
[Data]
life = 1100 ;		体力ゲージの最大値
power = 3000 ;		パワーゲージ最大値（デフォルトは 3000 = Lv.3）
attack = 100 ;		攻撃力パーセンテージ（デフォルトは 100%）
defence = 100 ;		防御力パーセンテージ（デフォルトは 100%）
fall.defence_up = 50 ;	一時的に上昇するダウン時の防御力パーセンテージ
liedown.time = 60 ;		倒れてから起き上がるまでの時間
airjuggle = 15 ;		ジャグルポイント限界値　★１
sparkno = 2 ;		デフォルトのヒットスパーク番号（fightfx.airか、キャラのairから呼び出す）
guard.sparkno = 40 ;	デフォルトのガードスパーク番号（fightfx.airか、キャラのairから呼び出す）
KO.echo = 0 ;		ＫＯ時の声にエコーを掛けるかどうか（0=しない・1=する）
volume = 128 ;		キャラの音量　255が最高
intpersistindex = 0 ;	Varを次のラウンドへ持ち越しが可能 (最小=0, 最大=59)  ★２
floatpersistindex = 0;	FVarを次のラウンドへ持ち越しが可能 (最小=0, 最大=39) ★２



;★１：「ジャグルポイント」って何？
;　ダウン（受け身しなければ地面にそのまま吹っ飛び倒れる）効果の空中の相手に
;　攻撃を入れられる限界を設定するポイントです。
;　各ステートで設定した数値分攻撃が当たった時に溜まって行き、
;　限界値に到達したり超えてしまうと全ての攻撃が一切当たらなくなります。
;　攻撃が終わると数値が元に戻りますが、ジャグルポイントを設定してない攻撃や、
;　場合によってはダウン効果の無い攻撃を空中の相手に何回も当てると、
;　溜まらずに永久連続技（永久コンボ）になるので注意です。
;　あなたがキャラを作ったら永久コンボがないか探しましょう。永久コンボは絶対に存在してはいけません。
;
;　なお、ゲーム中Ctrl+Cで当たり判定ボックスを表示している時に攻撃を当てるとピンク色の文字が出てきますが、
;　その一番右の数値の部分がジャグルポイントの現在値表示になっているので確認出来ます。
;
;★２：「Var」と「FVar」って何？
;　いわゆる『変数（Variables）』です。「何も入っていない番号のある箱」のようなモノで、
;　中に自由にデータを入れ（トリガーで自由に条件を指定）、
;　フラグを立てます（トリガーの条件が揃えば設定した数値が有効になる）。
;　ステートコントローラのVar〜〜系で設定出来ますが、ここでは省略。
;　設定する数値は、Varでは整数しか使用出来ませんが、
;　FVarでは小数点以下（8.1や7.26とかや0.354など）が可能です。
;　ちなみにそれぞれアドレスがあり、Varは０〜５９まで、FVarは０〜３９まで使う事が出来ます。
;
;　変数持ち越しの使用例：
;　１：IntPersistIndex = 20　（Var(20)以降の変数が次のラウンドへ持ち越され、それ以外は0に戻る）
;　２：FloatPersistIndex = 25（FVar(25)以降の変数が次のラウンドへ持ち越され、それ以外は0に戻る）
;
;　※パラメータをIntPersistIndex=60、FloatPersistIndex=40にした場合、
;　　それぞれ０〜５９・０〜３９以外の数値ならば、全ての変数の持ち越しを無効に出来ます。
;　　バグにはならないので、使用する時が来るまではそれでも構いません。
;
;　覚えておくとキャラ作りに大変役立つモノなので、ある程度慣れてきたらいろいろチャレンジしてみましょう。
;---------------------------------------------------------------------------
;サイズ設定
[Size]
xscale = 1 ;		キャラ画像の横のスケール
yscale = 1 ;		キャラ画像の縦のスケール
ground.back = 13 ;		キャラの幅（地上後方）
ground.front = 14 ;		キャラの幅（地上前方）
air.back = 13 ;		キャラの幅（空中後方）
air.front = 14 ;		キャラの幅（空中前方）
height = 60 ;		跳び越す相手のためのキャラの高さ
attack.dist = 200;		攻撃を出した時に相手がガード体勢に入る最低の距離
proj.attack.dist = 320 ;	相手がガード体勢に入る発射物との最低の距離
proj.doscale = 0 ;		xscaleとyscaleが発射物のスケールにも影響するかどうか（0=しない・1=する）
head.pos = 0,-109 ;		BindToTargetの時に必要な頭の座標
mid.pos = 0,-60 ;		BindToTargetの時に必要な体中心の座標
shadowoffset = 0 ;		影の垂直方向の位置
draw.offset = 0,0 ;		キャラ描画表示位置（Ｘ軸,Ｙ軸）
;---------------------------------------------------------------------------
;移動速度設定
[Velocity]
walk.fwd = 1.25 ;		前進歩行速度
walk.back = -1 ;		後退歩行速度
run.fwd = 7,0 ;		前に走る時の速度（Ｘ軸,Ｙ軸）
run.back = -6,0 ;		後ろに走る時の速度（Ｘ軸,Ｙ軸）
jump.neu = 0,-8.5 ;		垂直ジャンプ速度（Ｘ軸,Ｙ軸）
jump.back = -1.5 ;		後ジャンプ速度
jump.fwd = 1.75 ;		前ジャンプ速度
runjump.back = -2.55,-8.5 ;	後ろに走りながらのジャンプ速度（オプション）
runjump.fwd = 4,-8.5 ;	前に走りながらのジャンプ速度（オプション）
airjump.neu = 0,-8.5 ;	空中垂直ジャンプ速度（オプション）
airjump.back = -1.5 ;	空中後ジャンプ速度（オプション）
airjump.fwd  = 1.75 ;		空中前ジャンプ速度（オプション）
;---------------------------------------------------------------------------
;動作設定
[Movement]
airjump.num = 1 ;		空中ジャンプが出来る回数（オプション）
airjump.height = 30 ;	空中ジャンプするために必要な最低限の高さ（オプション）
yaccel = .44 ;		重力（垂直下降加速度）
stand.friction = .85 ;	立ち状態の摩擦係数
crouch.friction = .82 ;	しゃがみ状態の摩擦係数
;---------------------------------------------------------------------------
[Statedef 180]
type = S
anim = 500
ctrl = 0

[State 180, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,5

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(10) != 0
value = 181

[State 180, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(10) = 0
value = 182
;---------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 215

[State -3,0] 
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,6

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = AnimElemTime(4) = 9
value = s15,0

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 1
trigger1 = AnimElemTime(4) = 9
value = s15,1

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 2
trigger1 = AnimElemTime(4) = 9
value = s15,2

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 3
trigger1 = AnimElemTime(4) = 9
value = s15,3

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 4
trigger1 = AnimElemTime(4) = 9
value = s15,4

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 5
trigger1 = AnimElemTime(4) = 9
value = s15,5

[State 190, 0]
type = null;PlaySnd
trigger1 = var(10) = 6
trigger1 = AnimElemTime(4) = 9
value = s15,6

[State 190,0] 
type = AssertSpecial
trigger1 = time <= 300
flag = roundnotover
;---------------------------------------------------------------------------
[Statedef 182]
type = S
ctrl = 0
anim = 216

[State -3,0] 
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s15,7

[State 190,0] 
type = AssertSpecial
trigger1 = time <= 300
flag = roundnotover
;---------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
anim = 500
sprpriority = 0

[State ,100]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 190, ランダム]
type = VarRandom
trigger1 = time = 0
v = 10
range = 0,2

[State 190, 0]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = time = 0
value = s0,0

[State 190, 1]
type = PlaySnd
trigger1 = var(10) = 1
trigger1 = time = 0
value = s0,1

[State 190, 2]
type = PlaySnd
trigger1 = var(10) = 2
trigger1 = time = 0
value = s0,2

[State ,100]
type = Helper
triggerall = alive
trigger1 = Time = 90
helpertype = normal
name = "intro"
ID = 1
pos = 0,-30
postype = p1
facing = 1
stateno = 191
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 195, ステート変更]
type = ChangeState
triggerall = NumHelper
trigger1 = Time > 90
trigger1 = helper(1),Pos Y >= -1
value = 192
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 210
sprpriority = 0

[State -3,0] 
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State ,100]
type = VarAdd
trigger1 = time > 0
var(10) = 1

[State ,100]
type = Trans
trigger1 = time < 40
trans = addalpha
alpha = floor(var(10)*6.4), 256-floor(var(10)*6.4)

[State ,100]
type = VelSet
trigger1 = time = 41
x = 0
y = 0.675

[State ,100]
type = PosFreeze
triggerall = Pos Y <= -1
trigger1 = time = 3
trigger2 = time = 7
trigger3 = time = 10
trigger4 = time = 14
trigger5 = time = 17
trigger6 = time = 21
trigger7 = time = 24
trigger8 = time = 28
trigger9 = time = 31
trigger10 = time = 35
trigger11 = time = 38
trigger12 = time = 42
trigger13 = time = 45
trigger14 = time = 49
trigger15 = time = 52
trigger16 = time = 56
trigger17 = time = 60
trigger18 = time = 63
trigger19 = time = 67
trigger20 = time = 70
value = 1

[State ,100]
type = Explod
trigger1 = Time = 41
anim = 212
ID = 1
pos = 0,30
postype = p1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5,0.5
sprpriority = -2

[State ,100]
type = Explod
trigger1 = Time = 41
anim = 213
ID = 2
pos = 0,30
postype = p1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 2

[State ,100]
type = AssertSpecial
trigger1 = Pos Y >= -1
flag = noshadow

[State ,ヘルパー消去]
type = destroyself
trigger1 = IsHelper(1)
trigger1 = Pos Y >= 0 
;---------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 211
velset = 0,0
sprpriority = 0

[State -3,0] 
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State ,100]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 250]
type = S
physics = N
ctrl = 0
anim = 105

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
channel = 13
value = s20,2

[State 100, 1]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 0

[State 100, 1]
type = VelSet
trigger1 = AnimElemTime(2) = 0
trigger1 = AnimElemTime(9) = 0
x = -1

[State 100, 1]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = -2.5

[State 100, 1]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -4

[State 100, 1]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = -4.5

[State 100, 1]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = -5

[State 100, 1]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = -2

[State 100, 1]
type = VelSet
trigger1 = AnimElemTime(10) = 0
x = 0

[State 100, 1]
type = HitBy
trigger1 = AnimElemTime(10) < 0
value = ,AT
time = 1

[State 100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 260]
type = A
movetype = I
physics = N
ctrl = 0
anim = 221

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 50, 1]
type = VarSet
trigger1 = time = 0
var(12) = 1

[State 100, 1] 
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 0
y = 0

[State 100, 1] ;ダッシュからだと若干滑る
type = VelSet
trigger1 = AnimElemTime(1) = 1
x =  IfElse(var(13) = 1, 2,0)
y = 0

[State 100, 1] ;ダッシュからだと早くなる
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = IfElse(var(13) = 1, 9,8)

[State ,100]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 625
ID = 7
pos = 27,-66
postype = p1
facing = 1
removetime = -2
scale = 0.5,0.5
sprpriority = 2
shadow = 0,0,0
ownpal = 1

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
channel = 13
value = s20,2

[State 100, 1]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 3

[State 100, 1]
type = StateTypeSet
trigger1 = AnimElemTime(9) = 0
physics = A

[State 100, 4]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 41
elem = 7

[State 100, 1]
type = ChangeState
trigger1 = enemynear,MoveType = A
trigger1 = InGuardDist
trigger1 = Command = "holdback"
trigger1 = AnimElemTime(4) >= 0
value = 120

[State 100, 1]
type = ChangeState
triggerall = var(11) = [0,1]
trigger1 = Command = "holdup"
trigger1 = AnimElemTime(4) >= 0
value = 45
;---------------------------------------------------------------------------
[Statedef 261]
type = A
movetype = I
physics = N
ctrl = 0
anim = 222

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 50, 1]
type = VarSet
trigger1 = time = 0
var(12) = 2

[State 100, 1]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 0
y = 0

[State 100, 1] ;ダッシュからだと遅くなる
type = VelAdd
trigger1 = AnimElemTime(1) = 0
x =  IfElse(var(13) = 1, -4,-5)

[State ,100]
type = Explod
trigger1 = AnimElemTime(2) = 1
anim = 625
ID = 7
pos = -45,-60
postype = p1
facing = -1
removetime = -2
scale = 0.5,0.5
sprpriority = 2
shadow = 0,0,0
ownpal = 1

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
channel = 13
value = s20,2

[State 100, 1]
type = VelSet
trigger1 = AnimTime = 0
x = -2.5

[State 100, 1]
type = StateTypeSet
trigger1 = AnimTime = 0
physics = A

[State 100, 4]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 41
elem = 6
ctrl = 1

[State 100, 1]
type = null;ChangeState
trigger1 = enemynear,MoveType = A
trigger1 = InGuardDist
trigger1 = Command = "holdback"
trigger1 = time >= 0
value = 120

[State 100, 1]
type = ChangeState
triggerall = Var(11) = [0,1]
trigger1 = Command = "holdup"
trigger1 = AnimElemTime(4) >= 0
value = 45
;---------------------------------------------------------------------------
[Statedef 265]
type = S
movetype = I
physics = S
ctrl = 0
anim = 225

[State 40, 1]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 115, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 266
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 266]
type = A
movetype = I
physics = A
ctrl = 0
anim = 226

[State 50, 1]
type = VarSet
trigger1 = time = 0
var(15) = 1

[State 50, 1]
type = VarAdd
trigger1 = time = 0
var(11) = 1

[State ,100]
type = VelSet
trigger1 = time = 0
x = 0.5
y = -11

[State ,100]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 610
ID = 3
pos = 0,-floor(Pos Y)
postype = p1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 2
ownpal = 1

[State 100, 1]
type = ChangeState
trigger1 = enemynear,MoveType = A
trigger1 = InGuardDist
trigger1 = Command = "holdback"
value = 120

[State 100, 1]
type = ChangeState
trigger1 = Command = "↑"
value = 45

[State 115, 1]
type = ChangeState
trigger1 = time > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 275]
type = A
movetype = I
physics = N
ctrl = 0
facep2 = 1
anim = 5200

[State 115, 1]
type = Gravity
trigger1 = 1

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 115, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 115, 1]
type = PosSet
trigger1 = time = 0
y = 5

[State 115, 1] ;前方
type = VelSet
triggerall = time = 0
trigger1 = var(14) = 1
trigger2 = var(14) = 4
x = 6
y = -5.5

[State 115, 1] ;後方
type = VelSet
triggerall = time = 0
trigger1 = var(14) = 2
trigger2 = var(14) = 5
x = -4.5
y = -5

[State 115, 1] ;その場
type = VelSet
triggerall = time = 0
trigger1 = var(14) = 3
trigger2 = var(14) = 6
x = -1.5
y = -5

[State 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,4

[State 115, 1]
type = PlaySnd
triggerall = var(10) = 0
trigger1 = AnimElemTime(1) = 0
value = s2,0
channel = 0

[State 115, 1]
type = PlaySnd
triggerall = var(10) = 1
trigger1 = AnimElemTime(1) = 0
value = s2,1
channel = 0

[State 115, 1]
type = PlaySnd
triggerall = var(10) = 2
trigger1 = AnimElemTime(1) = 0
value = s2,2
channel = 0

[State 115, 1]
type = ChangeState
trigger1 = time > 5
trigger1 = Pos Y >= 0
value = 276
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 276]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 47

[State 100, 2] 
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State -2, 1]
type = VarRangeSet
trigger1 = time = 0
value = 0
first = 11
last = 13

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s20,1

[State ,100]
type = Explod
trigger1 = NumExplod(4) = 0 
trigger1 = AnimElemTime(1) = 0
anim = 615
ID = 4
pos = 0,0
postype = p1
scale = 0.5,0.5
sprpriority = -2
shadow = 0,0,0
ownpal = 1

[State 100, 1]
type = ChangeState
triggerall = Time > 2
trigger1 = enemynear,MoveType = A
trigger1 = InGuardDist
trigger1 = Command = "holdback"
value = 120

[State 52, 4]
type = ChangeState
trigger1 = p2dist X < -5
trigger1 = AnimTime = 0
value = 53
ctrl = 1

[State 52, 4]
type = ChangeState
trigger1 = p2dist X > -5
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State ,100]
type = VarSet
triggerall = Facing = 1 && enemynear,Facing = 1|| Facing = -1 && enemynear,Facing = -1
trigger1 = command = "ダッシュ前"
trigger2 = command = "ダッシュ後"
trigger3 = command = "クイック2" || command = "A+B" || command = "弱" && command =  "中"
trigger3 = command = "holdfwd"
trigger4 = command = "クイック2" || command = "A+B" || command = "弱" && command =  "中"
trigger4 = command = "holdback"
var(17) = 1

[State 52, 4]
type = Turn
triggerall = Time > 1
triggerall = Facing = 1 && enemynear,Facing = 1|| Facing = -1 && enemynear,Facing = -1
trigger1 = command = "ダッシュ前"
trigger2 = command = "ダッシュ後"
trigger3 = command = "クイック2" || command = "A+B" || command = "弱" && command =  "中"
trigger3 = command = "holdfwd"
trigger4 = command = "クイック2" || command = "A+B" || command = "弱" && command =  "中"
trigger4 = command = "holdback"

[State -1, 地上後方ダッシュ]
type = ChangeState
value = 105
triggerall = Time > 1
triggerall = var(17) = 1
trigger1 = command = "ダッシュ前"
trigger2 = command = "クイック2" || command = "A+B" || command = "弱" && command =  "中"
trigger2 = command = "holdfwd"

[State -1, 地上前方ダッシュ]
type = ChangeState
value = 100
triggerall = Time > 1
triggerall = var(17) = 1
trigger1 = command = "ダッシュ後"
trigger2 = command = "クイック2" || command = "A+B" || command = "弱" && command =  "中"
trigger2 = command = "holdback"

[State -1, 地上前方ダッシュ]
type = ChangeState
value = 100
triggerall = Time > 1
triggerall = var(17) = 0
trigger1 = command = "ダッシュ前"
trigger2 = command = "クイック2" || command = "A+B" || command = "弱" && command =  "中"
trigger2 = command = "holdfwd"

[State -1, 地上後方ダッシュ]
type = ChangeState
value = 105
triggerall = Time > 1
triggerall = var(17) = 0
trigger1 = command = "ダッシュ後"
trigger2 = command = "クイック2" || command = "A+B" || command = "弱" && command =  "中"
trigger2 = command = "holdback"

[State 10, 2]
type = ChangeState
triggerall = Time > 1
trigger1 = command = "hold↓" || command = "holdDF" || command = "holdDB"
value = 10
ctrl = 0

[State 10, 2]
type = ChangeState
triggerall = Time > 1
trigger1 = command = "hold←" || command = "hold→"
value = 20
ctrl = 1

[State 10, 2]
type = ChangeState
triggerall = Time > 1
trigger1 = command = "hold↑" || command = "holdUF" || command = "holdUB"
value = 40
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 279]
type = A
movetype = A
physics = A
ctrl = 0
anim = 258

[State 100, 1]
type = VelSet
triggerall = time = 0
trigger1 = var(16) = 1
trigger2 = var(12) = 1
x = const(velocity.run.fwd.x)/2

[State ,100]
type = VarSet
triggerall = time = 0
trigger1 = var(12) = 1
trigger2 = var(12) = 2
var(12) = 3

[State ,100]
type = VarSet
trigger1 = 1
var(47) = floor(Vel X)

[State ,100]
type = VarSet
trigger1 = 1
var(48) = floor(Vel Y)

[State ,100] ;打撃
type = ReversalDef
trigger1 = time = 0
reversal.attr = SCA,AA
pausetime = 0,18
sparkno = -1
sparkxy = 0,0
hitsound = -1
p1stateno = 3022
getpower = 50 * (var(54) = 0),50 * (var(54) = 0)
numhits = 0
sprpriority = -1

[State ,100] ;飛び道具
type = HitOverride
trigger1 = time = 0
attr = SCA,AP
slot = 1
stateno = 3023

[State ,100]
type = HitDef
trigger1 = time = 0
attr = A,NT
hitflag = AF
guardflag = -1
priority = 1,miss
sparkno = -1
hitsound = s20,4
sprpriority = 1
p1stateno = 283
p2stateno = 284
fall = 1
fall.recover = 1
fall.recovertime = 9999
ID = 2
hitonce = 1
getpower = 0,0
givepower = 0,0
p1facing = IfElse(command = "holdback",-1,1)
numhits = 0

[State ,100]
type = ChangeState
trigger1 = Time = 1
value = 3020
;---------------------------------------------------------------------------
[Statedef 280]
type = S
movetype = A
physics = S
ctrl = 0
anim = 256

[State 100, 1]
type = VelSet
triggerall = var(13) = 1
trigger1 = time = 0
x = const(velocity.run.fwd.x)

[State 115, 1]
type = VarSet
trigger1 = time = 0
var(13) = 0

[State ,100]
type = HitDef
triggerall = Var(59) = 0
trigger1 = AnimElemTime(2) = 0
attr = S,NT
hitflag = M-
guardflag = -1
priority = 1,miss
damage = 0,0
sparkno = -1
hitsound = s20,4
guardsound = -1
sprpriority = 1
p1stateno = 281
p2stateno = 282
forcestand = 1
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 0,0
ID = 1
p1facing = IfElse(command = "holdback",-1,1)
numhits = 0

[State ,100]
type = HitDef
triggerall = Var(59) > 0
trigger1 = AnimElemTime(2) = 0
attr = S,NT
hitflag = M-
guardflag = -1
priority = 1,miss
damage = 0,0
sparkno = -1
hitsound = s20,4
guardsound = -1
sprpriority = 1
p1stateno = 281
p2stateno = 282
forcestand = 1
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 0,0
ID = 1
p1facing = IfElse (BackEdgeBodyDist > 60, 1, -1)
numhits = 0

[State 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,4

[State 115, 1]
type = PlaySnd
triggerall = var(10) = 0
trigger1 = AnimElemTime(3) = 0
value = s4,2
channel = 0

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 281]
type = S
movetype = A
physics = S
ctrl = 0
sprpriority = 1

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 195, 変更]
type = Turn
triggerall = var(14) = 10
trigger1 = time = 0

[State 195, ]
type = TargetDrop
trigger1 = time = 0
excludeID = 1
keepone = 1

[State 195, ]
type = TargetBind
trigger1 = time = 0
time = 13
pos = 35, 0
ID = 1

[State 195, 変更]
type = ChangeAnim
trigger1 = time = 0
value = 255
elem = 3

[State 115, 1]
type = PlaySnd
trigger1 = time = 0
value = s4,0
channel = 0

[State 115, 1]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s21,3
channel = 2

[State 115, 1]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s21,2
channel = 3

[State , 100]
type = VarSet
trigger1 = AnimElemTime(10) = 0
var(26) = 0

[State , 100]
type = VarAdd
trigger1 = AnimElemTime(10) > 0
trigger1 = AnimElemTime(13) < 0
var(26) = 2

[State , 100]
type = Width
trigger1 = AnimElemTime(10) > 0
trigger1 = AnimElemTime(13) < 0
edge = 5+var(26),

[State ,100] ;投げダメージ 地上投げにクリテイカルはない
type = VarSet
trigger1 = AnimElemTime(10) = 0
var(6) = ifelse(floor(130*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)) > 0,floor(130*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)),1)

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 282]
type = A
movetype = H
physics = N
ctrl = 0
facep2 = 1
sprpriority = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 115, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 115, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 501
;++++++++++++++++++++++++++++++++++++++++極死投げ
[State 115, 1] ;七夜
type = LifeAdd
triggerall = anim = 501
triggerall = enemynear,Authorname = "1024byte"
triggerall = enemynear,Name = "Warachia"
trigger1 = enemynear,var(7) = 2
value = -floor(120*IfElse(enemynear,fvar(3) = 1.15,1.15,1))
kill = 1
ignorehitpause = 1
persistent = 0

[State 115, 1]
type = PowerAdd
triggerall = anim = 501
triggerall = enemynear,Authorname = "1024byte"
triggerall = enemynear,Name = "Warachia"
trigger1 = enemynear,var(7) = 2
value = 30
ignorehitpause = 1
persistent = 0
;++++++++++++++++++++++++++++++++++++++++
[State 115, 1] ;ネロ
type = LifeAdd
triggerall = anim = 501
triggerall = enemynear,Authorname = "1024byte"
triggerall = enemynear,Name = "Warachia"
trigger1 = enemynear,var(7) = 1
value = -floor(160*IfElse(enemynear,fvar(3) = 1.15,1.15,1))
kill = 1
ignorehitpause = 1
persistent = 0

[State 115, 1]
type = PowerAdd
triggerall = anim = 501
triggerall = enemynear,Authorname = "1024byte"
triggerall = enemynear,Name = "Warachia"
trigger1 = enemynear,var(7) = 1
value = 42
ignorehitpause = 1
persistent = 0
;++++++++++++++++++++++++++++++++++++++++極死投げ
[State 115, 1]
type = ChangeAnim2
trigger1 = time = 13
value = 500

[State 115, 1]
type = PosSet
trigger1 = time = 13
y = -875

[State 115, 1]
type = VelSet
trigger1 = time = 13
x = -0.7
y = 20

[State 115, 1]
type = LifeAdd
trigger1 = time = 15
value = -enemynear,var(6)

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 15
value = 5035

[State 115, 1]
type = ChangeAnim
triggerall = !SelfAnimExist(5035)
trigger1 = time = 15
value = 5050

[State 115, 1]
type = ChangeAnim
trigger1 = anim = 5035 && AnimTime = 0
value = 5050

[State 115, 1]
type = SelfState
trigger1 = time > 15
trigger1 = Pos Y >= 0
value = 5100
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 283]
type = A
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 257
sprpriority = 1
;------------------------------Exシールド
[State ,100]
type = Helper
triggerall = time = 0
trigger1 = prevstateno = [3022,3023]
helpertype = normal
name = "Reverse_Beat"
ID = 500
pos = 0,0
postype = p1
stateno = 4002
keyctrl = 0
ownpal = 1
;------------------------------
[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 180, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,2

[State ,100]
type = PlaySnd
trigger1 = var(10) = 0
trigger1 = time = 0
value = s4,1
channel = 0

[State 195, ]
type = TargetDrop
trigger1 = time = 0
excludeID = 2
keepone = 1

[State 195, ]
type = TargetBind
trigger1 = time = 0
time = 21
pos = 40, -7
ID = 2

[State ,100]
type = HitAdd
trigger1 = time = 12
value = 1

[State ,100]
type = PlaySnd
trigger1 = time = 12
value = s20,7
channel = 16

[State ,100]
type = PowerAdd
trigger1 = time = 12
value = 100 * (var(54) = 0)

[State ,100]
type = EnvShake
trigger1 = time = 12
time = 12
freq = 60
ampl = 6

[State ,100] ;上100%
type = VarSet
trigger1 = time = 12
trigger1 = fvar(0) = 0
fvar(0) = 1
ignorehitpause = 1

[State 181, ランダム]
type = VarRandom
trigger1 = time = 12
v = 56
range = 0,30

[State ,100]
type = VarSet
trigger1 = var(56) != 0
fvar(3) = 1

[State ,100]
type = VarSet
trigger1 = var(56) = 0
fvar(3) = 1.15

[State ,100] ;投げダメージ
type = VarSet
trigger1 = time = 12
var(6) = ifelse(floor(120*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)) > 0,floor(120*ifelse(fvar(0)>=1-fvar(1),1-fvar(1),fvar(0))*fvar(2)*fvar(3)),1)
;------------------------------クリティカル
[State ,100]
type = Helper
triggerall = var(56) = 0
trigger1 = time = 12
helpertype = normal
name = "Critical"
ID = 501
pos = 0,0
postype = p1
stateno = 4001
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
;------------------------------
[State 115, 1]
type = StateTypeSet
trigger1 = time = 21
physics = A

[State 115, 1]
type = VelSet
trigger1 = time = 21
x = -2
y = -3

[State ,100]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 41
elem = 10

[State 100, 1]
type = CtrlSet
trigger1 = Anim = 41
value = 1
;---------------------------------------------------------------------------
[Statedef 284]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 0

[State 115, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State ,100]
type = ChangeAnim2
trigger1 = time = 0
value = 501

[State ,100]
type = ChangeAnim2
trigger1 = time = 11
value = 502

[State 115, 1]
type = LifeAdd
trigger1 = time = 12
value = -enemynear,var(6)

[State ,100]
type = PowerAdd
trigger1 = time = 12
value = 30

[State 115, 1]
type = VelSet
trigger1 = time = 23
x = -12
y = 12

[State 115, 1]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 23
value = 5035

[State 115, 1]
type = ChangeAnim
triggerall = !SelfAnimExist(5035)
trigger1 = time = 23
value = 5050

[State 115, 1]
type = ChangeAnim
trigger1 = time > 23
trigger1 = Animtime = 0
value = 5050

[State 115, 1]
type = SelfState
triggerall = time > 23
;trigger1 = Pos Y <= -30
;trigger2 = Pos Y <= -15
trigger1 = Pos Y >= 0
value = 5100
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 285]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 300
sprpriority = -1

[State ,100]
type = VarSet
trigger1 = time = 0
var(14) = 0

[State ,100]
type = VarAdd
trigger1 = time > 0
var(14) = 1

[State 115, 1]
type = PalFX
trigger1 = time < 18
time = 1
add = 256-floor(var(14)*15.06),256-floor(var(14)*15.06),256-floor(var(14)*15.06)

[State 181, ランダム]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,4

[State 115, 1]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = Var(10) = 0
value = s9,2
channel = 0
lowpriority = 1

[State 115, 1]
type = PlayerPush
trigger1 = AnimElemTime(11) < 0
value = 0

[State 100, 1]
type = HitBy
trigger1 = AnimElemTime(11) < 0
value = SCA,AT
time = 1

[State 100,00] ;		本体と同じ色の残像
type = null;Afterimage ;	AfterImageは2つ使えません。MAX、HEAT、BLOOD HEATの残像を消さないために機能させていません。
trigger1 = Time = 0
time = 6000
palbright = 0,0,0
palcontrast = 256,256,256 ;	Rは+25されてしまいます。仕様。
palpostbright = -25,0,0 ;	なので-25します。
paladd = 0,0,0
palmul = 1,1,1
length = 8 ;	保存する枚数
timegap = 1 ;	保存する間隔
framegap = 1 ;	表示する間隔
trans = add1
IgnoreHitPause = 1
Persistent = 1

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 290]
type = S
movetype = I
physics = S
ctrl = 0
anim = 206

[State 40, 1]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 291
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 291]
type = A
movetype = I
physics = A
ctrl = 0
anim = 41

[State 50, 1]
type = VarAdd
trigger1 = time = 0
var(11) = 1

[State 5201, 1]
type = VarSet
trigger1 = time = 0
var(16) = 1

[State 100, 1]
type = VelSet
trigger1 = time = 0
x = 8
y = -8.25

[State 190, 0]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s20,0
channel = 15

[State 100, 1]
type = ChangeState
trigger1 = enemynear,MoveType = A
trigger1 = InGuardDist
trigger1 = Command = "holdback"
value = 120

[State 100, 1]
type = ChangeState
trigger1 = Command = "↑"
trigger2 = Command = "UF"
trigger3 = Command = "UB"
value = 45

[State -1, 偽JB]
type = ChangeState
triggerall = time < 4
triggerall = command = "A+B" || command = "弱" && command =  "中"
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
value = 311
;---------------------------------------------------------------------------
