;


[Data]
life = 2000
power = 5000
attack = 110
defence = 110
fall.defence_up = 70;倒れてから起上がるまでのフレーム数
liedown.time = 40;空中でどれだけコンボが繋がるか
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 0.52           ;水平方向の縮尺（通常１）
yscale = 0.52           ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 15    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 70          ;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 = 0     ;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 = 0,0    ;使用しない

[Velocity]
walk.fwd  = 2.0      ;前進の速度
walk.back = -2.0     ;後退の速度
run.fwd  = 7, 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,-7.5    ;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 = 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 = .38         ;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
;
;---------------------------------------------------------------------------
; 勝った動作１
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = prevstateno = 5150
value = 5150

[State 180, 1]
type = ChangeState
trigger1 = (!matchover)
value = 182

[State 180, 1]
type = ChangeState
trigger1 = matchover
value = 181

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

[State 191, 3]
type = PlaySnd
trigger1 = Time = 40
value = 600,1

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

;---------------------------------------------------------------------------
; 勝った動作２
[Statedef 181]
type = S
ctrl = 0
anim = 98
velset = 0,0

[State 200, ]
type = velset
trigger1 = 1
x = -5

[State 600,***]
type = Projectile
trigger1 = time = 0
projanim = 20
projscale = 0.5,0.5
projremove = 0
projremovetime = 500
velocity = -1,0
projedgebound = 100
projstagebound = 100
offset = 0,0
postype = p1
projshadow = 0,0,0



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

;---------------------------------------------------------------------------
; 開始前の動作
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 1] 
type = Changestate
trigger1 = (EnemyNear,Name = "yujiro")
trigger1 = time = 0
value = 194

[State 191, 1] 
type = Changestate
triggerall = time = 0
trigger1 = (EnemyNear,Name = "Gai Tendo")
trigger2 = (EnemyNear,Name = "baki")
value = 196

[State 191, 1] 
type = Changestate
trigger1 = random < 150
trigger1 = time = 0
value = 193

[State 191, 1] 
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

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

[State 191, 2]
type = Helper
trigger1 = time = 0
trigger2 = time = 50
trigger3 = time = 100
trigger4 = time = 150
trigger5 = time = 200
name = "MyHelper"
ID = 192
pos = 0,-80
postype = p1
stateno = 192

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

;---------------------------------------------------------------------------
;ヘルパー
[Statedef 192]
type = S
anim = 189
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = Time = 0
value = 300,2

[State 191, 3]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128, 128

[State ]
type = Envshake
trigger1 = Time = 0
time = 5
freq = 120
ampl = -3

[State 191, 3]
type = AngleDraw
trigger1 = 1
scale = 0.5+(time*0.1),0.5+(time*0.1)

[State 191, 4] 
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 開始前の動作 君らしいな
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

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

[State 810, ];声
type = PlaySnd
trigger1 = animelem = 2
value = 600,12
channel = 1

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

;---------------------------------------------------------------------------
; 開始前の動作 勇次郎
[Statedef 194]
type = S
ctrl = 0
anim = 196
velset = 0,0

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

[State 810, ];声
type = PlaySnd
trigger1 = animelem = 2
value = 1000,0
channel = 1

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

;---------------------------------------------------------------------------
; 開始前の動作 バキ
[Statedef 196]
type = S
ctrl = 0
anim = 197
velset = 0,0

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

[State 810, ];声
type = PlaySnd
trigger1 = animelem = 2
value = 1001,0
channel = 1

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

[State 810, ];声
type = PlaySnd
trigger1 = animelem = 10
value = 600,7
channel = 1
volume = 300

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


;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0


[State ]
type = changeanim
trigger1 = anim != 0
trigger1 = stateno = 0
trigger1 = (prevstateno = [20,22])
value = 0
elem = 1

[State ]
type = changeanim
trigger1 = anim != 0
trigger1 = stateno = 0
;trigger1 = prevstateno = 12
value = 0
elem = 5

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

;------------------------------------------------------------;ダッシュ
;
[Statedef 100]
type = S
ctrl = 0
anim = 100
movetype = I
physics = S
sprpriority = 2

[State 195, 1]
type = varSet
trigger1 = time = 0
var(3) = 0

[State 195, 1]
type = varSet
trigger1 = animelem = 31,>=0
var(3) = 1

[State 195, 1]
type = CtrlSet
trigger1 = 1
value = 0

[State 1008, 画像の色]
type = PalFX
triggerall = (Alive)
trigger1 = GetHitVar(hitshaketime)>0
time = GetHitVar(hitshaketime)
add = 120,150,160
sinadd = 22,5,90,3
pausemovetime = 99999999
IgnoreHitPause = 1

[State ,];アニメ
type = Varset
triggerall = var(11)=0
trigger1 = hitpausetime = 0
var(14) = var(14)+1
ignorehitpause = 0


[State ]
type = changeanim
triggerall = hitpausetime = 0
triggerall = (Alive)
trigger1 = animelem = 31,<0
trigger1 = GetHitVar(hitshaketime)=0
value = 100
elem = (var(14))
IgnoreHitPause = 0

[State 1000, 1]
type = PlaySnd
trigger1 = var(11) > 0
value = 400,1
IgnoreHitPause = 1
persistent = 0


[State ]
type = HitOverride
trigger1 = animelem = 31,<0
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 100

[State 810, ]
type = PlaySnd
trigger1 = var(11) = 0
trigger1 = animelem = 1
value = 400,5
persistent = 0

[State 1000, 4]
type = lifeadd
trigger1 = (palno != 12)
trigger1 = var(11) >= 0
value = -(gethitvar(damage))
ignorehitpause = 1

[State ]
type = changestate
trigger1 = life = 0
value = 5000

[State ];投げ以外無敵
type = NotHitBy
trigger1 = palno = 12
trigger1 = animelem = 31,<=0
value = ,NT,ST,HT
time = 1

[State 200, ]
type = velset
trigger1 = var(11)=0
trigger1 = AnimElem = 2,>0
trigger1 = AnimElem = 6,<=0
trigger1 = !var(16)
x = 5
[State 200, ];マックシング時
type = velset
trigger1 = var(11)=0
trigger1 = AnimElem = 2,>0
trigger1 = AnimElem = 6,<=0
trigger1 = var(16)
x = 10
[State 200, ]
type = velset
trigger1 = var(11)=0
trigger1 = AnimElem = 13,>0
trigger1 = AnimElem = 19,<=0
x = 2

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



;---------------------------------------------------------------------------
;12ヘルパー
[Statedef 999]
type = S
anim = 1
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = Time = 0
value = 300,2

[State 191, 3]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128, 128

[State ]
type = Envshake
trigger1 = Time = 0
time = 5
freq = 120
ampl = -3

[State 191, 3]
type = AngleDraw
trigger1 = 1
scale = 1+(time*0.05),1+(time*0.05)

[State 191, 4] 
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;12ヘルパー2
[Statedef 998]
type = S
anim = 2
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = Time = 0
value = 300,2

[State 191, 3]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128, 128

[State ]
type = Envshake
trigger1 = Time = 0
time = 5
freq = 120
ampl = -3

[State 191, 3]
type = AngleDraw
trigger1 = 1
scale = 1+(time*0.05),1+(time*0.05)

[State 191, 4] 
type = destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
; 立ち・弱・パンチ・の動作
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 0
velset = 0,0
ctrl = 0
anim = 200
sprpriority = 0

[State ,];補正リセット
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.13
ignorehitpause = 1


[State 200, ]
type = posadd
trigger1 = AnimElem = 3
x = 10

[State 200, ]
type = posadd
trigger1 = AnimElem = 6
x = -2
[State 200, ]
type = posadd
trigger1 = AnimElem = 7
x = -4
[State 200, ]
type = posadd
trigger1 = AnimElem = 9
x = -4

[State 200, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0,3

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 70,0
animtype = Light ;（light/midium/hard/back
guardflag = MA
hitflag = MAF
priority = 4, Hit ;攻撃の優先権（0弱 4通 7強
pausetime = 8,8
sparkno = S10000+random%4
sparkxy = -10, -76
hitsound = S200,3
guard.sparkno = S10026
guardsound = S2,0
ground.type = High               ;相手のくらった場所（High,Low,Trip：足払い）
ground.slidetime = 10             ;相手が後にすべる時間
ground.hittime  = 15           ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -6
air.velocity = -2,-2
air.hittime  = 100
getpower = 70*(!var(16)),70*(!var(16))
givepower = 35,35

[State 200];補正
type = Varset
trigger1 = movecontact
fvar(6) = fvar(6)*0.9
persistent = 0
ignorehitpause = 1

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

;---------------------------------------------------------------------------
;立ち・強・パンチ
[Statedef 210]
type    = S
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 220
sprpriority = 2

[State ,];補正リセット
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.13
ignorehitpause = 1



[State 430, 1]
type = PlaySnd
trigger1 = Time = 7
value = 400,3

[State 810, ];声
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random < 500
value = 600,6
channel = 1
volume = 300

[State 200, ]
type = posadd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 6
x = 5

[State 200, ]
type = veladd
trigger1 = AnimElem = 6,=1
x = 8

[State ]
type = Envshake
trigger1 = animelem = 6
trigger1 = !movecontact
time = 8
freq = 120
ampl = -4

[State 200, ]
type = veladd
trigger1 = AnimElem = 11
x = -1

[State 410, 3] 
type = HitDef
trigger1 = (var(40)!=1)
trigger1 = AnimElem = 11
attr = S, NA
damage    = 210
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 15,15
sparkno = S10004+random%4
sparkxy = -20,-60
hitsound   = S200,1
guard.sparkno = S10027
guardsound = S2,1
ground.type = High
ground.slidetime = 25
ground.hittime  = 30
guard.velocity = -8
ground.velocity = -4,-8
air.velocity = -3,-7
air.hittime  = 100
fall.recovertime = 52
yaccel = 0.4
fall = 1
envshake.time = 10
envshake.freq = 120
envshake.ampl = -5
getpower = 210*(!var(16)),210*(!var(16))
givepower = 105,105

[State 410, 3] 
type = HitDef
trigger1 = (var(40)=1)
trigger1 = AnimElem = 11
attr = S, NA
damage    = 210
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 30,30
sparkno = S10008+random%4
sparkxy = -20,-60
hitsound   = S200,1
guard.sparkno = S10027
guardsound = S2,1
ground.type = High
ground.slidetime = 25
ground.hittime  = 30
guard.velocity = -8
ground.velocity = -1,-9
air.velocity = -0.5,-8.5
air.hittime  = 100
fall.recover = 0
yaccel = 0.4
fall = 1
envshake.time = 30
envshake.freq = 120
envshake.ampl = -4
getpower = 210*(!var(16)),210*(!var(16))
givepower = 105,105
ID=6600

;-----カウンター-----------------
[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = numtarget(6600)
trigger1 = movehit
value = 200,1
freqmul = 1
ignorehitpause = 1
volume = 150
persistent = 0

[State 3000,00]
type = AllPalfx
trigger1 = numtarget(6600)
trigger1 = movehit
add = 100,100,100
mul = 150,150,150
sinadd = 10, 10, 10
time = 2
ignorehitpause = 1
persistent = 0

[State , Sound];カウンター
type = PlaySnd
trigger1 = numtarget(6600)
trigger1 = movehit
value = S1,111
persistent = 0
channel = 4
lowpriority = 4
ignorehitpause=1
volume = 200
;----------------------------

[State 200];補正
type = Varset
trigger1 = movecontact
fvar(6) = fvar(6)*0.9
persistent = 0
ignorehitpause = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 立ち・弱・キック
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State ,];補正リセット
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.13
ignorehitpause = 1


[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 200, ]
type = posadd
trigger1 = AnimElem = 2
x = 5
[State 200, ]
type = posadd
trigger1 = AnimElem = 5
x = 28
[State 200, ]
type = posadd
trigger1 = AnimElem = 8
x = -5
[State 200, ]
type = posadd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 11
x = -2
[State 200, ]
type = posadd
trigger1 = AnimElem = 10
x = -3
[State 200, ]
type = posadd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
x = -6
[State 200, ]
type = posadd
trigger1 = Animtime = 0
x = -9



[State 230, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = Medium;light
damage    = 60
guardflag = MA
pausetime = 10,10
sparkno = S10000+random%4
sparkxy = -20,-70
hitsound   = S201,1
guard.sparkno = S10026
guardsound = S2,0
ground.type = H
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6
air.velocity = -2,-2
air.hittime  = 100
fall.recovertime = 25
getpower = 60*(!var(16)),60*(!var(16))
givepower = 30,30

[State 200];補正
type = Varset
trigger1 = movecontact
fvar(6) = fvar(6)*0.9
persistent = 0
ignorehitpause = 1

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち・強・キック
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State ,];補正リセット
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.13
ignorehitpause = 1


[State 240, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0, 1

[State 200, ]
type = posadd
trigger1 = (AnimElem = 6)||(AnimElem = 1)||(AnimElem = 8)
trigger2 = (AnimElem = 10)||(AnimElem = 9)
x = 3

[State 200, ]
type = posadd
trigger1 = (AnimElem = 5)
trigger2 = (AnimElem = 12)
x = 6

[State 200, ]
type = posadd
trigger1 = (AnimElem = 10)
x = 18

[State 200, ]
type = posadd
trigger1 = (AnimElem = 14)||(AnimElem = 15)
trigger2 = AnimElem = 19
trigger3 = AnimElem = 24
trigger4 = AnimElem = 25
trigger5 = AnimElem = 26
x = -3

[State 200, ]
type = posadd
trigger1 = (AnimElem = 13)||(AnimElem = 16)||(AnimElem = 7)
trigger2 = (AnimElem = 12)||(AnimElem = 20)||(Animtime=0)
x = -6

[State 200, ]
type = posadd
trigger1 = (AnimElem = 11)
x = -12

[State 240, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, NA
animtype  = H
damage    = 110
guardflag = MA
pausetime = 12,12
sparkno = S10004+random%4
sparkxy = -10,-60
hitsound   = S500,3
guard.sparkno = S10027
guardsound = S2,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.velocity = -2,-3
air.hittime  = 100
envshake.time = 10
envshake.freq = 120
envshake.ampl = -4
getpower = 110*(!var(16)),110*(!var(16))
givepower = 55,55

[State 200];補正
type = Varset
trigger1 = movecontact
fvar(6) = fvar(6)*0.9
persistent = 0
ignorehitpause = 1

[State 240, 3]
type = PosAdd
trigger1 = AnimElem = 7
x = 12

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;屈み・弱・パンチ

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 400
sprpriority = 2

[State ,];補正リセット
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.13
ignorehitpause = 1


[State 200, ]
type = posadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
x = 10

[State 200, ]
type = posadd
trigger1 = AnimElem = 3
x = 5

[State 200, ]
type = posadd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
x = 3

[State 200, ]
type = posadd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
trigger6 = AnimElem = 13
trigger7 = AnimElem = 14
x = -4

[State 200, ]
type = posadd
trigger1 = AnimElem = 15
x = -3

[State 400, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0,3

[State 400, 2]
type = HitDef
trigger1 = animelem = 5
attr = C, NA
damage    = 80
animtype  = Light
hitflag = MAF
guardflag = MA
pausetime = 10,11
sparkno = S10000+random%4
sparkxy = -10,-42
hitsound = S200,3
guard.sparkno = S10026
guardsound = S2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.hittime  = 100
air.velocity = -2,-2
getpower = 80*(!var(16)),80*(!var(16))
givepower = 40,40

[State 200];補正
type = Varset
trigger1 = movecontact
fvar(6) = fvar(6)*0.9
persistent = 0
ignorehitpause = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;屈強・パンチ・の動作
[Statedef 410]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State ,];補正リセット
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.13
ignorehitpause = 1


[State 200, ]
type = posadd
trigger1 = AnimElem = 18
trigger2 = AnimElem = 19
trigger3 = AnimElem = 17
trigger4 = AnimElem = 31
trigger5 = AnimElem = 32
trigger6 = AnimElem = 36
trigger7 = AnimElem = 38
x = 3

[State 200, ]
type = posadd
trigger1 = AnimElem = 16
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
trigger4 = AnimElem = 20
x = 6

[State 200, ]
type = posadd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
trigger3 = AnimElem = 14
x = 10

[State 200, ]
type = posadd
trigger1 = AnimElem = 33,>=0
x = 2

[State 200, ]
type = veladd
trigger1 = AnimElem = 17
x = 3

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 18
value = 0, 4

[State 810, ];声
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random < 500
value = 600,10
channel = 1
volume = 300

[State 210, 2]
type = HitDef
trigger1 = (var(40)!=1)
trigger1 = AnimElem = 19
attr = S, NA
animtype  = H
damage    = 160
guardflag = HA
pausetime = 12,12
sparkno = S10004+random%4
sparkxy = -10,-70
hitsound = S200,0
guard.sparkno = S10027
guardsound = S2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -8
air.hittime  = 100
air.velocity = -2,-3
envshake.time = 10
envshake.freq = 120
envshake.ampl = -5
getpower = 160*(!var(16)),160*(!var(16))
givepower = 80,80

[State 210, 2]
type = HitDef
trigger1 = (var(40)=1)
trigger1 = AnimElem = 19
attr = S, NA
animtype  = H
damage    = 160
guardflag = HA
pausetime = 30,40
sparkno = S10008+random%4
sparkxy = -10,-70
hitsound = S200,0
guard.sparkno = S10027
guardsound = S2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -8
air.hittime  = 100
air.velocity = -2,-3
envshake.time = 30
envshake.freq = 120
envshake.ampl = -4
getpower = 160*(!var(16)),160*(!var(16))
givepower = 80,80
air.fall = 1
fall.recover=0
ID=6600
;-----カウンター-----------------
[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = numtarget(6600)
trigger1 = movehit
value = 200,1
freqmul = 1
ignorehitpause = 1
volume = 150
persistent = 0

[State 3000,00]
type = AllPalfx
trigger1 = numtarget(6600)
trigger1 = movehit
add = 100,100,100
mul = 150,150,150
sinadd = 10, 10, 10
time = 2
ignorehitpause = 1
persistent = 0

[State , Sound];カウンター
type = PlaySnd
trigger1 = numtarget(6600)
trigger1 = movehit
value = S1,111
persistent = 0
channel = 4
lowpriority = 4
ignorehitpause=1
volume = 200
;----------------------------

[State 200];補正
type = Varset
trigger1 = movecontact
fvar(6) = fvar(6)*0.9
persistent = 0
ignorehitpause = 1

[State ]
type = Envshake
trigger1 = animelem = 19
trigger1 = !movecontact
time = 10
freq = 120
ampl = -4

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;屈み・弱・キック
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 430
sprpriority = 2

[State ,];補正リセット
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.13
ignorehitpause = 1


[State 200, ]
type = posadd
trigger1 = AnimElem = 2
x = 13
[State 200, ]
type = posadd
trigger1 = AnimElem = 3
x = 15
[State 200, ]
type = posadd
trigger1 = AnimElem = 5
x = 5
[State 200, ]
type = posadd
trigger1 = AnimElem = 6
x = -3
[State 200, ]
type = posadd
trigger1 = AnimElem = 7
x = -8
[State 200, ]
type = posadd
trigger1 = AnimElem = 10
x = 3
[State 200, ]
type = posadd
trigger1 = AnimElem = 12
x = -7
[State 200, ]
type = posadd
trigger1 = AnimElem = 13
x = -15
[State 200, ]
type = posadd
trigger1 = AnimElem = 15
x = -3

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,4

[State 430, 2]
type = HitDef
trigger1 = animelem = 8
attr = C, NA
damage    = 90
animtype  = Light
guardflag = LA
pausetime = 12,12
sparkno = S10000+random%4
sparkxy = -10,-15
hitsound   = S201,2
guard.sparkno = S10026
guardsound = S2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.hittime  = 100
air.velocity = -2,-2
getpower = 90*(!var(16)),90*(!var(16))
givepower = 45,45

[State 200];補正
type = Varset
trigger1 = movecontact
fvar(6) = fvar(6)*0.9
persistent = 0
ignorehitpause = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み・強・キック

[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 0
ctrl = 0
anim = 440
sprpriority = 2

[State ,];補正リセット
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.13
ignorehitpause = 1


[State 440, 2]
type = PlaySnd
trigger1 = Time = 0
value = 300,1

[State 810, ];声
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random < 350
value = 600,6
channel = 1
volume = 300

[State 200, ]
type = posadd
trigger1 = AnimElem = 11
x = 12
[State 200, ]
type = posadd
trigger1 = AnimElem = 12
x = 12

[State 200, ]
type = velset
trigger1 = AnimElem = 10
x = 3
[State 200, ]
type = velset
trigger1 = AnimElem = 12
x = 0

[State 440, 3]
type = HitDef
trigger1 = animelem = 12
attr = C, NA
damage    = 190
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S10004+random%4
sparkxy = -5,-10
hitsound   = S201,2
guard.sparkno = S10027
guardsound = S2,1
ground.type = hard
ground.slidetime = 30
ground.hittime  =35
ground.velocity = -1.5,-3
air.hittime  = 100
air.velocity = -1.5,-3
guard.velocity = -5
fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 120
envshake.ampl = -4
getpower = 190*(!var(16)),190*(!var(16))
givepower = 95,95

[State 200];補正
type = Varset
trigger1 = movecontact
fvar(6) = fvar(6)*0.9
persistent = 0
ignorehitpause = 1

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;空中・弱・パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 600
sprpriority = 2

[State ,];補正リセット
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.13
ignorehitpause = 1


[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 600, 2]
type = HitDef
trigger1 = animelem = 6
attr = A, NA
damage    = 70
guardflag = HA
pausetime = 7,8
sparkno = S10000+random%4
sparkxy = -15,-75
hitsound   = S201,1
guard.sparkno = S10026
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
air.hittime  = 100
air.velocity = -2,-2
getpower = 70*(!var(16)),70*(!var(16))
givepower = 35,35

[State 200];補正
type = Varset
trigger1 = movecontact
fvar(6) = fvar(6)*0.9
persistent = 0
ignorehitpause = 1

[State 600, 3]
type = changeanim
trigger1 = animTime = 0
value = 41
elem = 22
;---------------------------------------------------------------------------
;空中・強・パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 610
sprpriority = 2

[State ,];補正リセット
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.13
ignorehitpause = 1


[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0,4

[State 610, 3]
type = HitDef
trigger1 = animelem = 7
attr = A, NA
damage = 120
guardflag = HA
priority = 4
pausetime = 12,12
ID = 667
sparkno = S10004+random%4
sparkxy = -10,-58
hitsound   = S201,2
guard.sparkno = S10027
guardsound = S2,1
animtype = Med
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.hittime  = 100
air.velocity = -2,-3
getpower = 120*(!var(16)),100*(!var(16))
givepower = 60,60

[State 200];補正
type = Varset
trigger1 = movecontact
fvar(6) = fvar(6)*0.9
persistent = 0
ignorehitpause = 1


;---------------------------------------------------------------------------
;空中弱キック
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 640
sprpriority = 2

[State ,];補正リセット
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.13
ignorehitpause = 1


[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 400,3

[State 640, 3]
type = HitDef
trigger1 = animelem = 10
attr = A, NA
damage    = 110
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S10004+random%4
sparkxy = -6,-20
hitsound   = S500,3
guard.sparkno = S10027
guardsound = S2,1
animtype = Med
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.hittime  = 100
air.velocity = -2,-3
getpower = 110*(!var(16)),110*(!var(16))
givepower = 55,55

[State 200];補正
type = Varset
trigger1 = movecontact
fvar(6) = fvar(6)*0.9
persistent = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;空中・強キック
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 630
sprpriority = 2

[State ,];補正リセット
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.13
ignorehitpause = 1


[State 630, 1]
type = PlaySnd
trigger1 = Time = 10
value = 400,3

[State 810, ];声
type = PlaySnd
trigger1 = animelem = 5
trigger1 = random < 500
value = 600,9
channel = 1
volume = 300

[State 640, 3]
type = HitDef
trigger1 = animelem = 11
attr = A, NA
damage  = 130
guardflag = HA
priority = 4
pausetime = 12,12
ID = 667
sparkno = S10004+random%4
sparkxy = -10,-40
hitsound   = S200,0
guard.sparkno = S10027
guardsound = S2,1
animtype = H
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.hittime  = 100
air.velocity = -2,-3
getpower = 130*(!var(16)),130*(!var(16))
givepower = 65,65

[State 200];補正
type = Varset
trigger1 = movecontact
fvar(6) = fvar(6)*0.9
persistent = 0
ignorehitpause = 1


;***********************************************************
;----------------------ガードキャル----------------
;***********************************************************
;ガードキャンセル
[Statedef 780]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1100
poweradd = -1000

;*******************************
[State ,];補正リセット
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1


[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.13
ignorehitpause = 1

;************************************

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 2, 2

[State 1990, 一瞬無敵になる]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 1990, 一瞬光る]
type = Envcolor
trigger1 = Time = 0
value = 255, 255, 255
time = 1
under = 1
supermove = 1
persistent = 0
ignorehitpause = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 0,0
channel = 0

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = 300,0

[State 200, 弱ヒット定義];空中ガードなし
type = HitDef 
trigger1 = time = 0
attr = S, SA
damage = 120,25
animtype  = Hard
ground.type = H
guardflag = M
pausetime = 16,16
sparkno = s10000+random%4
sparkxy = -10,-60
guard.sparkno = -1
hitsound   = -1
guardsound = S2,1
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -5,-4
air.velocity = -5,-4
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0
givepower = 60,60
kill = 0

[State 200];補正
type = Varset
trigger1 = movecontact
fvar(6) = fvar(6)*0.9
persistent = 0
ignorehitpause = 1

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











;-----------------------------------------------------------
;渋川流掴み
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 1

;*******************************
[State ,];補正リセット
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.13
ignorehitpause = 1

[State 801, 変数]
type = VarSet
trigger1 = 1
v = 29
value = 0
IgnoreHitPause = 1
Persistent = 1
;++++++++++++++++++++++++++++++++
[State 800, 抜け不可]
type     = varset
trigger1 = Time = 0
trigger2 = enemynear,ctrl=1
trigger3 = enemynear,movetype!=A
var(8)    = 0

[State 800, 抜け不可]
type     = varset
trigger1 = enemynear,movetype=A
trigger2 = enemynear,ctrl=0
var(8)    = 1
;++++++++++++++++++++++++++++++++++
;************************************
;---------------------[攻撃]
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != [130,159]
attr = S, NT
hitflag = M-
guard.dist = 0
priority = 1, Miss 
sparkno = -1
sprpriority = 1
p1stateno = 810
p2stateno = 820
fall = 1
nochainID = 600,9999

[State playsnd]
type = playsnd
trigger1 = animelem = 2
value = 0,3

;---------------------[ステート移行]
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------
;渋川流・投げ
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
juggle  = 0
sprpriority = 1

[State ]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State ,];補正リセット
type = Varset
trigger1 = 1
fvar(6) = 0.9
ignorehitpause = 1

[State 801, 変数];投げ抜けフラグ・相手が特定のコマンドを入力した事を記憶
type = VarSet
triggerall = (NumTarget)
triggerall = (var(29) = 0) && (Time = [1,7])
triggerall = (var(8)!=1)
trigger1 = (Target,command = "holdfwd") && (Target,command = "b")
trigger2 = (Target,command = "holdfwd") && (Target,command = "y")
v = 29
value = 1
IgnoreHitPause = 1
Persistent = 1
;---------------------[演出]
[State a];
type = Width
trigger1 = 1
player = 62,0

[State envshake]
type = EnvShake
trigger1 = animelem = 6
time = 8
ampl = -6
freq = 75
phase = 75

[State playsnd]
type = playsnd
trigger1 = animelem = 2
value = 7,0
channel = 0

[State 810, ];声
type = PlaySnd
trigger1 = animelem = 2
value = 600,5
channel = 1
volume = 300
;---------------------[サウンド]
[State 810, Grab Sound];掴み
type = PlaySnd
trigger1 = animelem = 1
value = 800,0

[State playsnd]
type = playsnd
trigger1 = animelem = 5
value = 300,0
;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = time = 0
edge = 40,0


;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 50,-10

[State 801, 2]
type = Targetvelset
trigger1 = animelem = 2,>=0
trigger1 = animelem = 5,<=0
x = 1
y = 1

[State 801, 2]
type = null;Targetlifeadd
trigger1 = animelem = 9
value = -150-((palno=12)*45)

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 2
time = 2

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElem = 2,>=0
trigger1 = AnimElem = 6,<0
time = 2


;---------------------[ステート移行]
[State 801, ステート変更]
type = ChangeState
triggerall = (Time = [1,7])
trigger1 = var(29) = 1
trigger1 = (var(8)!=1)
value = 806

[State 600,***]
type = Explod
trigger1 = animelem = 5
vfacing = -1
anim = 10021
pos = 20,-80
postype = p1
sprpriority = 0
ownpal = 1

[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;----------------------------------------------------------
;(ENEMY)渋川流・投げられ
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

;---------------------[演出]
[State ]
type = turn
trigger1 = time = 0
trigger1 = P2dist X < 0
ignorehitpause = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = anim != 820
value = 820

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 820, 1]
type = velset
Trigger1 = time = 17
x = -1
y = -8.5

[State 820, 1]
type = veladd
Trigger1 = time >= 17
y = 0.4

[State a];
type = selfState
trigger1 = time >= 17
trigger1 = pos y >= 0
trigger1 = vel y > 0
value = 5100










;-----------------------------------------------------------
;裏投げ掴み
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 1

[State 801, 変数]
type = VarSet
trigger1 = 1
v = 29
value = 0
IgnoreHitPause = 1
Persistent = 1

;++++++++++++++++++++++++++++++++
[State 800, 抜け不可]
type     = varset
trigger1 = Time = 0
trigger2 = enemynear,ctrl=1
trigger3 = enemynear,movetype!=A
var(8)    = 0

[State 800, 抜け不可]
type     = varset
trigger1 = enemynear,movetype=A
trigger2 = enemynear,ctrl=0
var(8)    = 1
;++++++++++++++++++++++++++++++++++
;*******************************
[State ,];補正リセット
type = Varset
trigger1 = moveguarded
trigger2 = EnemyNear,movetype != H
trigger3 = EnemyNear,statetype = L
trigger4 = EnemyNear,GethitVar(hitcount) <= 0
trigger5 = EnemyNear,ctrl
fvar(6) = 1
ignorehitpause = 1

[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6) = 1)
value = 1.3
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6) = 1)
value = 1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno=12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6)*1.3)
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.9)
value = (0.8 * fVar(6))
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno != 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.1
ignorehitpause = 1
[State , アタック]
type = AttackMulSet
trigger1 = (palno = 12)
trigger1 = (fVar(6)<= 0.1)
value = 0.13
ignorehitpause = 1

;************************************

;---------------------[変数]
[state a]
type = varset
trigger1 = time = 0
v = 8
value = 1

[state a]
type = varset
trigger1 = time = 0
trigger1 = (command != "holdback")
v = 8
value = -1

[state a]
type = varset
trigger1 = time = 0
trigger1 = (command = "holdback")
v = 8
value = 1

;---------------------[攻撃]
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != [130,159]
attr = S, NT
hitflag = M-
guard.dist = 0
priority = 1, Miss 
sparkno = -1
sprpriority = 1
p1stateno = 860
p2stateno = 870
fall = 1
nochainID = 600,9999

[State playsnd]
type = playsnd
trigger1 = animelem = 2
value = 8,0
channel = 0

;---------------------[ステート移行]
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------
;裏投げ・投げ
[Statedef 860]
type    = S
movetype= A
physics = N
anim = 815
juggle  = 0
sprpriority = 2

[State ]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 801, 変数];投げ抜けフラグ・相手が特定のコマンドを入力した事を記憶
type = VarSet
triggerall = (NumTarget)
triggerall = (var(29) = 0) && (Time = [1,7])
triggerall = (var(8)!=1)
trigger1 = (Target,command = "holdfwd") && (Target,command = "b")
trigger2 = (Target,command = "holdfwd") && (Target,command = "y")
v = 29
value = 1
IgnoreHitPause = 1
Persistent = 1

[State ]
type = PowerAdd
trigger1 = AnimElem = 1
value = 180*(!var(16))

[State ]
type = targetpoweradd
trigger1 = AnimElem = 1
value = 90

[State ,];補正リセット
type = Varset
trigger1 = 1
fvar(6) = 0.9
ignorehitpause = 1

;---------------------[演出]
[State playsnd]
type = playsnd
trigger1 = animelem = 2
value = 7,0
channel = 0
;---------------------[サウンド]
[State 810, Grab Sound];掴み
type = PlaySnd
trigger1 = animelem = 1
value = 800,0

[State 810, ];声
type = PlaySnd
trigger1 = animelem = 2
value = 600,8
channel = 1
volume = 300

[State playsnd]
type = playsnd
trigger1 = animelem = 10
value = 300,0
;---------------------[演出]
[State 210, Width];画面端の押し戻し判定
type = Width
trigger1 = animelem=2
edge = 40,60
;---------------------[相手制御]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 20,-50

[State 801, 2]
type = TargetBind
trigger1 = animelem = 2
pos = 5,-70

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 5,-80

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 5,-90

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6
pos = 0,-100

[State 801, 2]
type = TargetBind
trigger1 = animelem = 7
pos = -5,-110

[State 801, 2]
type = TargetBind
trigger1 = animelem = 8
pos = -5,-120

[State 801, 2]
type = TargetBind
trigger1 = animelem = 9
pos = -15,-110

[State 801, 2]
type = TargetBind
trigger1 = animelem = 10
pos = -25,-110

[State 801, 2]
type = TargetBind
trigger1 = animelem = 12
pos = -35,-90

[State 801, 2]
type = TargetBind
trigger1 = animelem = 13
pos = -45,-70

[State 801, 2]
type = TargetBind
trigger1 = animelem = 14
pos = -55,-50

;---------------------[ステート移行]
[State 801, ステート変更]
type = ChangeState
triggerall = (Time = [1,7])
trigger1 = var(29) = 1
trigger1 = (var(8)!=1)
value = 806

[State ]
type = targetlifeadd
trigger1 = target,stateno = 1027
value = -(180-((palno=12)*54))*(const(data.attack)*0.01)
persistent = 0

[State a];
type = turn
trigger1 = animtime = 0
value = 1

[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;----------------------------------------------------------
;(ENEMY)裏投げ・投げられ
[Statedef 870]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

;---------------------[演出]
[State ]
type = turn
trigger1 = time = 0
trigger1 = P2dist X < 0
ignorehitpause = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = anim != 821
value = 821

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 801, 2]
type = SprPriority
trigger1 = animelem = 6
value = 3

[State a]
type = velset
trigger1 = time >= 30
x = 20

[State a];
type = changeState
trigger1 = time >= 20
trigger1 = frontedgedist <= 20
trigger2 = time >= 200
value = 1027





















;-----------------------------------------------------------
;投げ抜け（こちら側）
[Statedef 806]
type     = U
movetype = I
physics  = N
ctrl     = 0
facep2 = 1
velset = -3,-5
anim = 5040

[State 2991, 掴んだ相手のステート変更]
type = TargetState
trigger1 = Time = 0
value = 807

[State 3000, 掴んだ相手の位置]
type = TargetBind
trigger1 =  time = 0
pos = ceil(30*const(size.xscale)),ceil(0*const(size.yscale))
postype = P1
time = 1

[State 801, 変数]
type = VarSet
trigger1 = time = 0
v = 11
value = 0
IgnoreHitPause = 1
Persistent = 1

[State 2991, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 2,1
channel = 1

[State 600,***]
type = Explod
trigger1 = time = 0
anim = 10000
id = 30000
pos = ceil(20*const(size.xscale)),ceil(-120*const(size.yscale))
postype = p1
sprpriority = 3
ownpal = 1

[State 600,***]
type = Explod
trigger1 = time = 0
anim = 10020
id = 30020
pos = ceil(0*const(size.xscale)),ceil(-120*const(size.yscale))
postype = p1
sprpriority = -3
ownpal = 1

[State 600,***]
type = Explod
trigger1 = time = 0
anim = 10020
id = 30020
pos = ceil(0*const(size.xscale)),ceil(-120*const(size.yscale))
postype = p2
sprpriority = -3
ownpal = 1


[State 805, 状態変更]
type = StateTypeSet
trigger1 = (Time > 0)
MoveType = I
IgnoreHitPause = 1
Persistent = 1

[State 1200, 9]
type = Width
trigger1 = 1
value =20,20

[State 805, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1000, 3]
type = Gravity
trigger1 = 1

[State 805, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0&&Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;投げ抜け（相手側）
[Statedef 807]
type     = A
movetype = H
physics  = N
ctrl     = 0
facep2 = 1
anim = 5040
velset = -3,-4

[State 805, 状態変更]
type = StateTypeSet
trigger1 = (Time > 0)
MoveType = I
IgnoreHitPause = 1
Persistent = 1

[State 1200, 9]
type = Width
trigger1 = 1
value =20,20

[State 805, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 805, 速度加算]
type = VelAdd
trigger1 = 1
y = 0.4

[State 805, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0&&Pos Y >= 0
value = 52












;---------------------------------------------------------------------------
; ジャンプ開始
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State ];無敵
type = NotHitBy 
trigger1 = 1
value = , NT,ST,HT
time = 1

[State 40, 1]
type = VarSet
trigger1 = !var(59)
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = !var(59)
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = !var(59)
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 移動速度];ＡＩオン
type = VelSet
trigger1 = var(59)
trigger1 = AnimTime = 0
x = const(velocity.jump.fwd.x)
y = const(velocity.jump.y)*1

[State 40, 移動速度]
type = VelSet
trigger1 = var(59) = 0
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*1

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 105 ;RUN_back
x = const(velocity.runjump.back.x)

[State 40, 振り返る]
type = Turn
triggerall = (PrevStateNo = 52)
trigger1 = (Time = 0) && (P2Dist X < 0)
Persistent = 0

[State 40, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1



;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = var(59)<=0 && command="holddown"
trigger2 = var(59)>=1
trigger2 = (enemynear,movetype=A) && random < 970
value = 131

[State 120, Stop Guarding]
type = ChangeState
trigger1= (var(59)<=0 && command!="holdback")
trigger2= var(59)<=0 && !inguarddist
;AI
Trigger3 = var(59)>=1
Trigger3 = Enemy,MoveType != A || EnemyNear,MoveType != A
Trigger3 = P2Dist X < 0
Trigger3 = !InguardDist
Trigger4 = var(59)>=1 && P2Dist X >= 0
Trigger4 = !InguardDist
Trigger5 = var(59)>=1 && roundstate != 2
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = var(59)<=0 && command!="holddown"
trigger2 = var(59)>=1 && random < 15
trigger2 = (enemynear,movetype=A)&&(enemynear,statetype!=C)
Trigger3 = (Enemy,stateType = A)||(Enemy,pos Y<0)
trigger3 = var(59)>=1
value = 130

[State 120, Stop Guarding]
type = ChangeState
trigger1= (var(59)<=0 && command!="holdback")
trigger2= var(59)<=0 && !inguarddist
;AI
Trigger3 = var(59)>=1
Trigger3 = Enemy,MoveType != A || EnemyNear,MoveType != A
Trigger3 = P2Dist X < 0
Trigger3 = !InguardDist
Trigger4 = var(59)>=1 && P2Dist X >= 0
Trigger4 = !InguardDist
Trigger5 = var(59)>=1 && roundstate != 2
value = 140



;---------------------------------------------------------------------------
;しぼう
[Statedef 444]
type    = S
physics = S
anim = 10024
ctrl = 0
sprpriority = 1

[State 2991, 音を鳴らす]
type = PlaySnd
triggerall = (root,prevstateno != 3032)
trigger1 = time = 1
value = 11,10
channel = 0
persistent = 0

[State 40, ステート変更]
type = destroyself
trigger1 = Time = 999999999