11
var(2) = 0

;----------------------------------------------------------------
[Statedef -3]

[State -3, 音を鳴らす]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52  ;ジャンプ後の着地
value = s2, 0
;---------------------------------------------------------------------------
