
;===========================================================================
; これは、本条寺あきらの定数と状態のファイルです。
;===========================================================================

[Data]
life = 1000              ;体力ゲージの初期値
attack = 100             ;攻撃力（これ以上に設定すると強くなる）
defence = 100            ;防御力（これ以上に設定すると強くなる）
fall.defence_up = 50     ;コンボをくらっている時にあがる防御力
liedown.time = 60        ;倒れてから起上がるまでのフレーム数
airjuggle = 15           ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
sparkno = 2              ;hitdefで設定していない時の基本ヒットスパークナンバー
guard.sparkno = 40       ;設定してない時のガードスパークナンバー
KO.echo = 0              ;KOした時に声にエコーをかけるか（１でＯＮ）
volume = 255             ;声の大きさ
IntPersistIndex = 40
FloatPersistIndex = 40

[Size]
xscale = 1               ;水平方向の縮尺（通常１）
yscale = 1               ;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 = 60              ;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 = -5, -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  = 3.0          ;前進の速度
walk.back = -2.2         ;後退の速度
run.fwd  = 4.6, 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,-8.4        ;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 = .44             ;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

;===========================================================================
; 使用Var
;===========================================================================
; var(1)  - コマンドファイルのコンボ用
; var(3)  - ハイジャンプ
; var(20) - CPU AI用
; var(50) - 脱衣KO用
;===========================================================================
; 演出関連
;===========================================================================

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

[State 170,01]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 勝利動作 分岐
;---------------------------------------------------------------------------
[Statedef 180]
type = S

[State 4000, 終わらない]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[State 180, win?]
type = VarAdd
trigger1 = time = 0
v= 49
value = 1

[State 180,01]
type = ChangeState
triggerall = MatchOver
trigger1 =  Numhelper(15163) != 0
value = 100180

[State 180,01]
type = ChangeState
triggerall = MatchOver = 0
trigger1 = 1
value = 181

[State 180,02]
type = ChangeState
triggerall = MatchOver = 1
trigger1 = 1
value = 182

;---------------------------------------------------------------------------
; 勝利動作１「大丈夫？」
;---------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 4000, 終わらない]
type = AssertSpecial
trigger1 = time < 240
flag = roundnotover

[State 181,01]
type = PlaySnd
trigger1 = AnimElem = 3
value = 180, 0

[State 181,02]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 勝利動作2「これで懲りたでしょ！」
;---------------------------------------------------------------------------
[Statedef 182]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 4000, 終わらない]
type = AssertSpecial
trigger1 = time < 240
flag = roundnotover

[State 182,01]
type = PlaySnd
trigger1 = AnimElem = 2
value = 180,1

[State 182,02]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 試合開始前の動作　分岐
;---------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190,01]
type = ChangeState
trigger1 = p2name = "Geese Howard" || p4name = "Geese Howard" || p2name = "Geese" || p4name = "Geese"
trigger2 = p2name = "Wolfgang Krauser" || p4name = "Wolfgang Krauser" || p2name = "Krauser" || p4name = "Krauser"
trigger3 = p2name = "CVSGeese" || p4name = "CVSGeese"
trigger4 = p2name = "Yashiro Nanakase" || p4name = "Yashiro Nanakase" || p2name = "Yashiro" || p4name = "Yashiro"
trigger5 = p2name = "Shermie" || p4name = "Shermie"
trigger6 = p2name = "Chris" || p4name = "Chris"
trigger7 = p2name = "Orochi" || p4name = "Orochi"
trigger8 = p2name = "Krizalid" || p4name = "Krizalid"
trigger9 = p2name = "Rugal Bernstein" || p4name = "Rugal Bernstein" || p2name = "Rugal" || p4name = "Rugal" || p2name = "Omega Rugal" || p4name = "Omega Rugal"
trigger10 = p2name = "Kain" || p4name = "Kain"
trigger11 = p2name = "Goenitz" || p4name = "Goenitz"
trigger12 = p2name = "dio" || p4name = "dio"|| p2name = "Dio by ANMC" || p4name = "Dio by ANMC"
trigger13 = p2name = "sdio" || p4name = "sdio"|| p2name = "Shadow DIO" || p4name = "Shadow DIO"
trigger14 = p2name = "cvsrugal" || p4name = "cvsrugal"
trigger15 = p2name = "cvsyamazaki" || p4name = "cvsyamazaki"
trigger16 = p2name = "demitri" || p4name = "demitri"
trigger17 = p2name = "cvsvega" || p4name = "cvsvega"|| p2name = "vega" || p4name = "vega"
trigger18 = p2name = "svcvega" || p4name = "svcvega"|| p2name = "balrog" || p4name = "balrog"
trigger19 = p2name = "Magneto" || p4name = "Magneto"
trigger20 = p2name = "mature" || p4name = "mature"|| p2name = "cvsvice" || p4name = "cvsvice"
trigger21 = p2name = "ORIGINAL ZERO" || p4name = "ORIGINAL ZERO"|| p2name = "ZERO" || p4name = "ZERO"
trigger22 = p2name = "bison" || p4name = "bison"
value = 193

[State 190,02]
type = ChangeState
trigger1 = RoundState = 0
value = 191

;---------------------------------------------------------------------------
; 開始前の動作1「いらっしゃいませー」
;---------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 191,01]
type = Explod
trigger1 = AnimElem = 12
anim = 7001
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 5
ownpal = 0

[State 191,02]
type = Explod
trigger1 = AnimElem = 16
anim = 7010
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 5
ownpal = 0

[State 191,03]
type = PlaySnd
trigger1 = AnimElem = 2
value = 190,0

[State 191,04]
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 191,05]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191,06]
type = PlaySnd
trigger1 = AnimElem = 12
value = 190,1

[State 191,07]
type = PlaySnd
trigger1 = AnimElem = 15
value = 50,0

[State 191,08]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 開始前の動作2「改心させてあげるわ！」
;---------------------------------------------------------------------------
[Statedef 193]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 193,01]
type = PlaySnd
trigger1 = AnimElem = 2
value = 190, 2

[State 193,01]
type = ChangeAnim
trigger1 = RoundState = 0
value = 193

[State 193,02]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 193,03] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発の動作 「絶対負けないわ！」
;---------------------------------------------------------------------------
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195,01]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195,02]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195,03]
type = PlaySnd
trigger1 = AnimElem = 1
value = 190,3
channel = 0

;===========================================================================
; 攻撃動作
;===========================================================================

;---------------------------------------------------------------------------
; 立ちパンチ 弱
;---------------------------------------------------------------------------
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 200                       
poweradd = 20                    
sprpriority = 2                  

[State 200,01]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage = 23, 0                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 8, 8                 
sparkno = S7500 + (Random % 2)
guard.sparkno = S7600                      
sparkxy = -10, -76               
hitsound = S20, 0                  
guardsound =S10, 0                
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 12             
ground.velocity = -4             
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -1.4,-3           
air.hittime = 12
ID = 1000005                 

[State 200,02]
type = PlaySnd
trigger1 = AnimElem = 1
value = 30, 0

[State 200,03]
type = PlaySnd
triggerall = Alive && GameTime % 2 = 0
trigger1 = Time = 1
value = 200, 0
channel = 0

[State 200,04]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ちパンチ 強
;---------------------------------------------------------------------------
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 210,01]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0

[State 210,02]
type = PlaySnd
trigger1 = AnimElem = 4
value = 30, 1
channel = 1

[State 210,03]
type = PlaySnd
triggerall = Alive && GameTime % 2 = 0
trigger1 = Time = 2
value = 200, 1
channel = 0

[State 210,04]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = S7500 + (Random % 2)
guard.sparkno = S7600 
sparkxy = -10,-70
hitsound   = S20,2
guardsound = S10,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4
ID = 1000004

[State 210,05]
type = ChangeAnim
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 210
elem = 6

[State 210,06]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210,07]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ちキック 弱
;---------------------------------------------------------------------------
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 230,01]
type = PlaySnd
triggerall = Alive && GameTime % 2 = 0
trigger1 = Time = 2
value = 200, 0
channel = 0

[State 230,02]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 12,12
sparkno = S7500 + (Random % 2)
guard.sparkno = S7600 
sparkxy = -10,-37
hitsound   = S20,3
guardsound = S10,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5
ID = 1000002

[State 230,03]
type = PlaySnd
trigger1 = AnimElem = 4
value = 30, 3

[State 230,04]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ちキック 強
;---------------------------------------------------------------------------
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 250,01]
type = PlaySnd
trigger1 = AnimElem = 2
value = 30, 4
channel = 1

[State 240,02]
type = PlaySnd
triggerall = Alive && GameTime % 2 = 0
trigger1 = Time = 2
value = 200, 2
channel = 0

[State 240,03]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 12,12
sparkno = S7500 + (Random % 2)
guard.sparkno = S7600 
sparkxy = -10,-60
hitsound   = S20,5
guardsound = S10,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
ID = 1000004

[State 240,04]
type = PosAdd
trigger1 = AnimElem = 7
x = 12

[State 240,05]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 屈みパンチ 弱
;---------------------------------------------------------------------------
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 2

[State 400,01]
type = PlaySnd
triggerall = Alive && GameTime % 2 = 0
trigger1 = Time = 1
value = 200, 0
channel = 0

[State 400,02]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = S7500 + (Random % 2)
guard.sparkno = S7600 
sparkxy = -10,-42
hitsound = S20, 0                  
guardsound =S10, 0 
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

[State 400,03]
type = PlaySnd
trigger1 = AnimElem = 2
value = 30, 0
channel = 1

[State 400,04]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 400,05]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; 屈みパンチ 強
;---------------------------------------------------------------------------
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 410,01]
type = PlaySnd
triggerall = Alive && GameTime % 2 = 0
trigger1 = Time = 1
value = 200, 1
channel = 0

[State 410,02]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 37
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S7500 + (Random % 2)
guard.sparkno = S7600 
sparkxy = -10,-55
hitsound   = S20,2
guardsound = S10,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4
ID = 1000001

[State 410,03]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 36
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = S7500 + (Random % 2)
guard.sparkno = S7600 
sparkxy = -10,-83
hitsound   = S20,2
guardsound = S10,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-4
ID = 1000004

[State 410,04]
type = PlaySnd
trigger1 = AnimElem = 3
value = 30, 2
channel = 1

[State 410,05]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 屈みキック 弱
;---------------------------------------------------------------------------
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430
sprpriority = 2

[State 430,01]
type = PlaySnd
triggerall = Alive && GameTime % 2 = 0
trigger1 = Time = 1
value = 200, 0
channel = 0

[State 430,02]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = S7500 + (Random % 2)
guard.sparkno = S7600 
sparkxy = -10,-8
hitsound   = S20,0
guardsound = S10,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430,03]
type = PlaySnd
trigger1 = AnimElem = 3
value = 30, 1
channel = 1

[State 430,04]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 屈みキック 強
;---------------------------------------------------------------------------
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440
sprpriority = 2

[State 440,01]
type = PlaySnd
triggerall = Alive && GameTime % 2 = 0
trigger1 = Time = 2
value = 200, 3
channel = 0

[State 440,02]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = S7500 + (Random % 2)
guard.sparkno = S7600 
sparkxy = -5,-10
hitsound   = S20,2
guardsound = S10,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 440,03]
type = PlaySnd
trigger1 = AnimElem = 3
value = 30, 5
channel = 1

[State 440,04]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 空中パンチ 弱
;---------------------------------------------------------------------------
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600,01]
type = PlaySnd
triggerall = Alive && GameTime % 2 = 0
trigger1 = Time = 1
value = 200, 0
channel = 0

[State 600,02]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S7500 + (Random % 2)
guard.sparkno = S7600 
sparkxy = -10,-58
hitsound   = S20,0
guardsound = S10,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
ID = 1000004

[State 600,03]
type = PlaySnd
trigger1 = AnimElem = 2
value = 30, 0
channel = 1

;---------------------------------------------------------------------------
; 空中パンチ 強
;---------------------------------------------------------------------------
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

[State 610,01]
type = PlaySnd
triggerall = Alive && GameTime % 2 = 0
trigger1 = Time = 2
value = 200, 2
channel = 0

[State 610,02]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S7500 + (Random % 2)
guard.sparkno = S7600 
sparkxy = -10,-55
hitsound   = S20,2
guardsound = S10,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
ID = 1000004

[State 250,03]
type = PlaySnd
trigger1 = AnimElem = 2
value = 30, 2
channel = 1

;---------------------------------------------------------------------------
; 空中キック 弱
;---------------------------------------------------------------------------
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

[State 630,01]
type = PlaySnd
triggerall = Alive && GameTime % 2 = 0
trigger1 = Time = 1
value = 200, 0
channel = 0

[State 630,02]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = S7500 + (Random % 2)
guard.sparkno = S7600 
sparkxy = -5,-35
hitsound   = S20,3
guardsound = S10,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
ID = 1000004

[State 630,03]
type = PlaySnd
trigger1 = AnimElem = 2
value = 30, 0
channel = 1

;---------------------------------------------------------------------------
; 空中キック 強
;---------------------------------------------------------------------------
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2

[State 640,01]
type = PlaySnd
triggerall = Alive && GameTime % 2 = 0
trigger1 = Time = 2
value = 200, 2
channel = 0

[State 640,02]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S7500 + (Random % 2)
guard.sparkno = S7600 
sparkxy = -10,-40
hitsound   = S20,2
guardsound = S10,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4
ID = 1000001

[State 640,03]
type = PlaySnd
trigger1 = AnimElem = 4
value = 30, 4
channel = 1

;---------------------------------------------------------------------------
; 巴投げ 開始
;---------------------------------------------------------------------------
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800,01]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 3

[State 800,02]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          
hitflag = M-          
priority = 1, Miss    
sparkno = -1          
sprpriority = 1       
p1facing = ifelse (command = "holdfwd", -1, 1) 
p2facing = 1          
p1stateno = 810       
p2stateno = 820       
guard.dist = 0        
fall = 1              

[State 800,03]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 巴投げ 投げている自分
;---------------------------------------------------------------------------
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 850
poweradd = 60

[State 810,01]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 810,02]
type = Explod
trigger1 = AnimElem = 4
Anim = 7010
pos = 0, 0
postype = p1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = .5,.5

[State 810,03]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 1

[State 810,04]
type = PlaySnd
trigger1 = AnimElem = 5
value = 800, 2

[State 805,05]
type = SprPriority
trigger1 = AnimElemTime(4) = 0 || AnimElemTime(5) = 0 
value = ifelse (AnimElemTime(4) = 0, 1, 2)

[State 805,06]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = -36, 0

[State 805,07]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = -28, -72

[State 805,08]
type = TargetBind
trigger1 = (AnimElemTime(3) >= 0 && AnimElemTime(4) < 0)
pos = -15, -65

[State 805,09]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0 
pos = 30, -43

[State 805,10]
type = TargetBind
trigger1 = AnimElemTime(5) = 0 
pos = 90, -76

[State 805,11]
type = Width
trigger1 = AnimElemTime(6) < 0
edge = 40,40

[State 850,12]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -100

[State 850,13]
type = TargetState
triggerall = target,stateno != 5150
triggerall = target,stateno != [9123,9126]
triggerall = (target,stateno != [6100,6110]) && target,stateno != 6150
trigger1 = AnimElemTime(5) = 3
value = 807

[State 810,14]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 巴投げ 投げられている相手
;---------------------------------------------------------------------------
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820,01]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[State 820,02]
type = AngleDraw
trigger1 = (AnimElemTime(4) >= 0 && AnimElemTime(5) < 0)

[State 820,03]
type = AngleSet
trigger1 = (AnimElemTime(4) >= 0 && AnimElemTime(5) < 0)
value = -90

[State 820,04]
type = SprPriority
trigger1 = AnimElemTime(4) = 0 || AnimElemTime(5) = 0 
value = ifelse (AnimElemTime(4) = 0, 2, 1)

;---------------------------------------------------------------------------
; 巴投げ 相手の空中の状態
;---------------------------------------------------------------------------
[Statedef 807]
type    = A
movetype= H
physics = N
velset = -4,-5

[State 807,01]
type = Turn
trigger1 = Time = 0

[State 807,02]
type = PosAdd
trigger1 = Time = 0
x = 10
y = 45

[State 807,03]
type = Gravity
trigger1 = 1

[State 807,04]
type = ChangeAnim
trigger1 = Time = 0
value = 5160

[State 807,05]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 807,06]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;===========================================================================
; 必殺技
;===========================================================================

;---------------------------------------------------------------------------
; あきらパンチ 弱
;---------------------------------------------------------------------------
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000,01]
type = PlaySnd
trigger1 = Time = 8
value = 1000, 0
channel = 0

[State 1000,02]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1000,03]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
x = 10

[State 1000,04]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 1000,05] 
type = HitDef
trigger1 = AnimElem = 5
trigger1 = p2bodydist X < 40
attr = S, SA
animtype  = Hard
damage    = 85, 4
priority  = 6
guardflag = MA
pausetime = 15,15
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = -10,-60
hitsound   = S20,4
guardsound = S10,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
ID = 1000004

[State 1000,06] 
type = HitDef
trigger1 = AnimElem = 5
trigger1 = p2bodydist X >= 40
attr = S, SA
animtype  = Hard
damage    = 80, 4
priority  = 5
guardflag = MA
pausetime = 15,15
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = -10,-60
hitsound   = S20,4
guardsound = S10,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -4,-2.5
ID = 1000004

[State 1000,07]
type = Explod
trigger1 = AnimElem = 5
Anim = 7001
pos = -20, 0
postype = p1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = .5,.5

[State 1000,08]
type = PosAdd
trigger1 = AnimElem = 8
x = -5

[State 1000,09]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; あきらパンチ 強
;---------------------------------------------------------------------------
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 1010,01]
type = PlaySnd
trigger1 = Time = 9
value = 1000, 0
channel = 0

[State 1010,02]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1010,03]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
x = 10

[State 1010,04]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 1010,05]
type = VelSet
trigger1 = AnimElem = 5
x = 4

[State 1010,06] 
type = HitDef
trigger1 = AnimElem = 5
trigger1 = p2bodydist X < 40
attr = S, SA
animtype  = Hard
damage    = 94, 4
priority  = 6
guardflag = MA
pausetime = 15,15
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = -10,-60
hitsound   = S20,4
guardsound = S10,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1
ID = 1000004

[State 1010,07] 
type = HitDef
trigger1 = AnimElem = 5
trigger1 = p2bodydist X >= 40
attr = S, SA
animtype  = Hard
damage    = 89, 4
priority  = 5
guardflag = MA
pausetime = 15,15
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = -10,-60
hitsound   = S20,4
guardsound = S10,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -4,-2.5
ID = 1000004

[State 1010,08]
type = Explod
trigger1 = AnimElem = 5
Anim = 7001
pos = -20, 0
postype = p1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = .5,.5

[State 1010,09]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 高速あきらパンチ
;---------------------------------------------------------------------------
[Statedef 1020]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= -330
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State 1020,01]
type = VelMul
trigger1 = 1
x = .85 * ifelse (AnimElemTime(6) < 0, 1, .8)

[State 1020,02]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1020,03]
type = AfterImageTime
trigger1 = AnimElemTime(8) < 0
time = 2

[State 1020,04]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1020,05]
type = PlaySnd
trigger1 = Time = 2
value = 1000, 0
channel = 0

[State 1020,06]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1020,07]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
x = 10

[State 1020,08]
type = PosAdd
trigger1 = AnimElem = 4
x = 5

[State 1020,09]
type = VelSet
trigger1 = AnimElem = 4
x = 13

[State 1020,10]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Hard
damage    = 102, 5
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 8,7
sparkxy = -10,-60
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = -10,-60
hitsound   = S20,4
guardsound = S10,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
fall = 1
p2stateno = 1025
ID = 1000004

[State 1020,11]
type = Explod
trigger1 = AnimElem = 5
Anim = 7001
pos = -20, 0
postype = p1
ownpal = 1
bindtime = 1
pausemovetime = -1
supermove = 1
ignorehitpause = 1
scale = .5,.5

[State 1020,12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 高速あきらパンチ 攻撃をくらった相手の状態
;---------------------------------------------------------------------------
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025,01] 
type = ChangeAnim2
trigger1 = 1
value = 1025

[State 1025,02]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026

;---------------------------------------------------------------------------
; 高速あきらパンチ 飛んでいく相手の状態
;---------------------------------------------------------------------------
[Statedef 1026]
type    = A
movetype= H
physics = N

[State 1026,01]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026,02]
type = VelAdd
trigger1 = 1
y = .45

[State 1026,03]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026,04]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1027

[State 1026,05]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
; 高速あきらパンチ 飛んでいった相手が壁に当たる状態
;---------------------------------------------------------------------------
[Statedef 1027]
type    = A
movetype= H
physics = N

[State 1027,07]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027,05]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027,01]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027,02]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027,03]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027,04]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027,06]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027,08]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;---------------------------------------------------------------------------
; 高速あきらパンチ 壁に当たった相手が落ちる
;---------------------------------------------------------------------------
[Statedef 1028]
type    = A
movetype= H
physics = N

[State 1028,01]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 1028,02]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028,03]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028,04]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028,05]
type = VelAdd
trigger1 = 1
y = .35

[State 1028,06]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028,07] 
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028,08] 
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028,09] 
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028,10]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
; あきらキック
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; あきらキック 開始 弱
;---------------------------------------------------------------------------
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1050,01]
type = PosAdd
trigger1 = AnimElem = 2
x = 5

[State 1050,02]
type = PosAdd
trigger1 = AnimElem = 4
x = 0

[State 1050,03]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
damage    = 60, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = -10,-70
hitsound   = S20,3
guardsound = S10,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.5,-7
guard.velocity = -7
air.velocity = -3.5,-7
fall = 1
ID = 1000001

[State 1050,04]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 1
channel = 0

[State 1050,05]
type = Explod
trigger1 = AnimElem = 4
anim = 7001
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 5
ownpal = 0

[State 1050,06]
type = PlaySnd
trigger1 = AnimElem = 4
value = 50, 0

[State 1050,07]
type = ChangeState
trigger1 = movehit
trigger2 = MoveGuarded = 1
value = 1051

[State 1050,08]
type = ChangeState
trigger1 = AnimTime = 0
value = 1053

;---------------------------------------------------------------------------
; あきらキック 空中動作　弱
;---------------------------------------------------------------------------
[Statedef 1051]
type    = A
movetype= A
physics = N
velset = 2,-5
anim = 1051
hitdefpersist = 1 

[State 1051,01]
type = Explod
trigger1 = time = 0
anim = 7001
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 5
ownpal = 0

[State 1051,02] 
type = VelAdd
trigger1 = 1
y = .45

[State 1051,03]
type = ChangeState
trigger1 = Command = "a" || Command = "b" 
trigger1 = Vel y < -1
value = 1055

[State 1051,04] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;---------------------------------------------------------------------------
; あきらキック 空中動作 弱
;---------------------------------------------------------------------------
[Statedef 1053]
type    = A
movetype= A
physics = N
velset = 2,-5
anim = 1051
hitdefpersist = 1 

[State 1053,01] 
type = VelAdd
trigger1 = 1
y = .45

[State 1050,02]
type = ChangeState
trigger1 = movehit
trigger2 = MoveGuarded = 1
value = 1051

[State 1053,03] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;---------------------------------------------------------------------------
; あきらキック 着地 弱
;---------------------------------------------------------------------------
[Statedef 1052]
type    = S
movetype= I
physics = S
anim = 1052
sprpriority = 1
velset = 0,0

[State 1052,01]
type = Explod
trigger1 = time = 0
anim = 7010
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 5
ownpal = 0

[State 1052,02] 
type = PosSet
trigger1 = Time = 0
y = 0

[State 1052,03] 
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 1052,04] 
type = PosAdd
trigger1 = AnimElem = 4
x = 0

[State 1052,05]
type = PlaySnd
trigger1 = AnimElem = 2
value = 40,0

[State 1052,06]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; あきらキック 追加キック 弱
;---------------------------------------------------------------------------
[Statedef 1055]
type    = A
movetype= A
physics = N
anim = 1055

[State 1055,01]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,2
channel = 0

[State 1055,02]
type = PosAdd
trigger1 = Time = 0;アニメ1055最初の位置（基準点より）
x =-10             ;左に10
y =-10             ;上に10

[State 1055,03]
type = PosAdd
trigger1 = AnimElem = 3;アニメ3枚目の位置
x=-5
y=-15

[State 1055,04]
type = PosAdd
trigger1 = AnimElem = 4;アニメ4枚目の位置
x=-10
y=-20

[State 1055,05]
type = PosAdd
trigger1 = AnimElem = 5
x=-20
y=-20

[State 1055,06]
type = PosAdd
trigger1 = AnimElem = 6
x=-30
y=-10

[State 1055,07]
type = PosAdd
trigger1 = AnimElem = 7
x=-20
y=-10

[State 1055,08]
type = VelAdd
trigger1 = 1
y = .45

[State 1055,09]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Up
damage    = 1,0
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 18,18
sparkno = S7001
guard.sparkno = S7001 
sparkxy = -20,-40
hitsound   = S40, 0
guardsound = S40,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-3
air.fall = 1
ID = 1000001

[State 1055,10]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype  = Hard
damage    = 35, 2
priority  = 4
guardflag = MA
pausetime = 12,12
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = 0,-90
hitsound   = S20,4
guardsound = S10,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -6
air.velocity = -4,-5
airguard.velocity = -4,-4.5
air.fall = 1
ID = 1000000

[State 1055,11] 
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1056

;---------------------------------------------------------------------------
; あきらキック 追加キック後 着地
;---------------------------------------------------------------------------
[Statedef 1056]
type    = S
movetype= I
physics = S
anim = 1056
sprpriority = 1
velset = 0,0

[State 1056,01]
type = Explod
trigger1 = time = 0
anim = 7010
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 5
ownpal = 0

[State 1056,02] 
type = PosSet
trigger1 = Time = 0
y = 0

[State 1056,03]
type = PlaySnd
trigger1 = AnimElem = 2
value = 40,0

[State 1056,04]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; あきらキック 強
;---------------------------------------------------------------------------
[Statedef 1060]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1060
ctrl = 0
sprpriority = 2

[State 1060,01]
type = PlaySnd
trigger1 = Time = 0
value = 1000,1
volume = 255
channel = 0

[State 1060,02]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 14

[State 1060,03]
type = PosAdd
trigger1 = AnimElem = 4
x = 25

[State 1060,04]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
damage    = 80, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = -10,-70
hitsound   = S20,3
guardsound = S10,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.5,-7.5
guard.velocity = -7
air.velocity = -3.5,-7.5
fall = 1
ID = 1000001

[State 1060,05]
type = Explod
trigger1 = AnimElem = 4
anim = 7001
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 5
ownpal = 0

[State 1060,06]
type = PlaySnd
trigger1 = AnimElem = 4
value = 50, 0

[State 1060,07]
type = ChangeState
trigger1 = movehit
trigger2 = MoveGuarded = 1
value = 1061

[State 1060,08]
type = ChangeState
trigger1 = AnimTime = 0
value = 1062

;---------------------------------------------------------------------------
; あきらキック 空中 強
;---------------------------------------------------------------------------
[Statedef 1061]
type    = A
movetype= A
physics = N
velset = 2.5,-7.5
anim = 1061
hitdefpersist = 1 ;Keep the HitDef from previous state active

[State 1061,01]
type = Explod
trigger1 = time = 0
anim = 7001
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 5
ownpal = 0

[State 1061,02]
type = VelAdd
trigger1 = 1
y = .45

[State 1061,03]
type = ChangeState
trigger1 = Command = "a" || Command = "b"
trigger1 = Vel y < -1
value = 1055

[State 1061,04]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;---------------------------------------------------------------------------
; あきらキック 空中 強
;---------------------------------------------------------------------------
[Statedef 1062]
type    = A
movetype= A
physics = N
velset = 2.5,-7.5
anim = 1061
hitdefpersist = 1 ;Keep the HitDef from previous state active

[State 1062,01]
type = VelAdd
trigger1 = 1
y = .45

[State 1060,02]
type = ChangeState
trigger1 = movehit
trigger2 = MoveGuarded = 1
value = 1061

[State 1062,03]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;---------------------------------------------------------------------------
; 高速あきらキック 発動
;---------------------------------------------------------------------------
[Statedef 1070]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= -330
velset = 0,0
anim = 1070
ctrl = 0
sprpriority = 2

[State 1070,01]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1070,02]
type = AfterImageTime
trigger1 = 1
time = 2

[State 1070,03]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1070,04]
type = PlaySnd
trigger1 = Time = 0
value = 1000, 1
channel = 0

[State 1070,05]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 14

[State 1070,06]
type = PosAdd
trigger1 = AnimElem = 4
x = 25

[State 1070,07]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Medium
getpower  = 0
damage    = 35, 3
priority  = 5
hitflag   = MA
guardflag = MA
pausetime = 8,7
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = -10,-70
hitsound   = S20,4
guardsound = S10,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-6
fall = 1
fall.animtype = Med
fall.recovertime = 30
ID = 1000002

[State 1070,08]
type = Explod
trigger1 = AnimElem = 4
anim = 7001
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 5
ownpal = 0

[State 1070,09]
type = PlaySnd
trigger1 = AnimElem = 4
value = 50, 0

[State 1070,10]
type = ChangeState
trigger1 = movehit
trigger2 = MoveGuarded = 1
value = 1071

[State 1070,11]
type = ChangeState
trigger1 = AnimTime = 0
value = 1072

;---------------------------------------------------------------------------
;高速あきらキック
;---------------------------------------------------------------------------
[Statedef 1071]
type    = A
movetype= A
physics = N
velset = 2.5,-9
anim = 1071

[State 1071,01]
type = Explod
trigger1 = time = 0
anim = 7001
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 5
ownpal = 0

[State 1071,02]
type = PalFX
trigger1 = Time = 0
time = 18
add = 32,16,0
sinadd = 64,32,5,3

[State 1071,03]
type = AfterImageTime
trigger1 = Vel Y < 0
time = 2

[State 1071,04]
type = VelAdd
trigger1 = 1
y = .5

[State 1071,05]
type = VelAdd
trigger1 = Vel Y >= -1
y = .2

[State 1071,06]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
getpower  = 0
damage    = 68, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = -10,-70
hitsound   = S20,3
guardsound = S10,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,-9.5
guard.velocity = -7
air.velocity = -3,-9.5
fall = 1
fall.recovertime = 30
ID = 1000001

[State 1071,07]
type = ChangeState
trigger1 = Command = "a" || Command = "b" || Command = "c"
trigger1 = Vel y < -1
trigger1 = Time > 0
value = 1075

[State 1071,08]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;---------------------------------------------------------------------------
;高速あきらキック
;---------------------------------------------------------------------------
[Statedef 1072]
type    = A
movetype= A
physics = N
velset = 2.5,-9
anim = 1071

[State 1072,01]
type = PalFX
trigger1 = Time = 0
time = 18
add = 32,16,0
sinadd = 64,32,5,3

[State 1072,02]
type = AfterImageTime
trigger1 = Vel Y < 0
time = 2

[State 1072,03]
type = VelAdd
trigger1 = 1
y = .5

[State 1072,04]
type = VelAdd
trigger1 = Vel Y >= -1
y = .2

[State 1072,05]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
getpower  = 0
damage    = 68, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = -10,-70
hitsound   = S20,3
guardsound = S10,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,-9.5
guard.velocity = -7
air.velocity = -3,-9.5
fall = 1
fall.recovertime = 30
ID = 1000001

[State 1070,06]
type = ChangeState
trigger1 = movehit
trigger2 = MoveGuarded = 1
value = 1071

[State 1072,07]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;---------------------------------------------------------------------------
; 高速あきらキック 追加キック
;---------------------------------------------------------------------------
[Statedef 1075]
type    = A
movetype= A
physics = N
anim = 1055

[State 1075,01]
type = AfterImageTime
trigger1 = 1
time = 2

[State 1075,02]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1075,03]
type = PlaySnd
trigger1 = Time = 0
value = 1000,2
channel = 0

[State 1075,04]
type = PosAdd
trigger1 = Time = 0
x = 10
y = -10

[State 1075,05] 
type = VelAdd
trigger1 = 1
y = .45

[State 1075,06]
type = VelAdd
trigger1 = Vel Y >= -1
y = .2

[State 1075,07]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Med
damage    = 42, 2
getpower  = 0
priority  = 4
guardflag = MA
pausetime = 12,12
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = 0,-90
hitsound   = S20,4
guardsound = S10,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -6
air.velocity = -4,-6
airguard.velocity = -4,-4.5
air.fall = 1
ID = 1000000

[State 1075,08] 
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -5
value = 1056

;---------------------------------------------------------------------------
; あきらアッパー 弱
;---------------------------------------------------------------------------
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1100,01]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(13) < 0
value = 5,0

[State 1100,02]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200, 3
channel = 0

[State 1100,03]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Med
damage    = 52, 4
priority  = 5
guardflag = MA
pausetime = 4,8
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = 0,-48
hitsound   = S20,3
guardsound = S10,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -3
guard.velocity = -6
air.velocity = -2,-2
airguard.velocity = -4,-4.5
p2facing = 1
ID = 1000001

[State 1100,04]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Up
damage    = 55, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = 0,-110
hitsound   = S20,4
guardsound = S10,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -1,-9.5
guard.velocity = -6
air.velocity = -1,-7.5
airguard.velocity = -4,-4.5
p2facing = 1
fall = 1                   
fall.recovertime = 40      
yaccel = .4
ID = 1000004              

[State 1100,05]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; あきらアッパー 強
;---------------------------------------------------------------------------  
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1110
ctrl = 0
sprpriority = 2

[State 1110,01]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(14) < 0
value = 5,0

[State 1110,02]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200, 3
channel = 0

[State 1110,03]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Med
damage    = 57, 4
priority  = 5
guardflag = MA
pausetime = 4,8
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = 0,-48
hitsound   = S20,3
guardsound = S10,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -3
guard.velocity = -6
air.velocity = -2,-2
airguard.velocity = -4,-4.5
p2facing = 1
ID = 1000001

[State 1110,04]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Up
damage    = 60, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = 0,-110
hitsound   = S20,4
guardsound = S10,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -1,-10.5
guard.velocity = -6
air.velocity = -1,-8.5
airguard.velocity = -4,-4.5
p2facing = 1
fall = 1
fall.recovertime = 50
yaccel = .4
ID = 1000004

[State 1110,05]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;高速あきらアッパー
;---------------------------------------------------------------------------
[Statedef 1120]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= -330
velset = 0,0
anim = 1120
ctrl = 0
sprpriority = 2

[State 1120,01]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(14) < 0
value = 5,0

[State 1120,02]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1120,03]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 1120,04]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1120,05]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200, 3
channel = 0

[State 1120,06]
type = HitDef
trigger1 = Time = 0
trigger2 = AnimElem = 4
attr = S, SA
animtype  = Med
damage    = 30, 4
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 6,10
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = 0, ifelse(Time = 0, -48, -55)
hitsound   = S20,3
guardsound = S10,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -3
guard.velocity = -6
air.velocity = -2,-2
airguard.velocity = -4,-4.5
p2facing = 1
ID = 1000001

[State 1120,07]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Up
damage    = 68, 4
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = S7700 + (Random % 3)
guard.sparkno = S7600 
sparkxy = 0,-110
hitsound   = S20,4
guardsound = S10,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -1.2,-11
guard.velocity = -6
air.velocity = -1.2,-9
airguard.velocity = -4,-4.5
p2facing = 1
fall = 1
fall.recovertime = 60
yaccel = .4
ID = 1000004

[State 1120,08]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

