;--------回り込み----------------------
[Statedef 700]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0

[State 200, 2]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 3,3
channel = 4

[State 700, 残像]
type = null;AfterImage
trigger1 = AnimElem = 1
time = 26
length = 6      ;残像の表示時間
timegap = 2     ;時間差
framegap = 4    ;フレーム差
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[State 700, 非無敵] ;地上投げ属性は回避できない
type = HitBy
trigger1 = AnimElem = 8, <= 0
value = SC, NT, ST, HT    ;立S、屈C、空A , 通常N、必殺S、超必H ＋ 攻撃A、投げT、飛び道具Pで記述

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = Animelem = 8,<= 0
value =  SCA

[State 700, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
x = 6

[State 700, 移動終了]
type = VelSet
trigger1 = AnimElem = 8, >= 0
x = 0

[State 700, 相手と重なった場合]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

[State 700, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------後転移動-------------------------------
[Statedef 710]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 710
ctrl     = 0

[State 200, 2]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 3,3
channel = 4

[State 710, 残像]
type = null;AfterImage
trigger1 = AnimElem = 1
time = 26
length = 7
timeGap = 2
frameGap = 4
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1	
trans = Add1

[State 710, 非無敵]
type = HitBy
trigger1 = AnimElem = 10, <= 0
value = SC, NT, ST, HT

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = Animelem = 10,<= 0
value =  SCA

[State 710, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) > 0
x = -6

[State 710, 移動終了]
type = VelSet
trigger1 = AnimElem = 9, >= 0
x = 0

[State 710, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(8) > 0
value = 0

[State 710, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;------------------------------------------------------------------
;ガードキャンセル前転
[Statedef 720]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
poweradd = -1000
ctrl     = 0

[State 1990, 一瞬止まる]
type = Pause
trigger1 = Time = 0
time = 8
pausemovetime = 16

[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, 2]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 3,3
channel = 4

[State 700, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 26
length = 6      ;残像の表示時間
timegap = 2     ;時間差
framegap = 4    ;フレーム差
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = Animelem = 7,<= 0
value =  SCA;,NA,ST,HP

[State 700, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
x = 6

[State 700, 移動終了]
type = VelSet
trigger1 = AnimElem = 8, >= 0
x = 0

[State 700, 相手と重なった場合]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

[State 700, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------------
;ガードキャンセル後転
[Statedef 730]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 710
poweradd = -1000
ctrl     = 0

[State 1990, 一瞬止まる]
type = Pause
trigger1 = Time = 0
time = 8
pausemovetime = 16

[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, 2]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 3,3
channel = 4

[State 710, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 26
length = 7
timeGap = 2
frameGap = 4
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1	
trans = Add1

[State 1];無敵の状態を作る
type = NotHitBy
trigger1 = Animelem = 7,<= 0
value =  SCA;,NA,ST,HP


[State 710, 移動量]
type = VelSet
trigger1 = AnimElemTime(2) > 0
x = -6

[State 710, 移動終了]
type = VelSet
trigger1 = AnimElem = 8, >= 0
x = 0

[State 710, 相手と重なった時の処理]
type = PlayerPush
trigger1 = AnimElemTime(8) > 0
value = 0

[State 710, 終了]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------
;ガードキャンセルぶっとばし攻撃
[Statedef 255]
type     = S
movetype = A
physics  = C
juggle   = 14
ctrl     = 0
anim     = 246
poweradd = -1000
sprpriority = 2

[State 3000, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 15
;value = SCA,NAP,SAP,HAP

[State 700, 非無敵] ;地上投げ属性は回避できない
type = HitBy
trigger1 = time = 0
value = SC, NT, ST, HT    ;立S、屈C、空A , 通常N、必殺S、超必H ＋ 攻撃A、投げT、飛び道具Pで記述
time = 15

[State 1990, 一瞬止まる]
type = Pause
trigger1 = Time = 0
time = 3
pausemovetime = 16

[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 650, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,3
channel = 0

[State 245, 1]
type = null;PlaySnd
trigger1 = Time = 0
value = 5,0

[State 245, 2]
type = null;PlaySnd
trigger1 = Time = 0
value = 1,4
channel = 0

[State 245, 5]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3|| AnimElem = 4
x = 8

[State 245, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 35
hitflag = MAF
guardflag = M
animtype = Hard
ground.animtype = low
pausetime = 12,12
sparkxy = -10,-76
sparkno = s4010
guard.sparkno = S10150
hitsound = s4,4
guardsound = s4,9
ground.velocity = -4,-9
air.velocity = -4,-6
guard.velocity = -11
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
;fall.recovertime = 35
guard.velocity = -12
getpower = 0,0
givepower = 21,21
fall.yvelocity = -3.4
guard.pausetime = 12,12
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
yaccel = .55
kill = 0

[State 245, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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

;-----------------------------------------------------------------------------
[Statedef -2];常時監視ステート(相手に行動を制御されても関係無く常に実行される)
;-----------------------------------------------------------------------------
;先行入力時間
[State -2, uketuke]
type = VarSet
triggerall = var(0) = 0
triggerall = var(59) = 0
trigger1 = command = "start"
trigger2 = command = "c"
trigger3 = command = "b"
trigger4 = command = "a"
trigger5 = command = "y"
trigger6 = command = "x"
trigger7 = command = "z"
trigger8 = command = "x" && command = "holdfwd"
trigger9 = command = "z" && command = "holdfwd"
trigger10 = command = "yamibarai2"
trigger11 = command = "yamibarai1"
trigger12 = command = "kuzukaze"
trigger13 = command = "kotozuki2"
trigger14 = command = "kotozuki1"
trigger15 = command = "aoi2"
trigger16 = command = "aoi1"
trigger17 = command = "oniyaki2"
trigger18 = command = "oniyaki1"
trigger19 = command = "saika"
trigger20 = command = "yaotome2"
trigger21 = command = "yaotome1"
trigger22 = command = "jingi"
var(0) = 6
ignorehitpause = 1

;タイムカウント
[state -2]
type = varadd
trigger1 = var(0) > 0 ;1
v = 0
value = -1
ignorehitpause = 0

;-----------------------------------------------------------------------------
[State -2  Explod]
type = Explod
trigger1 = Time =  10
trigger1 =StateNo =2001
anim = 13131
vel = 0,20
accel = 0,0
ID = 13131
pos = 0,0
postype = left
removetime = 65
sprpriority = -6
bindtime = -2
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 506-40, 40



[State -2  Explod]
type = Explod
trigger1 = Time =  10
trigger1 =StateNo =2001
anim = 13131
vel = 0,20
accel = 0,0
ID = 13131
pos = 0,0
postype = left
removetime = 65
sprpriority = -5
bindtime = 1
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 306-40, 40


[State -2  Explod]
type = Explod
trigger1 = Time =  10
trigger1 =StateNo =2001
anim = 13131
vel = 0,20
ID = 13131
pos = 0,-254
postype = left
removetime = 65
sprpriority = -5
bindtime = 1
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 306-40, 40

[State -2  Explod]
type = Explod
trigger1 = Time =  10
trigger1 =StateNo =2001
anim = 13131
vel = 0,20
ID = 13131
pos = 0,-508
postype = left
removetime = 65
sprpriority = -5
bindtime = 1
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 306-40, 40

[State -2  Explod]
type = Explod
trigger1 = Time =  10
trigger1 =StateNo =2001
anim = 13131
vel = 0,20
ID = 13131
pos = 0,-762
postype = left
removetime = 65
sprpriority = -5
bindtime = 1
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 306-40, 40

[State -2  Explod]
type = Explod
trigger1 = Time =  10
trigger1 =StateNo =2001
anim = 13131
vel = 0,20
ID = 13131
pos = 0,-1016
postype = left
removetime = 65
sprpriority = -5
bindtime = 1
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 306-40, 40

[State -2  Explod]
type = Explod
trigger1 = Time =  10
trigger1 =StateNo =2001
anim = 13131
vel = 0,20
ID = 13131
pos = 0,-1270
postype = left
removetime = 65
sprpriority = -5
bindtime = 1
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 306-40, 40

[State -2  Explod]
type = Explod
trigger1 = Time =  20
trigger1 =StateNo =2001
anim = 13131
vel = 0,20
accel = 0,0
ID = 13131
pos = 0,0
postype = left
removetime = 65
sprpriority = -6
bindtime = -2
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 506-40, 40

[State -2  Explod]
type = Explod
trigger1 = Time = 10
trigger1 =StateNo =2002
anim = 13131
vel = 0,20
ID = 13131
pos = 0,-1524
postype = left   ;p1  ;p2,front,back,left,right
removetime = 65
sprpriority = -5
bindtime = 1
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 306-40, 40

[State -2  Explod]
type = Explod
trigger1 = Time =  10
trigger1 =StateNo =2002
anim = 13131
vel = 0,20
accel = 0,0
ID = 13131
pos = 0,0
postype = left
removetime = 65
sprpriority = -6
bindtime = -2
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 506-40, 40



[State -2  Explod]
type = Explod
trigger1 = Time =  10
trigger1 =StateNo =2002
anim = 13131
vel = 0,20
accel = 0,0
ID = 13131
pos = 0,0
postype = left
removetime = 65
sprpriority = -5
bindtime = 1
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 306-40, 40


[State -2  Explod]
type = Explod
trigger1 = Time =  10
trigger1 =StateNo =2002
anim = 13131
vel = 0,20
ID = 13131
pos = 0,-254
postype = left
removetime = 65
sprpriority = -5
bindtime = 1
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 306-40, 40

[State -2  Explod]
type = Explod
trigger1 = Time =  10
trigger1 =StateNo =2002
anim = 13131
vel = 0,20
ID = 13131
pos = 0,-508
postype = left
removetime = 65
sprpriority = -5
bindtime = 1
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 306-40, 40

[State -2  Explod]
type = Explod
trigger1 = Time =  10
trigger1 =StateNo =2002
anim = 13131
vel = 0,20
ID = 13131
pos = 0,-762
postype = left
removetime = 65
sprpriority = -5
bindtime = 1
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 306-40, 40

[State -2  Explod]
type = Explod
trigger1 = Time =  10
trigger1 =StateNo =2002
anim = 13131
vel = 0,20
ID = 13131
pos = 0,-1016
postype = left
removetime = 65
sprpriority = -5
bindtime = 1
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 306-40, 40

[State -2  Explod]
type = Explod
trigger1 = Time =  10
trigger1 =StateNo =2002
anim = 13131
vel = 0,20
ID = 13131
pos = 0,-1270
postype = left
removetime = 65
sprpriority = -5
bindtime = 1
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 306-40, 40

[State -2  Explod]
type = Explod
trigger1 = Time = 10
trigger1 =StateNo =2002
anim = 13131
vel = 0,20
ID = 13131
pos = 0,-1524
postype = left   ;p1  ;p2,front,back,left,right
removetime = 65
sprpriority = -5
bindtime = 1
supermove=1
supermovetime =1
ignorehitpause =1
trans = addalpha ; "add" ;"none","add1","sub"
alpha = 306-40, 40
;---------------------------------------------------------------------------
;挑発
[State -2]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "start"
var(1) = 195

;--------------------------------------------------------------
;通常技

[State -2, VarSet]
type = null;VarSet
triggerall = var(0) > 0
trigger1 = command = "c"
var(2) = 6

[State -2, VarSet]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "b"
var(2) = 5

[State -2, VarSet]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "a"
var(2) = 4

[State -2, VarSet]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "y"
var(2) = 3

[State -2, VarSet]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "x"
var(2) = 2

[State -2, VarSet]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "z"
var(2) = 1

;--------------------------------------------------------------
;特殊技
;夢弾
[State -2, VarSetYUme]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "x"
trigger1 = command = "holdfwd"
var(2) = 435

;--------------------------------------------------------------
;轟斧
[State -2, VarSetgoufu]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "z" 
trigger1 = command = "holdfwd"
var(2) = 215

;---------------------------------------------------------------------------
;闇払い
[State -2]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "yamibarai2"
var(1) = 1550

[State -2]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "yamibarai1"
var(1) = 1500

;---------------------------------------------------------------------------
;屑風
[State -2]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "kuzukaze"
var(1) = 1400

;---------------------------------------------------------------------------
;琴月
[State -2]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "kotozuki2"
var(1) = 1350

[State -2]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "kotozuki1"
var(1) = 1300

;---------------------------------------------------------------------------
;葵花
[State -2]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "aoi2"
var(1) = 1250

[State -2]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "aoi1"
var(1) = 1200

;---------------------------------------------------------------------------
;鬼焼き
[State -2]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "oniyaki2"
var(1) = 1100

[State -2]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "oniyaki1"
var(1) = 1000

;---------------------------------------------------------------------------
;サイカ
[State -2]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "saika"
var(1) = 2100

;---------------------------------------------------------------------------
;八稚女
[State -2]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "yaotome2"
var(1) = 2001

[State -2]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "yaotome1"
var(1) = 2000

;---------------------------------------------------------------------------
;三神器之弐
[State -2]
type = VarSet
triggerall = var(0) > 0
trigger1 = command = "jingi"
var(1) = 2200

;---------------------------------------------------------------------------
[State -2]
type = VarSet
trigger1 = var(1)
trigger1 = !var(0)
var(1) = 0

[State -2]
type = VarSet
trigger1 = var(2)
trigger1 = !var(0)
var(2) = 0

;==============================================================================
;デバック用
[State -2]
type = DisplayToClipBoard
trigger1 = 1
text = "P2BodyDist X: %d | P2BodyDist Y: %d | Pos X: %d | Pos Y: %d \n"
params	= floor(P2BodyDist X),ceil(P2BodyDist Y),ceil(Pos X),ceil(Pos Y)
ignorehitpause = 1

;==============================================================================
;スーパーキャンセル判定
[State -2, 0]
type = VarSet
trigger1    = stateno = 1100 && movehit = 1
;trigger2    = stateno = 2100 && movehit = 1
var(11) = 1

[State -2, 1]
type = VarSet
trigger1    = p2movetype != H
;trigger1    = P2bodydist Y = 0
var(11)     = 0

;----------------------------------------------
;ドリームキャンセル判定
[State -2, 0]
type = null;VarSet
trigger1   = stateno = 2002 ;&& Movehit = 1
;trigger1   = 
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1    = stateno = 2200 && AnimElem = 6
trigger2    = stateno = 2201 && AnimElem = 61
trigger3    = movetype = H
var(12)     = 0
ignorehitpause = 0

;==============================================================================
;ダメージ補正
[state -2]
type = varset
trigger1 = 1
Trigger2 = RoundState = 0
trigger3 = P2MoveType != H
trigger4 = P2stateno = [120,155]
;trigger2 = enemy,gethitvar(hitcount) = 0
fvar(0) = 1.0

[state -2]
type = varset
trigger1 = P2MoveType = H
trigger1 = enemy,gethitvar(hitcount) > 2
fvar(0) = abs((100.0-(25.0+(enemy,gethitvar(hitcount)/2.0)*5.0))/100.0)
IgnoreHitPause = 1

[state -2]
type = attackmulset
trigger1 = 1
value = fvar(0)

;--------------------------------------------------------
;ネバリ補正（根性値）
[State -2]
Type = DefenceMulSet
Triggerall = gethitvar(hitcount) > 0
Trigger1 = 1
IgnoreHitPause = 1
Value = FVar(1)+(ifelse((GetHitVar(HitCount)/10 < 1.0), GetHitVar(HitCount)/10, 0))

[State -2]
Type = VarSet
Triggerall = (1000*life/const(data.life)) > 750
Trigger1 = 1
IgnoreHitPause = 1
FV = 1
Value = 1

[State -2]
Type = VarSet
Triggerall = (1000*life/const(data.life)) = [151,750]
Trigger1 = 1
IgnoreHitPause = 1
FV = 1
Value = 0.75

[State -2]
Type = VarSet
Triggerall = (1000*life/const(data.life)) < 151
Trigger1 = 1
IgnoreHitPause = 1
FV = 1
Value = 0.5
;==============================================================================
;---端でめくらないように-----
[State -2, 100]
type = Width
trigger1 = p2Dist X >= 0
edge = 3,-3

[State -2, 100]
type = Width
trigger1 = p2Dist X < 0
edge = -3,3
;==============================================================================
;----ダッシュの音止め-------------
[State -2, 1]
type = stopSnd
trigger1 = stateno != 100
channel = 1

;---攻撃音止め----
[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 4

;---挑発音止め----
[State -2, 3]
type = stopSnd
trigger1 = stateno = 197
trigger1 = stateno != 197
channel = 4

;---ダメージボイス----
;地上やられ
[State -2,PlaySnd]
type =PlaySnd
triggerall = Alive && Random%2 = 0
triggerall = Time = 1
triggerall = (StateNo = 5000 || StateNo = 5010 || StateNo = 5020)
trigger1 = GethitVar(animtype)=[0,2]
value = 5000,ifelse((GethitVar(animtype)=[0,1]),0||1,3)
channel = 10
volume = 255

;地上吹き飛びやられ
[State -2,PlaySnd]
type =PlaySnd
triggerall = Alive && Random%2 = 0
triggerall = Time = 1
triggerall = (StateNo = 5000 || StateNo = 5010 || StateNo = 5020)
trigger1 = GethitVar(animtype)=[0,2]
value = 5000,ifelse((GethitVar(animtype)=[4,5]),1,3)
channel = 10
volume = 255

;空中やられ
[State -2,PlaySnd]
type =PlaySnd
triggerall = Alive && Random%2 = 0
triggerall = Time = 1
triggerall = (StateNo = 5000 || StateNo = 5010 || StateNo = 5020)
trigger1 = GethitVar(animtype)=[0,2]
value = 5000,ifelse((GethitVar(airtype)=[0,1]),0||1,4)
channel = 10
volume = 255

;空中吹き飛びやられ
[State -2,PlaySnd]
type =PlaySnd
triggerall = Alive && Random%2 = 0
triggerall = Time = 1
triggerall = (StateNo = 5000 || StateNo = 5010 || StateNo = 5020)
trigger1 = GethitVar(animtype)=[0,2]
value = 5000,ifelse((GethitVar(airtype)=[4,5]),3,4)
channel = 10
volume = 255

;--------------------------------------------------------
;生存判定
[State -2]
type = Varset
trigger1 = alive
var(4) = 0
ignorehitpause = 1

[State -2]
type = Varset
trigger1 = !alive && var(4)!= 2
var(4) = 1
ignorehitpause = 1

[State -2]
type = Varset
trigger1 = !alive && var(4)= 1 && time=2
var(4) = 2
ignorehitpause = 1

;KOダメージボイス
[State -2,PlaySnd]
type =PlaySnd
trigger1 = roundstate = 3
trigger1 = !alive && var(4) = 1 && time = 1
value = 5100,0
channel = 11
volume = 255

;--------------------------------------------------------
;相手キャラ判定
[State -2]
type = null;Varset
triggerall = time = 0
triggerall = RoundState = 1
trigger1 = (P2Name = "kyoXI" || P4Name = "kyoXI") && EnemyNear,AuthorName = "beppu"
trigger2 = (P2Name = "kyo99" || P4Name = "kyo99") && EnemyNear,AuthorName = "beppu"
trigger3 = (P2Name = "kyonbc" || P4Name = "kyonbc") && EnemyNear,AuthorName = "beppu"
trigger4 = (P2Name = "kyoXI_EX" || P4Name = "kyoXI_EX") && EnemyNear,AuthorName = "beppu"
trigger5 = (P2Name = "kyoAkof" || P4Name = "kyoAkof")  && EnemyNear,AuthorName = "beppu"
var(58) = 1

[State -2]
type = null;Varset
triggerall = var(58) = 1
triggerall = RoundState = 1
trigger1 = (P2Name != "kyoXI" || P4Name != "kyoXI") ;&& EnemyNear,AuthorName = "beppu"
trigger2 = (P2Name != "kyo99" || P4Name != "kyo99") ;&& EnemyNear,AuthorName = "beppu"
trigger3 = (P2Name != "kyonbc" || P4Name != "kyonbc") ;&& EnemyNear,AuthorName = "beppu"
trigger4 = (P2Name != "kyoXI_EX" || P4Name != "kyoXI_EX") ;&& EnemyNear,AuthorName = "beppu"
trigger5 = (P2Name != "kyoAkof" || P4Name != "kyoAkof")  ;&& EnemyNear,AuthorName = "beppu"
var(58) = 0

;---------------------------------------------------------------------------------
[Statedef -3];常時監視ステート(p2statenoなどで相手に行動を制御された時は実行しない)
;---------------------------------------------------------------------------------

[State -3, ダメージボイス]
type = null;PlaySnd
triggerall = Time = 1
triggerall = Alive && GameTime % 3 = 0         ;生きている時
trigger1 = stateno=5000 || stateno=5010 || stateno=5020 ;ダメージの瞬間
trigger2 = stateno = 5070 || stateno = 5080             ;ダメージの瞬間
value = 5000,random/250                                   ;50,0〜50,3までをランダムに決定
channel = 0 ;チャンネルを決定しています。同じチャンネルの音は重なりません。
volume = 255

[State -3, やられボイス]
type = null;PlaySnd
triggerall = Time = 1
triggerall = !Alive
trigger1 = stateno=5000 || stateno=5010 || stateno=5020 
trigger2 = stateno = 5070 || stateno = 5080                        
value = 5100,0
loop = 0                                   
channel = 0
volume = 255

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