;cnsファイルはカンフーマンの定数（基本データ）と
;状態（各動作）を記述するものです。
;キャラクターの心臓とも言える部分なのでとても重要です。
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;基本データ部分
[data]
life=1275;体力ゲージの最大値を決めます
power=6000;パワーゲージ最大値（デフォルトは3000=lv.3になります・オプション）
attack=100;攻撃力パーセンテージ（デフォルトは100%になります）
defence=100;防御力パーセンテージ（デフォルトは100%になります）
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=50;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=1;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=100;キャラの音量　255が最高
intpersistindex=60;varを次のラウンドへ持ち越しが可能(最小=0,最大=59)★２
floatpersistindex=40;fvarを次のラウンドへ持ち越しが可能(最小=0,最大=39)★２

;---------------------------------------------------------------------------
;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=15;キャラの幅（地上後方）
ground.front=16;キャラの幅（地上前方）
air.back=12;キャラの幅（空中後方）
air.front=12;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=160;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=90;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,-130;bindtotargetの時に必要な頭の座標
mid.pos=0,-70;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=1.2;前進歩行速度
walk.back=-1;後退歩行速度
run.fwd=20,0;前に走る時の速度（ｘ軸,ｙ軸）
run.back=-20,0;後ろに走る時の速度（ｘ軸,ｙ軸）
jump.neu=0,-9.5;垂直ジャンプ速度（ｘ軸,ｙ軸）
jump.back=-3.6;後ジャンプ速度
jump.fwd=3.6;前ジャンプ速度
runjump.back=-2.55,-8.1;後ろに走りながらのジャンプ速度（オプション）
runjump.fwd=4.6,-8.7;前に走りながらのジャンプ速度（オプション）
airjump.neu=0,-8.1;空中垂直ジャンプ速度（オプション）
airjump.back=-2.5;空中後ジャンプ速度（オプション）
airjump.fwd=2.55;空中前ジャンプ速度（オプション）

;---------------------------------------------------------------------------
;動作設定
[movement]
airjump.num=0;空中ジャンプが出来る回数（オプション）
airjump.height=35;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=.52;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


;---------------------------------------------------------------------------
;varの使用状況
;ここに自分が使ったvarをメモしておくといろいろと好都合です。

;var(1)-コマンドファイルのコンボ用
;var(2)-p2dist x
;var(3)-ハイジャンプ
;var(4)-小ジャンプ
;var(5)-謎
;var(6)-受身処理用
;var(7)-p2dist y
;var(8)-ai補正
;var(21)-randomvar用
;var(22)-lifeの初期値保存用
;var(30)-バニッシュタイムカウント

;---------------------------------------------------------------------------
;「ステート」の説明と基本的な使い方
;---------------------------------------------------------------------------
;■ステートとは「状態」を意味しますが、
;　ｍｕｇｅｎでは通常攻撃や必殺技などの枠にはまらない
;「ゲーム中における全ての行動を決めるプログラム」の事を指します。
;「ゲージ消費が必要無く、一撃で相手を倒せる攻撃」なども簡単に作成出来るので注意です。
;　１ステート（一つの行動）ずつに対して必ず番号（アドレス）が割り当てられます。
;　俗に「ステートナンバー」と呼ばれています。
;
;■基本的な設定の例
;[statedefstateno]一つの行動を定義する記述です。「stateno」に必ず番号を設定してください
;type=?s/c/a/l/uキャラの状態を指定
;s=立ち　c=しゃがみ　a=空中　l=倒れている　u=前のステートの状態を引き継ぐ
;
;movetype=?i/a/hキャラの行動内容を指定
;i=何もしない　a=攻撃している　h=攻撃を食らっている
;
;physics=?s/c/a/n/uキャラの物理的な体勢
;s=立ち　c=しゃがみ　a=空中　n=重力や摩擦の影響を受けない　u=前のステートの体勢を引き継ぐ
;
;juggle=?攻撃を当てた時に溜まるジャグルポイントの設定
;
;[state stateno,?]「ステートコントローラ」と呼ばれるステートの色々な操作を定義し、設置や追加をします
;type=?ステートコントローラの種類をこの部分に状況に応じて入れます
;　トリガーで条件を指定し、様々な効果を適用させて行きます
;
;
;※１ステートには必ず一つはステートコントローラを設置する必要があります。
;
;後は実際に使われているステートを参照してください。（[statedef 200]に更に詳しい説明もあります）
;
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;基本行動のステート
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;stand
[statedef 0]
type=s
physics=s
sprpriority=0

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state 1100,]
type=trans
trigger1=var(30)>0
trans=addalpha
alpha=50,256

[state 0,1]
type=changeanim
trigger1=anim!=0&&anim!=5
trigger2=anim=5&&animtime=0;turnanimover
value=0

[state 0,2]
type=velset
trigger1=time=0
y=0

[state 0,3];stopmovingiflowvelocityor4tickspass
type=velset
trigger1=abs(vel x)<2
trigger2=time=4
x=0

[state ]
type=ctrlset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=roundstate=2
value=1
ignorehitpause=1

[state ]
type=selfstate
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=roundstate>=0&&roundstate<=1
trigger1=roundno=1
value=190
ignorehitpause=1
[state ]
type=selfstate
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=roundstate=4
trigger1=win
value=180
ignorehitpause=1
[state ]
type=selfstate
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=roundstate=4
trigger1=lose
value=170
ignorehitpause=1
[state ]
type=selfstate
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=roundstate=4
trigger1=drawgame
value=170
ignorehitpause=1

[state 0,4];areyoudead?
type=changestate
trigger1=!alive
value=5050

[statedef 170]
type=s
ctrl=0
velset=0,0

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state ]
type=changeanim
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=time=0
value=170
ignorehitpause=1

;7-12p

[state ]
type=changeanim
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=sysvar(1)=0
value=170
ignorehitpause=1

[state ]
type=varset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=varadd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=1
sysvar(1)=1
ignorehitpause=1

[statedef 180]
type=s
ctrl=0
velset=0,0

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state ]
type=changeanim
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=time=0
value=182
ignorehitpause=1



;音響
[state ]
type=playsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=46
value=s10,39
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=playsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=46
value=s10,40
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=stopsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=61
channel=-1
ignorehitpause=1
[state ]
type=stopsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)>=62&&animelemtime(1)<=81
channel=-1
ignorehitpause=1
[state ]
type=playsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=81
value=s10,39
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=playsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=81
value=s10,40
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=stopsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=141
channel=-1
ignorehitpause=1



;環境調整
[state ]
type=assertspecial
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=1
flag=nobardisplay
ignorehitpause=1
[state ]
type=assertspecial
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)>=0&&animelemtime(1)<=201
flag=roundnotover
ignorehitpause=1
[state ]
type=assertspecial
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)>=62
flag=invisible
ignorehitpause=1
[state ]
type=envshake
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)>=62&&animelemtime(1)<=81
time=2
ampl=1000
freq=0
phase=90
ignorehitpause=1
[state ]
type=envshake
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)>=47&&animelemtime(1)<=61
trigger2=animelemtime(1)>=82&&animelemtime(1)<=141
time=2
freq=180
ampl=240*cos(random)
phase=90
ignorehitpause=1
[state ]
type=allpalfx
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)>=47&&animelemtime(1)<=61
trigger2=animelemtime(1)>=82&&animelemtime(1)<=141
color=0
time=2
ignorehitpause=1



;ノイズエフェクト
[state ]
type=explod
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=46
anim=10180
scale=1,1
postype=back
removetime=15
ontop=1
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=81
anim=10180
scale=1,1
postype=back
removetime=60
ontop=1
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
ignorehitpause=1

;7-12p

[state ]
type=changeanim
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=sysvar(1)=0
value=182
ignorehitpause=1



;音響
[state ]
type=playsnd
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)=46
value=s10,39
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=playsnd
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)=46
value=s10,40
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=stopsnd
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)=61
channel=-1
ignorehitpause=1
[state ]
type=stopsnd
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)>=62&&animelemtime(1)<=81
channel=-1
ignorehitpause=1
[state ]
type=playsnd
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)=81
value=s10,39
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=playsnd
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)=81
value=s10,40
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=stopsnd
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)=141
channel=-1
ignorehitpause=1



;環境調整
[state ]
type=assertspecial
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=1
flag=nobardisplay
ignorehitpause=1
[state ]
type=assertspecial
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)>=0&&animelemtime(1)<=201
flag=roundnotover
ignorehitpause=1
[state ]
type=assertspecial
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)>=62
flag=invisible
ignorehitpause=1
[state ]
type=envshake
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)>=62&&animelemtime(1)<=81
time=2
ampl=1000
freq=0
phase=90
ignorehitpause=1
[state ]
type=envshake
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)>=47&&animelemtime(1)<=61
trigger2=animelemtime(1)>=82&&animelemtime(1)<=141
time=2
freq=180
ampl=240*cos(random)
phase=90
ignorehitpause=1
[state ]
type=allpalfx
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)>=47&&animelemtime(1)<=61
trigger2=animelemtime(1)>=82&&animelemtime(1)<=141
color=0
time=2
ignorehitpause=1



;ノイズエフェクト
[state ]
type=explod
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)=46
anim=10180
scale=1,1
postype=back
removetime=15
ontop=1
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)=81
anim=10180
scale=1,1
postype=back
removetime=60
ontop=1
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
ignorehitpause=1

[state ]
type=varset
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=varadd
triggerall=ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
trigger1=1
sysvar(1)=1
ignorehitpause=1

[statedef 190]
type=s
ctrl=0
velset=0,0

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state ]
type=selfstate
trigger1=numenemy=1
trigger1=enemy(0),sysfvar(0)=256002.0&&enemy(0),sysfvar(0)!=0.0
value=191
persistent=256
ignorehitpause=1

[state ]
type=changeanim
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=time=0
value=30220
ignorehitpause=1



;音響
[state ]
type=playsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=30
value=s10,39
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=playsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=30
value=s10,40
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=stopsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=45
channel=-1
ignorehitpause=1
[state ]
type=stopsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)>=46&&animelemtime(1)<=65
channel=-1
ignorehitpause=1
[state ]
type=playsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=65
value=s10,39
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=playsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=65
value=s10,40
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=stopsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=125
channel=-1
ignorehitpause=1



;環境調整
[state ]
type=assertspecial
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=1
flag=intro
flag2=nobardisplay
ignorehitpause=1
[state ]
type=assertspecial
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)>=0&&animelemtime(1)<=45
flag=invisible
ignorehitpause=1
[state ]
type=envshake
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)>=31&&animelemtime(1)<=45
trigger2=animelemtime(1)>=66&&animelemtime(1)<=125
time=2
freq=180
ampl=240*cos(random)
phase=90
ignorehitpause=1
[state ]
type=envshake
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)>=46&&animelemtime(1)<=65
time=2
ampl=1000
freq=0
phase=90
ignorehitpause=1
[state ]
type=allpalfx
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)>=31&&animelemtime(1)<=45
trigger2=animelemtime(1)>=66&&animelemtime(1)<=125
color=0
time=2
ignorehitpause=1



;ノイズエフェクト
[state ]
type=explod
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=30
anim=10180
scale=1,1
postype=back
removetime=15
ontop=1
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=65
anim=10180
scale=1,1
postype=back
removetime=60
ontop=1
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
ignorehitpause=1



;帰還
[state ]
type=selfstate
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animtime=0
value=0
persistent=256
ignorehitpause=1

;7-12p

[state ]
type=changeanim
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=sysvar(1)=0
value=30220
ignorehitpause=1
[state ]
type=changeanim
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=anim=30220
trigger1=animtime=0
value=0
ignorehitpause=1



;音響
[state ]
type=playsnd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=anim=30220
trigger1=animelemtime(1)=30
value=s10,39
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=playsnd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=anim=30220
trigger1=animelemtime(1)=30
value=s10,40
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=stopsnd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=anim=30220
trigger1=animelemtime(1)=45
channel=-1
ignorehitpause=1
[state ]
type=stopsnd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=anim=30220
trigger1=animelemtime(1)>=46&&animelemtime(1)<=65
channel=-1
ignorehitpause=1
[state ]
type=playsnd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=anim=30220
trigger1=animelemtime(1)=65
value=s10,39
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=playsnd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=anim=30220
trigger1=animelemtime(1)=65
value=s10,40
freqmul=1
volume=255
ignorehitpause=1
[state ]
type=stopsnd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=anim=30220
trigger1=animelemtime(1)=125
channel=-1
ignorehitpause=1



;環境調整
[state ]
type=assertspecial
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=anim=30220
trigger1=1
flag=intro
flag2=nobardisplay
ignorehitpause=1
[state ]
type=assertspecial
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=anim=30220
trigger1=animelemtime(1)>=0&&animelemtime(1)<=45
flag=invisible
ignorehitpause=1
[state ]
type=envshake
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=anim=30220
trigger1=animelemtime(1)>=31&&animelemtime(1)<=45
trigger2=animelemtime(1)>=66&&animelemtime(1)<=125
time=2
freq=180
ampl=240*cos(random)
phase=90
ignorehitpause=1
[state ]
type=envshake
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=anim=30220
trigger1=animelemtime(1)>=46&&animelemtime(1)<=65
time=2
ampl=1000
freq=0
phase=90
ignorehitpause=1
[state ]
type=allpalfx
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=anim=30220
trigger1=animelemtime(1)>=31&&animelemtime(1)<=45
trigger2=animelemtime(1)>=66&&animelemtime(1)<=125
color=0
time=2
ignorehitpause=1



;ノイズエフェクト
[state ]
type=explod
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=anim=30220
trigger1=animelemtime(1)=30
anim=10180
scale=1,1
postype=back
removetime=15
ontop=1
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=anim=30220
trigger1=animelemtime(1)=65
anim=10180
scale=1,1
postype=back
removetime=60
ontop=1
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=10&&root,palno<=12)
ignorehitpause=1



;帰還
[state ]
type=varset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=roundstate=2
sysvar(0)=0
ignorehitpause=1
[state ]
type=varset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=sysvar(0)=0
sysvar(1)=0
ignorehitpause=1
[state ]
type=changestate
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=sysvar(0)=0
value=0
ctrl=1
[state ]
type=varadd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=1
sysvar(1)=1
ignorehitpause=1

[statedef 191]
type=s
ctrl=0
velset=0,0

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state ]
type=changeanim
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=time=0
value=30230
ignorehitpause=1
[state ]
type=assertspecial
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=1
flag=intro
ignorehitpause=1



;おんきょっきょー
[state ];おみゃーとててきじゃないぎゃー
type=playsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)=800
value=s7,14
ignorehitpause=1



;帰還
[state ]
type=changestate
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animtime=0
value=0
ignorehitpause=1

;7-12p

[state ]
type=changeanim
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=9)
trigger1=sysvar(1)=0
trigger1=teamside=1
value=30230
ignorehitpause=1
[state ]
type=changeanim
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=10&&root,palno<=12)
trigger1=sysvar(1)=0
trigger1=teamside=1
trigger1=enemy(0),palno>=1&&enemy(0),palno<=6
value=30230
ignorehitpause=1
[state ]
type=changeanim
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=10&&root,palno<=12)
trigger1=sysvar(1)=0
trigger1=teamside=1
trigger1=enemy(0),palno>=7&&enemy(0),palno<=12
value=30280
ignorehitpause=1
[state ]
type=changeanim
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=sysvar(1)=0
trigger1=teamside=2
trigger1=enemy(0),palno>=7&&enemy(0),palno<=9
value=30230
ignorehitpause=1
[state ]
type=changeanim
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=sysvar(1)=0
trigger1=teamside=2
trigger1=enemy(0),palno>=10&&enemy(0),palno<=12
value=30290
ignorehitpause=1
[state ]
type=changeanim
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=anim=30230||anim=30280||anim=30290
trigger1=animtime=0
value=0
ignorehitpause=1



[state ]
type=assertspecial
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=anim=30230||anim=30280||anim=30290
trigger1=1
flag=intro
ignorehitpause=1



;おんきょっきょー
[state ];おみゃーとててきじゃないぎゃー
type=playsnd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=anim=30230
trigger1=animelemtime(1)=800
trigger2=anim=30280
trigger2=animelemtime(1)=830
trigger3=anim=30290
trigger3=animelemtime(1)=770
value=s7,14
ignorehitpause=1



;帰還
[state ]
type=varset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=roundstate=2
sysvar(0)=0
ignorehitpause=1
[state ]
type=varset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=sysvar(0)=0
sysvar(1)=0
ignorehitpause=1
[state ]
type=changestate
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=sysvar(0)=0
value=0
ctrl=1
[state ]
type=varadd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=1
sysvar(1)=1
ignorehitpause=1

;---------------------------------------------------------------------------
;挑発
;cnsレベル:基本
[statedef 195]
type=s
movetype=i
physics=s
anim=195
velset=0,0
ctrl=0
sprpriority=2;ここで表示優先度を決定できます。　範囲は-5〜5、大きいほど手前に表示される
facep2=1;相手の方を向いてから挑発（結構重要）

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state 195,コントロール可否]
type=ctrlset
triggerall=!winko
trigger1=time=58
value=1

[state 181,]
type=playsnd
trigger1=animelem=7
value=s7,9

[state 195,ステート変更]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
;standtocrouch
[statedef 10]
type=c
physics=c
anim=10

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state 10,1]
type=velmul
trigger1=time=0
x=0

[state 10,2]
type=changestate
trigger1=animtime=0
value=11

;---------------------------------------------------------------------------
;crouching
[statedef 11]
type=c
physics=c
anim=11
sprpriority=0

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state 11,0]
type=velset
trigger1=time=0
x=0

[state 11,1];changefromturninganimation
type=changeanim
trigger1=anim=6&&animtime=0
value=11

;---------------------------------------------------------------------------
;run_fwd
[statedef 100]
type=s
physics=s
anim=30150
sprpriority=1
ctrl=1

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state ]
type=velset
trigger1=1
x=const(velocity.run.fwd.x)

[state ]
type=playsnd
triggerall=time=1
trigger1=alive
value=s10,19

[state ];preventrunfromcancelingintowalk
type=assertspecial
trigger1=1
flag=nowalk

[state ];preventfromturning
type=assertspecial
trigger1=1
flag=noautoturn

[state ]
type=changestate
trigger1=command!="holdfwd"
value=0

;---------------------------------------------------------------------------
;run_back
[statedef 105]
type=s
physics=s
anim=30160
sprpriority=1
ctrl=1

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state ]
type=velset
trigger1=1
x=const(velocity.run.back.x)

[state ]
type=playsnd
triggerall=time=1
trigger1=alive
value=s10,19

[state ];preventrunfromcancelingintowalk
type=assertspecial
trigger1=1
flag=nowalk

[state ];preventfromturning
type=assertspecial
trigger1=1
flag=noautoturn

[state ]
type=changestate
trigger1=command!="holdback"
value=0

;---------------------------------------------------------------------------
;run_back2(land)
[statedef 106]
type=s
physics=s
ctrl=0
anim=47

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state 191,]
type=playsnd
triggerall=animelem=1
trigger1=alive
value=s4,0

[state 106,1]
type=velset
trigger1=time=0
x=0
y=0

[state 106,2]
type=posset
trigger1=time=0
y=0

[state 106,3]
type=makedust
trigger1=time=2
pos=-5,-2
spacing=1

[state 106,4]
type=changestate
trigger1=time=7
value=0
ctrl=1

;---------------------------------------------------------------------------
;jumpstart
[statedef 40]
type=s
physics=s
anim=40
ctrl=0
sprpriority=1

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state 40,1]
type=varset
trigger1=time=0
var(4)=0

[state 40,1];小ジャンプ
type=varset
trigger1=command!="holdup"
var(4)=1

[state 40,1]
type=varset
trigger1=time=0
var(51)=0

[state 40,2]
type=varset
trigger1=command="holdfwd"
var(51)=1

[state 40,3]
type=varset
trigger1=command="holdback"
var(51)=-1

[state 40,4]
type=velset
trigger1=animtime=0
trigger1=var(4)=0
x=ifelse(var(51)=0,const(velocity.jump.neu.x),ifelse(var(51)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))
y=const(velocity.jump.y)

[state 40,4];小ジャンプ
type=velset
trigger1=animtime=0
trigger1=var(4)=1
x=ifelse(var(51)=0,const(velocity.jump.neu.x),ifelse(var(51)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))
y=-6

[state 40,5]
type=null;velset
trigger1=animtime=0
trigger1=prevstateno=100;run_fwd
trigger1=var(51)=1
x=const(velocity.runjump.fwd.x)

[state 40,6]
type=changestate
trigger1=animtime=0
value=50
ctrl=1

;---------------------------------------------------------------------------
;jumpup
[statedef 50]
type=a
physics=a

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state 50,1]
type=varset
trigger1=time=0
var(51)=0

[state 191,]
type=playsnd
triggerall=time=0
;triggerall=var(4)=0
triggerall=var(3)!=0
trigger1=alive
value=s3,2
channel=4

[state 191,]
type=playsnd
triggerall=time=0
triggerall=var(4)=0
triggerall=var(3)=0
trigger1=alive
value=s3,1
channel=4

[state 191,]
type=playsnd
triggerall=time=0
triggerall=var(4)=1
triggerall=var(3)=0
trigger1=alive
value=s3,0
channel=4

[state 50,2]
type=changeanim
trigger1=time=0
;trigger1=var(4)=0
value=ifelse((vel x)=0,41,ifelse((vel x)>0,42,43))

[state 50,2];小ジャンプ
type=null;changeanim
trigger1=time=0
trigger1=var(4)=1
value=49

[state 50,3]
type=changeanim
trigger1=vel y>-2
trigger1=selfanimexist(anim+3)
persistent=0
value=anim+3

;---------------------------------------------------------------------------
;jumpland
[statedef 52]
type=s
physics=s
ctrl=0
anim=47
veladd=0,0

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state 191,]
type=playsnd
trigger1=time=0
value=s4,0

[state 52,1]
type=velset
trigger1=time=0
x=0
y=0

[state 52,2]
type=posset
trigger1=time=0
y=0

[state 52,3]
type=ctrlset
trigger1=time=3
value=1

[state 52,4]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
;ふっとばし
[statedef 300]
type=s
movetype=a
physics=s
juggle=15
poweradd=0
ctrl=0
velset=0,0
anim=300
sprpriority=3

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state 300,]
type=poweradd
trigger1=prevstateno=[150,151]
trigger1=time=0
value=-1000

[state 300,]
type=nothitby
trigger1=prevstateno=[150,151]
trigger1=1
value=sca

[state 300,]
type=posset
trigger1=time=0
y=0

[state 300,]
type=palfx
trigger1=prevstateno=[150,151]
trigger1=time=0
time=5
add=230,230,230

[state 300,]
type=afterimage
trigger1=prevstateno=[150,151]
trigger1=time=0
time=12
trans=add1
timegap=2
framegap=2
length=5
palbright=12,12,12
palcontrast=220,220,220
palpostbright=0,0,0
paladd=0,0,0
palmul=1,1,1

[state 300,ヒット定義]
type=projectile
trigger1=prevstateno=[150,151]
trigger1=animelem=6
projanim=50300
projremove=1
projremovetime=2
attr=s,na
animtype=diagup
damage=10
pausetime=12,15
sparkno=s4010
sparkxy=23,-89
hitsound=s1,4
ground.type=high
ground.slidetime=16
ground.hittime=18
ground.velocity=-5,-5
air.velocity=-5,-5
fall=1
fall.recover=0
kill=0

[state 300,1]
type=projectile
trigger1=animelem=6
projanim=50300
projremove=1
projremovetime=2
attr=s,na
animtype=hard
damage=80
priority=5
pausetime=12,12
sparkno=s4010
guard.sparkno=s4110
sparkxy=23,-89
hitsound=s1,4
hitflag=ma
guardflag=ma
guardsound=s2,0
ground.type=high
ground.slidetime=14
ground.hittime=14
ground.velocity=-5,-5
air.velocity=-5,-5
air.animtype=back
fall=1
fall.recover=0

[state 300,音を鳴らす]
type=playsnd
trigger1=animelem=4
value=s0,4

[state 300,音を鳴らす]
type=playsnd
trigger1=animelem=2
value=s6,2

[state 300,ステート変更]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
;空中ふっとばし
[statedef 650]
type=a
movetype=a
physics=a
juggle=15
poweradd=0
ctrl=0
anim=650
sprpriority=3

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state 240,1]
type=projectile
trigger1=animelem=5
projanim=50650
projremove=1
projremovetime=3
attr=a,na
animtype=hard
damage=80
priority=5
pausetime=12,12
sparkno=s4010
guard.sparkno=s4110
sparkxy=43,-70
hitsound=s1,4
hitflag=ma
guardflag=ma
guardsound=s2,0
ground.type=high
ground.slidetime=14
ground.hittime=14
ground.velocity=-5,-5
air.velocity=-5,-5
air.animtype=back
fall=1
fall.recover=0

[state 200,音を鳴らす]
type=playsnd
trigger1=animelem=3
value=s0,4

[state 200,音を鳴らす]
type=playsnd
trigger1=animelem=2
value=s6,2

;---------------------------------------------------------------------------
;緊急回避前

[statedef 700]
type=s
movetype=i
physics=s
velset=0,0
ctrl=0
sprpriority=-2

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state ]
type=changeanim
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=time=0
value=700
[state ]
type=poweradd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
triggerall=time=0
trigger1=prevstateno=150
trigger2=prevstateno=151
value=-1000
[state ]
type=palfx
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
triggerall=time=0
trigger1=prevstateno=150
trigger2=prevstateno=151
time=5
add=230,230,230
[state ]
type=playsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelem=1
value=s7,6
channel=4
[state ]
type=hitby
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelem=5,<=0
value=sc,nt,st,ht
[state ]
type=velset
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)>=0&&animelemtime(5)<0
x=4
[state ]
type=velset
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelem=5
x=0
[state ]
type=playerpush
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)>0
value=0
[state ]
type=changestate
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animtime=0
value=0
ctrl=1

;7-12p

[state ]
type=changeanim
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=sysvar(1)=0
value=700
[state ]
type=poweradd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=sysvar(1)=0
trigger1=prevstateno=150
trigger2=prevstateno=151
value=-1000
[state ]
type=palfx
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=sysvar(1)=0
trigger1=prevstateno=150
trigger2=prevstateno=151
time=5
add=230,230,230
[state ]
type=playsnd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=animelem=1
value=s7,6
channel=4
[state ]
type=hitby
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=animelem=5,<=0
value=sc,nt,st,ht
[state ]
type=velset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)>=0&&animelemtime(5)<0
x=4
[state ]
type=velset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=animelem=5
x=0
[state ]
type=playerpush
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)>0
value=0
[state ]
type=varset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=animtime=0
sysvar(0)=0
ignorehitpause=1
[state ]
type=varset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=sysvar(0)=0
sysvar(1)=0
ignorehitpause=1
[state ]
type=changestate
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=sysvar(0)=0
value=0
ctrl=1
[state ]
type=varadd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=1
sysvar(1)=1
ignorehitpause=1

;---------------------------------------------------------------------------
;緊急回避後

[statedef 710]
type=s
movetype=i
physics=s
velset=0,0
ctrl=0
sprpriority=-2

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state ]
type=changeanim
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=time=0
value=700
[state ]
type=poweradd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
triggerall=time=0
trigger1=prevstateno=150
trigger2=prevstateno=151
value=-1000
[state ]
type=palfx
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
triggerall=time=0
trigger1=prevstateno=150
trigger2=prevstateno=151
time=5
add=230,230,230
[state ]
type=playsnd
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelem=1
value=s7,6
channel=4
[state ]
type=hitby
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelem=5,<=0
value=sc,nt,st,ht
[state ]
type=velset
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)>=0&&animelemtime(5)<0
x=-4
[state ]
type=velset
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelem=5
x=0
[state ]
type=playerpush
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animelemtime(1)>0
value=0
[state ]
type=changestate
triggerall=ifelse(!ishelper,palno>=1&&palno<=6,0)
trigger1=animtime=0
value=0
ctrl=1

;7-12p

[state ]
type=changeanim
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=sysvar(1)=0
value=700
[state ]
type=poweradd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=sysvar(1)=0
trigger1=prevstateno=150
trigger2=prevstateno=151
value=-1000
[state ]
type=palfx
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
triggerall=sysvar(1)=0
trigger1=prevstateno=150
trigger2=prevstateno=151
time=5
add=230,230,230
[state ]
type=playsnd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=animelem=1
value=s7,6
channel=4
[state ]
type=hitby
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=animelem=5,<=0
value=sc,nt,st,ht
[state ]
type=velset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)>=0&&animelemtime(5)<0
x=-4
[state ]
type=velset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=animelem=5
x=0
[state ]
type=playerpush
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=animelemtime(1)>0
value=0
[state ]
type=varset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=animtime=0
sysvar(0)=0
ignorehitpause=1
[state ]
type=varset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=sysvar(0)=0
sysvar(1)=0
ignorehitpause=1
[state ]
type=changestate
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=sysvar(0)=0
value=0
ctrl=1
[state ]
type=varadd
triggerall=ifelse(!ishelper,0,ishelper(100000)&&root,palno>=7&&root,palno<=12)
trigger1=1
sysvar(1)=1
ignorehitpause=1

;---------------------------------------------------------------------------
;受身

[statedef 52000]
type=s
movetype=i
physics=s
velset=0,0
anim=5200
ctrl=0
sprpriority=2

;邪眼キラー用
[state ]
type=changestate
triggerall=(sysfvar(0)=256001.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

[state 5200]
type=posset
trigger1=time=0
y=0

[state 200,音を鳴らす]
type=playsnd
trigger1=animelem=1
value=s7,5
channel=4

[state 2110,無敵]
type=nothitby
trigger1=1
value=sca

[state 2110,]
type=varset
trigger1=time=0
trigger1=command="holdfwd"
var(6)=1

[state 2110,]
type=varset
trigger1=animtime=0
trigger2=anim!=5200
var(6)=0

[state 2110,移動量]
type=velset
trigger1=animelemtime(1)>=0&&animelemtime(3)<=0
x=ifelse(var(6)=1,8,-5)

[state 2110,移動終了]
type=velset
trigger1=animtime=0
x=0

[state 2110,相手と重なった時の処理]
type=playerpush
trigger1=animelemtime(1)>0
value=0

[state 2110,終了]
type=changestate
trigger1=animtime=0
value=0
ctrl=1

;この下、一行以上空ける事！
