;///////////////////////////////////////////////////////////////////
;"ADON" CNS File 
;Made By H''
;///////////////////////////////////////////////////////////////////
	 
;---------------------------------------------------------------------
;基本設定 
;---------------------------------------------------------------------
;変数表
;キャラクター用固有変数
;   var(0)  : リバーサルフラグ　その１
;   var(1)  : リバーサルフラグ　その２
;   Var(2)  :
;   Var(3)  :
;   Var(4)  :
;   Var(5)  :
;   Var(6)  :
;   Var(7)  :
;   Var(8)  :
;   Var(9)  :
;   Var(10) :
;   Var(11) : ダメージ量
;	Var(12) : 連打判定　その１
;	Var(13) : 連打判定　その２
;	Var(14) : 弱中強判定
;   Var(15) : ＰorＫボタン判別
;   Var(16) : サウザントジャガー用animNo　その１
;   Var(17) : サウザントジャガー用animNo　その２
;   Var(18) : MoveHit引継ぎ
;---------------------------------------------------------------------

	 
[Data] 
life = 946            ; 体力ゲージ、上限値（デフォルト：1000）
attack = 100          ; 攻撃力（％）
defence = 100         ; 防御力（％）
fall.defence_up = 50  ; 空中コンボ修正率（％）
liedown.time = 60     ; ダウン時間
airjuggle = 15        ; 空中コンボ
sparkno = 2           ; 初期ヒットスパーク番号
guard.sparkno = 40    ; 初期ガードスパーク番号
KO.echo = 0           ; ＫＯボイスエコー（0:OFF、1:ON）
volume = -100          ; キャラボイスボリューム値
IntPersistIndex = 30
FloatPersistIndex = 30
 
[Size] 
xscale = 0.5	; 水平サイズ倍率
yscale = 0.5	; 垂直サイズ倍率
ground.back = 20	; キャラ幅（地上、後ろ側）
ground.front = 20	; キャラ幅（地上、前側）
air.back = 17		; キャラ幅（空中、後ろ側）
air.front = 17	; キャラ幅（空中、前側）
z.width = 10		; キャラ幅（ｚ軸）
height = 60		; キャラの高さ（ジャンプで飛び越せる高さ）
attack.width = 4,4	;Default attack width: back, front
attack.dist = 160	;Default attack distance
proj.attack.dist = 90;Default attack distance for projectiles
proj.doscale = 1	;Set to 1 to scale projectiles too
head.pos = 5,-80	; 頭部座標
mid.pos = 0,-60	; 体中心部座標
shadowoffset = 0	; キャラの影・オフセット値
 
[Velocity] 
walk.fwd  = 3.0		; 前進速度
walk.back = -2.0		; 後退速度
run.fwd  = 4.6,0		; 前ダッシュ速度（y<0の場合、ホップステップ）
run.back = -6,-4		; バックステップ速度（y=0の場合、走り）
jump.neu = 0,-8		; 垂直ジャンプ速度
jump.back = -3		; 後方ジャンプ速度
jump.fwd = 	4		; 前方ジャンプ速度
runjump.back = -7.3,-10	; 後方ジャンプ速度（ダッシュ中）
runjump.fwd = 6.5,-10		; 前方ジャンプ速度（ダッシュ中）
airjump.neu = 0,0		; 空中垂直ジャンプ速度
airjump.back = 0,0		; 空中後方ジャンプ速度
airjump.fwd = 0,0		; 空中前方ジャンプ速度
 
[Movement] 
airjump.num = 0	; 空中ジャンプ回数
airjump.height = 35	; 空中ジャンプ最低高度
yaccel = .45		; キャラ重力加速度
stand.friction = .85	; 摩擦係数（立ち状態）
crouch.friction = .82; 摩擦係数（しゃがみ状態）
  
;===================================================================
;基本動作 
;===================================================================

	 
;-----------------------------------------------------------------
;バックステップ 
;-------------------開始
[Statedef 105]
type = S
movetype = I
physics = S
anim = 105
ctrl = 0
velset = 0, 0

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = Const(velocity.run.back.x)
y = Const(velocity.run.back.y)

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 2, > 0
x = .95

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2, > 0
y = .55

[State 105,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 6

[State 105,VelAdd]
type = VelSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
x = 0

[State 105,PosSet]
type = PosSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
y = 0

[State 105,AfterImageTime]
type = AfterImageTime
trigger1 = PrevStateNo = 4520
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
time = 0

[State 105,ChangeState]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 106

;------------------------ 停止
[Statedef 106]
type = S
movetype = I
physics = S
anim = 106
velset = 0, 0

[State 106,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

[State 106,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


 
;-----------------------------------------------------------------
;ラン 
;------------------------ 動作
[Statedef 100]
type    = S
movetype = I
physics = N
ctrl = 0
VelSet = 0,0

[State 100,ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 100

[State 100,VelSet]
type = VelSet
trigger1 = AnimElem = 2,= 0
x = Const(velocity.run.fwd.x)

[State 100,ChangeState]
type = ChangeState
trigger1 = Command != "holdfwd" && Time >= 10
value = 101
ctrl = 1

[State 100,ChangeState]
type = ChangeState
trigger1 = Command = "holdupfwd"
value = 40

[State 100,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3, 2
channel = 5

[State 100,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 3, 3
channel = 5

[State 100,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7,=1
value = 3, 4
channel = 5

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

;------------------------ 停止
[Statedef 101]
type = S
movetype = I
physics = S

[State 101,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3,5

[State 101, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 101

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;---------------------------------------------------------------------
;ステップ 
;------------------------ 開始
[Statedef 110]
type = S
movetype = I
physics = S
anim = 110
ctrl = 0
velset = 0, 0

[State 110,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 110,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = Const(velocity.run.back.x)*-1
y = Const(velocity.run.back.y)

[State 110,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2, > 0
y = .55

[State 110,VelMul]
type = VelMul
trigger1 = AnimElem = 2, > 0
x = .95

[State 110,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2

[State 110,VelAdd]
type = VelSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
x = 0

[State 110,PosSet]
type = PosSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
y = 0

[State 110,End]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 111

;------------------------ 停止
[Statedef 111]
type = S
movetype = I
physics = S
anim = 111
velset = 0, 0

[State 111,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

[State 111,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
  
;===================================================================
;デモ 
;===================================================================

	 
;-----------------------------------------------------------------
;タイムアップ 
;------------------------ 負け
[Statedef 170]
type = S
ctrl = 0
anim = 175
velset = 0,0

[State 170,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = RoundNotOver

;------------------------ 引き分け
[Statedef 175]
type = S
ctrl = 0
velset = 0,0

[State 175,ChangeState]
type = ChangeState
trigger1 = Time = 0
value = 170
 
;-----------------------------------------------------------------
;勝利 
[Statedef 180]
type = S

[State 180,ChangeState]
type = ChangeState
trigger1 = Time = 0
value = 180+random%6

;------------------------ 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 184, SOUND]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 3

[State 181,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = RoundNotOver

;------------------------ 2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 182,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = RoundNotOver

;------------------------ 3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[state -3]
type = PosAdd
trigger1 = animelem = 2
x = 42*const(Size.xscale)

[State 4000,Explod]
type = Explod
trigger1 = AnimElem = 8,=2
anim = 7300
pos = Ceil(-5*const(Size.xscale)),-95
sprpriority = 5
bindtime = 1
ownpal = 1
supermove = 1
scale = const(size.xscale),const(size.yscale)
[State 183,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = RoundNotOver

;------------------------ 4
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 184,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = RoundNotOver

;------------------------ 5
[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 184,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,360]
flag = RoundNotOver

;------------------------ 6-1
[Statedef 186]
type = S
physics = N
ctrl = 0
anim = 186
velset = 0,0

[State 184,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = RoundNotOver

[State 195, 2]
type = velset
trigger1 = animelem = 2
y = -5

[State 1200,VelAdd]
type = VelAdd
trigger1 = animelem = 2,>0
y = .25

[State 195, 4]
type = changestate
trigger1 = animelem = 2,>0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 187
ctrl = 0

;------------------------ 6-2
[Statedef 187]
type = S
physics = N
ctrl = 0
anim = 187
velset = 0,0

[State 196, 1]
type = Posset
trigger1 = Time = 0
y = 0

[State 184, SOUND]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 3

[State 184,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

[State 191,4]
type = ChangeState
trigger1 = Time = 60
value = 0
ctrl = 1
 
;---------------------------------------------------------------------------
;プレイントロ 
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190,4]
type = ChangeState
triggerall = Numenemy
trigger1 = enemy,authorName = "H”"
trigger1 = P2Name = "cvssagat" || P4Name = "cvssagat"
value = 192

[State 191,4]
type = ChangeState
trigger1 = Time = 0
value = 191
	 
;---------------------------------------------------------------------
; イントロ（通常） 
[Statedef 191]
type = S
physics = N
ctrl = 0
anim = 191
velset = 0, 0
sprpriority = 1

[State 4400,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 4000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16
value = 0, 0
channel = 3

[State 191,4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
 
;---------------------------------------------------------------------
; イントロ（対サガット） 
;------------------------ 1
[Statedef 192]
type = S
physics = N
ctrl = 0
anim = 192
velset = 0, 0
sprpriority = 0

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

[State 4000,Explod]
type = envcolor
trigger1 = AnimElem = 2
trigger2 = AnimElem = 19
trigger3 = AnimElem = 45
value = 255,255,255
time = 1+(AnimElem=45)
under=1

[State 4000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5, 2

[State 4000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 19
value = 5, 4

[State 4000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 45
value = 5, 5

[State 4000,Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 8200+(random%8)
pos = Ceil(60*const(Size.xscale)),-80
sprpriority = 5
bindtime = 1
ownpal = 1
supermove = 1

[State 4000,Explod]
type = Explod
trigger1 = AnimElem = 19
anim = 8210+(random%8)
pos = Ceil(60*const(Size.xscale)),-45
sprpriority = 5
bindtime = 1
ownpal = 1
supermove = 1

[State 4000,Explod]
type = Explod
trigger1 = AnimElem = 45
anim = 8220+(random%8)
pos = Ceil(60*const(Size.xscale)),-95
sprpriority = 5
bindtime = 1
ownpal = 1
supermove = 1

[State -3,Super]
type = Helper
trigger1 = AnimElem = 45
id = 8070
name = "GUARD CANCEL"
pos = Ceil(60*const(Size.xscale)),-95
postype = P1
stateno = 8070
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4400,VarSet]
type = VarSet
trigger1 = time = 0
var(10) = abs(floor(pos x))

[State 4400,PosAdd]
type = PosAdd
trigger1 = time = 0
x = var(10)-60

[State 4400,PosAdd]
type = PosSet
trigger1 = AnimElem = 74
x = -(var(10)) * facing

[State 191, 3]
type = ChangeState
trigger1 = AnimTime  = 0
value = 193

;------------------------ 2
[Statedef 193]
type = S
physics = N
ctrl = 0
anim = 193
velset = 0, 0
sprpriority = 1

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

[State 4000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 1

[State 4000,Explod]
type = Explod
trigger1 = AnimElem = 5,=16
anim = 7300
pos = Ceil(90*const(Size.xscale)),-150
sprpriority = 5
bindtime = 1
ownpal = 1
supermove = 1
scale = const(size.xscale),const(size.yscale)
[State 191, 3]
type = ChangeState
trigger1 = AnimTime  = 0
value = 0
ctrl = 0
  
;-------------------------------------------------------------------------------
;挑発 
[Statedef 195]
type = S
movetype = I
physics = S
anim = 195
velset = 0, 0
ctrl = 0

[State 195,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3
channel = 0

[State 195,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
  
;===================================================================
;通常攻撃 
;===================================================================
	 
;-------------------------------------------------------------------
;立ち 
;----------------------------
;立ち弱パンチ
[Statedef 200]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 200
ctrl = 0
poweradd = 0

[State 200,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State 200,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -85
ignorehitpause = 1

[State 200,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 2
attr = S, NA
animtype = Light
damage    = ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10))))
getpower = Ceil(72*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -4.5*IfElse(Var(47),.7,1)
air.velocity = -5*IfElse(Var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 200,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

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

;----------------------------
;立ち中パンチ
[Statedef 210]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 210
ctrl = 0
triggerall = var(25) < 1
poweradd = Ceil(18*fvar(5))

[State 210,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State 210,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -80
ignorehitpause = 1

[State 210,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage    = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(11*IfElse(Var(47),.5,1)),Ceil(11*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 1
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(Var(47),.7,1)
air.velocity = -5*IfElse(Var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 210,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

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

;----------------------------
;立ち強パンチ
[Statedef 220]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 220
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 4020, 0]
type = AfterImageTime
trigger1 = Time = 0
trigger1 = !Var(47)
time = 0
ignorehitpause = 1

[State 220,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 3
var(20) = -10
ignorehitpause = 1

[State 220,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 3
var(21) = -85
ignorehitpause = 1

[State 220,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, NA
animtype = Hard
damage    = ceil(ifelse((91*fvar(10))<7,7,(91*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -10*IfElse(Var(47),.7,1)
air.velocity = -5*IfElse(Var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 220,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;立ち弱キック
[Statedef 230]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 230
ctrl = 0
poweradd = 0

[State 230,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -15
ignorehitpause = 1

[State 230,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -35
ignorehitpause = 1

[State 230,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, NA
animtype = Light
damage    = ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10))))
getpower = Ceil(72*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 3
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -4.5*IfElse(Var(47),.7,1)
air.velocity = -5*IfElse(Var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 230,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

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

;----------------------------
; 立ち中キック
[Statedef 240]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 240
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 240,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -15
ignorehitpause = 1

[State 240,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -70
ignorehitpause = 1

[State 240,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage    = ceil(ifelse((63*fvar(10))<7,7,(63*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(11*IfElse(Var(47),.5,1)),Ceil(11*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 4
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 240,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

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

;----------------------------
;遠距離立ち強キック
[Statedef 250]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 250
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 250,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State 250,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -60
ignorehitpause = 1

[State 250,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
damage    = ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -10*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 250,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 4
attr = S, NA
animtype = Hard
damage    = ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -10*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 250,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 250,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;近距離立ち強キック
[Statedef 255]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 255
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 250,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State 250,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -100
ignorehitpause = 1

[State 250,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
damage    = ceil(ifelse((70*fvar(10))<7,7,(70*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -10*IfElse(Var(47),.7,1)
air.velocity = -2*IfElse(Var(47),.7,1),-8.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 250,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 4
attr = S, NA
animtype = Hard
damage    = ceil(ifelse((84*fvar(10))<7,7,(84*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -10*IfElse(Var(47),.7,1)
air.velocity = -2*IfElse(Var(47),.7,1),-8.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 250,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 250,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;-------------------------------------------------------------------
;屈み 
;----------------------------
;しゃがみ弱パンチ
[Statedef 400]
type    = C
movetype= A
physics = C
velset = 0,0
anim = 400
ctrl = 0
poweradd = 0

[State 400,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State 400,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -45
ignorehitpause = 1

[State 400,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = C, NA
animtype = Light
damage    = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10))))
getpower = Ceil(72*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 0
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -4.5*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 400,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

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

;----------------------------
; しゃがみ中パンチ
[Statedef 410]
type    = C
movetype= A
physics = C
velset = 0,0
anim = 410
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 410,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State 410,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -30

[State 410,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = C, NA
animtype = Medium
damage    = ceil(ifelse((70*fvar(10))<7,7,(70*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = L
hitflag = M
pausetime = Ceil(11*IfElse(Var(47),.5,1)),Ceil(11*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 1
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(Var(47),.7,1)
air.velocity = -5*IfElse(Var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 410,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

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

;----------------------------
; しゃがみ強パンチ
[Statedef 420]
type    = C
movetype= A
physics = C
velset = 0,0
anim = 420
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 420,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -15

[State 420,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -60

[State 220,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, NA
animtype = Hard
damage    = ceil(ifelse((91*fvar(10))<7,7,(91*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -10*IfElse(Var(47),.7,1)
air.velocity = -5*IfElse(Var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 420,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 420,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------
; しゃがみ弱キック
[Statedef 430]
type    = C
movetype= A
physics = C
velset = 0,0
anim = 430
ctrl = 0

[State 430,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State 430,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -10

[State 430,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = C, NA
animtype = Light
damage    = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10))))
getpower = Ceil(72*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = L
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 3
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -4.5*IfElse(Var(47),.7,1)
air.velocity = -5.5*IfElse(Var(47),.7,1),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 430,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

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

;----------------------------
; しゃがみ中キック
[Statedef 440]
type    = C
movetype= A
physics = C
velset = 0,0
anim = 440
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 430,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State 430,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -35

[State 440,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage    = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = L
hitflag = MAF
pausetime = Ceil(11*IfElse(Var(47),.5,1)),Ceil(11*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 4
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(Var(47),.7,1)
air.velocity = -5.5*IfElse(Var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 440,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

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

;-------------------------------------------------------------------------------
; しゃがみ強キック
[Statedef 450]
type    = C
movetype= A
physics = C
velset = 0,0
anim = 450
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State 450,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State 450,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -10

[State 450, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = C, NA
damage    = ceil(ifelse((91*fvar(10))<7,7,(91*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
animtype = Hard
hitflag = MAF
guardflag = L
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = Trip
ground.slidetime = 17
ground.hittime  = 18+var(34)*3
ground.velocity = -1*IfElse(Var(47),.7,1),-6
guard.velocity = -10*IfElse(Var(47),.7,1)
air.velocity = -1*IfElse(Var(47),.7,1),-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
fall.recover = 0
yaccel = .5
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 450,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 450,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
 
;-------------------------------------------------------------------
;ジャンプ 
;----------------------------
;ジャンプ弱パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
anim = 600
poweradd= 0
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 600,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = A, NA
animtype = Light
damage    = ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
getpower = Ceil(72*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.25,1)),Ceil(9*IfElse(Var(47),.25,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 0
guardsound = S6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 10+var(34)*2
ground.velocity = -5*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 600,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;----------------------------
;ジャンプ中パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
anim = 610
poweradd= Ceil(18*fvar(5))
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55

[State 605,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage    = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 1
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -5*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 600,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;----------------------------
;ジャンプ強パンチ
[Statedef 620]
type    = A
movetype= A
physics = A
anim = 620
poweradd= Ceil(18*fvar(5))
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -85

[State 620,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = A, NA
animtype = Hard
damage    = ceil(ifelse((98*fvar(10))<7,7,(98*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11+var(34)*3
ground.velocity = -5*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 620,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

;----------------------------
;ジャンプ弱キック
[Statedef 630]
type    = A
movetype= A
physics = A
anim = 630
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -35

[State 630,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = A, NA
animtype = Light
damage    = ceil(ifelse((49*fvar(10))<7,7,(49*fvar(10))))
getpower = Ceil(72*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 3
guardsound = S6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 10+var(34)*2
ground.velocity = -5*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 630,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

;----------------------------
;ジャンプ中キック
[Statedef 640]
type    = A
movetype= A
physics = A
anim = 640
poweradd= Ceil(18*fvar(5))
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -60

[State 605,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage    = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 4
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11+var(34)*2
ground.velocity = -5*IfElse(Var(47),.7,1)
air.velocity = -3.5*IfElse(Var(47),.7,1),-6.5
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 630,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

;----------------------------
;ジャンプ強キック
[Statedef 650]
type    = A
movetype= A
physics = A
anim = 650
poweradd= Ceil(18*fvar(5))
ctrl = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -65

[State 655,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = A, NA
animtype = Hard
damage    = ceil(ifelse((98*fvar(10))<7,7,(98*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,214)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = HA
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(9*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 11+var(34)*3
ground.velocity = -5*IfElse(Var(47),.7,1)
air.velocity = -5.5*IfElse(Var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 630,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I
 
;-------------------------------------------------------------------
;特殊技 
;----------------------------
;ジャガークランチ
[Statedef 300]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 300
ctrl = 0
poweradd = Ceil(18*fvar(5))

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4,1

[State 1100,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,6
channel = 0

[State 220,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -15
ignorehitpause = 1

[State 220,VarSet]
type = VarSet
trigger1 = Time = 0 || animelem = 7
var(21) = -70+(animelem = 7)*30
ignorehitpause = 1

[State 210,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = animelem = 5
attr = S, NA
animtype = Medium
damage    = ceil(ifelse((56*fvar(10))<7,7,(56*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = H
hitflag = MAF
pausetime = Ceil(11*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 1
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(Var(47),.7,1)
air.velocity = -5*IfElse(Var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 210,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = animelem = 7
attr = S, NA
animtype = Medium
damage    = ceil(ifelse((42*fvar(10))<7,7,(42*fvar(10))))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = H
hitflag = MAF
pausetime = Ceil(11*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
hitsound = S5, 1
guardsound = S6, 0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15+var(34)*2
ground.velocity = -8*IfElse(Var(47),.7,1)
air.velocity = -5*IfElse(Var(47),.7,1),-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 0
fall.recover = !Var(47)
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[state -3]
type = PosAdd
trigger1 = animelem = 3,=1
x = 17*const(Size.xscale)

[State 1020,VelSet]
type = VelSet
trigger1 = animelem = 3,=1
x = 6

[State 220,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

[State 220,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;-------------------------------------------------------------------
;通常投げ 
;-------------------------------------------------------------------
	 
;----------------------------
; ジャガーキャリー（Ｐ通常投げ） 
[Statedef 800]
type = S
movetype = A
physics = S
ctrl = 0
anim = 800
velset = 0, 0
poweradd = Ceil(18*fvar(5))

[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 0

[State 800,HitDef]
type = Hitdef
trigger1 = !var(47)
trigger1 = Time = 0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = S, NT
priority = 3,Miss
hitonce = 1
getpower = 0
givepower = 35,35
hitflag = M-
numhits = 0
sparkno = -1
p1facing = ifelse (command = "holdfwd", 1,-1)
p2facing = 1
p1stateno = 810
p2stateno = 820
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 800,HitDef]
type = Hitdef
trigger1 = var(47)
trigger1 = Time = 0
trigger1 = P2StateNo != [150,155]
attr = S, NT
priority = 3,Miss
hitonce = 1
getpower = 0
givepower = 35,35
hitflag = MF
numhits = 0
sparkno = -1
p1facing = ifelse (command = "holdfwd", 1,-1)
p2facing = 1
p1stateno = 810
p2stateno = 820
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 800,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 800,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,10
channel = 0

[State 800,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
; ジャガーキャリー（成功１）
[Statedef 810]
type = S
movetype = A
physics = N
anim = 810
velset = 0, 0
poweradd = 0

[State 810,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 7,0

[State 885,PosSet]
type = PosSet
trigger1 = AnimElem = 1,< 6
triggerall = (Target,Command = "holdfwd" || Target,Command = "holdback") && (Target,Command = "c" || Target,Command = "z")
triggerall = fvar(17) = 1 || (fvar(12) != [100,109]) && (fvar(12) = [0,999])
y = 0

[State 810,TargetBind]
type = ChangeState
trigger1 = AnimElem = 1,< 6
triggerall = (Target,Command = "holdfwd" || Target,Command = "holdback") && (Target,Command = "c" || Target,Command = "z")
triggerall = fvar(17) = 1 || (fvar(12) != [100,109]) && (fvar(12) = [0,999])
value = 950

[State 805,TargetBind]
type = bindtotarget
trigger1 = AnimElem = 1
pos = 0,65,head
persistent = 0

[State 810,Width]
type = Width
triggerall = AnimElem = 2,<0
trigger1 = BackEdgeBodyDist < 40
edge = 0,40

[State 805,TargetBind]
type = TargetBind
trigger1 = AnimElem = 4,<0
pos = 0, -60

[state -3]
type = PosAdd
trigger1 = AnimElem = 2
x = 10*const(Size.xscale)
y = 2.5

[state -3]
type = PosAdd
trigger1 = AnimElem = 3
x = 20*const(Size.xscale)
y = 2.5

[state -3]
type = PosAdd
trigger1 = AnimElem = 4
x = -37*const(Size.xscale)

[State 885,PosSet]
type = PosSet
trigger1 = AnimElem = 4
trigger1 = Target,const(Size.head.pos.Y)>-65
y = 0

[State -2,2]
type = VarSet
trigger1 = AnimElem = 4
var(42) = 1

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -Ceil(ifelse((fvar(10)>.1),105*fvar(10),6))

[State 805,TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = 45*const(Size.xscale), -20

[State 1100,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,5
channel = 0

[State 880,VelSet]
type = TargetState
trigger1 = AnimElem = 4
value = 821

[State 880,VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = -2
y = -5

[State 880,Gravity]
type = VelAdd
trigger1 = AnimElem = 4, > 0
y = .45

[State 880,ChangeState]
type = ChangeState
trigger1 = AnimElem = 4, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 811

;----------------------------
; ジャガーキャリー（成功２）
[Statedef 811]
type = A
movetype = A
physics = N
anim = 811
velset = 0, 0

[State 885,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 880,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
; ジャガーキャリー（相手１）
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 820,Screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 840,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 821

;----------------------------
; ジャガーキャリー（相手２）
[Statedef 821]
type = A
movetype = H
physics = N
anim = 5160
velset = -6.5,-2

[State 845,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 830,veladd]
type = veladd
trigger1 = 1
y = .55

[State 880,VelSet]
type = VelSet
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
x = -2
persistent = 0

[State 845,SelfState]
type = SelfState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
 
;----------------------------
; ジャガースラム（Ｋ通常投げ） 
[Statedef 850]
type = S
movetype = A
physics = S
ctrl = 0
anim = 850
velset = 0, 0
poweradd = Ceil(18*fvar(5))

[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
[State 800,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 0

[State 850,HitDef]
type = Hitdef
trigger1 = !var(47)
trigger1 = Time = 0
trigger1 = P2MoveType != H
trigger1 = P2StateNo != [150,155]
attr = S, NT
priority = 3,Miss
hitonce = 1
getpower = 0
givepower = 35, 35
hitflag = M-
numhits = 0
sparkno = -1
p1facing = ifelse (command = "holdfwd", -1,1)
p2facing = 1
p1stateno = 860
p2stateno = 870
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 850,HitDef]
type = Hitdef
trigger1 = var(47)
trigger1 = Time = 0
trigger1 = P2StateNo != [150,155]
attr = S, NT
priority = 3,Miss
hitonce = 1
getpower = 0
givepower = 35, 35
hitflag = MF
numhits = 0
sparkno = -1
p1facing = ifelse (command = "holdfwd", -1,1)
p2facing = 1
p1stateno = 860
p2stateno = 870
p2getp1state = 1
hitsound = -1
fall = 1
fall.recover = 0

[State 850,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 850,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,10
channel = 0

[State 850,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;ジャガースラム（成功１）
[Statedef 860]
type = S
movetype = A
physics = N
anim = 860
velset = 0, 0
ctrl = 0

[State 805,Width]
type = Width
triggerall = Time = 0
trigger1 = FrontEdgeBodyDist < 40
trigger2 = BackEdgeBodyDist < 40
edge = 40,40

[State 810,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 7,0

[State 860,VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0

[State 860,VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0

[State 885,PosSet]
type = PosSet
trigger1 = AnimElem = 1,< 3
triggerall = (Target,Command = "holdfwd" || Target,Command = "holdback") && (Target,Command = "c" || Target,Command = "z")
triggerall = fvar(17) = 1 || (fvar(12) != [100,109]) && (fvar(12) = [0,999])
y = 0

[State 860,ChangeState]
type = ChangeState
trigger1 = AnimElem = 1,< 3
triggerall = (Target,Command = "holdfwd" || Target,Command = "holdback") && (Target,Command = "c" || Target,Command = "z")
triggerall = fvar(17) = 1 || (fvar(12) != [100,109]) && (fvar(12) = [0,999])
value = 950

[State 800,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 220, 0

[State 810,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 805,TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 60*const(Size.xscale), 0

[State 805,TargetBind]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 90*const(Size.xscale), -65

[State 805,TargetBind]
type = TargetBind
trigger1 = AnimElem = 5,>= 0
pos = 35*const(Size.xscale), -100

[State 805,Width]
type = Width
trigger1 = AnimElem = 4,>= 0
edge = 0,10

[State 880,VelSet]
type = Velset
trigger1 = AnimElem = 4
x = -4
y = -3

[State 880,VelSet]
type = Veladd
trigger1 = AnimElem = 4, > 0
y = .55

[State 880,ChangeState]
type = ChangeState
trigger1 = AnimElem = 4, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 861

;------------------------
[Statedef 861]
type = A
movetype = A
physics = N
anim = 861
velset = 0, 0

[State 805,Width]
type = Width
trigger1 = AnimElem = 2,<0
edge = 0,10

[State 805,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2,<0
pos = 35*const(Size.xscale), -100

[State 885,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 810, Turn 12]
type = Turn
trigger1 = AnimElem = 3

[State -2,2]
type = VarSet
trigger1 = AnimElem = 2
var(42) = 1

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -Ceil(ifelse((fvar(10)>.1),105*fvar(10),6))

[State 805,TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = -20*const(Size.xscale), -30

[State 805,Width]
type = Width
trigger1 = AnimElem = 2
trigger1 = BackEdgeBodyDist < 50
edge = 0,50

[State 1100,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,4
channel = 0

[State 880,VelSet]
type = TargetState
trigger1 = AnimElem = 2
value = 871

[State 880,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------投げられ側
[Statedef 870]
type    = A
movetype= H
physics = N
velset = 0,0

[State 810,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 870

;------------------------ 吹き飛び
[Statedef 871]
type = A
movetype = H
physics = N
velset = 8,-2

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 871

[State 845,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 821, 1]
type = VelAdd
Trigger1 = 1
y = .45

[State 880,VelSet]
type = VelSet
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
x = 2
persistent = 0

[State 845,SelfState]
type = SelfState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
 
;---------------------------------------------------------------------
; ジャガースタブ（K空中投げ） 
;-------------------投げ予備動作
[Statedef 900]
type = A
movetype = A
physics = A
ctrl = 0
anim = 900

[State 950,HitDef]
type = Hitdef
trigger1 = Time = 0
;trigger1 = P2MoveType != H
trigger1 = P2StateNo != 150
trigger1 = P2StateNo != 152
trigger1 = P2StateNo != 154
attr = A, HT
getpower =  0
hitflag = AF
priority = 4,Miss
numhits = 1
sparkno = -1
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
p1stateno = 3070
p2stateno = 970
p2getp1state = 1
hitsound = S800, 0
fall = 1
fall.recover = 0

[State 950,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 2

[State 950,ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;------------------- 成功
[Statedef 3070]
type = A
movetype = A
physics = N
anim = 960
velset = 0, 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 1
var(18) = 1

[State 810,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 7,0

[State 1100,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,6
channel = 0

[State 830,veladd]
type = veladd
trigger1 = AnimElem = 3,>= 0
y = .55

[State 960,PosFreeze]
type = PosFreeze
trigger1 = AnimElem = 3,< 0

[state 960, 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 35*const(Size.xscale),-80

[state 960, 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 10*const(Size.xscale),-90

[State 910,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
pos = 35*const(Size.xscale),-35

[State 960,6]
type = ChangeState
trigger1 = AnimElem = 3, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3071

;------------------------
[Statedef 3071]
type = A
movetype = A
physics = N
anim = 961
velset = 0, 0

[State 885,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 810,TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 35*const(Size.xscale),0

[State 810,TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -140

[State 1330,HitAdd]
type = HitAdd
trigger1 = Time = 0
value = 1

[State 1331,Explod]
type = Explod
trigger1 = Time = 0
anim = 8310
id = 8310
pos =0,0
scale = .5,.5
postype = P2
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1331,Explod]
type = Explod
trigger1 = Time = 0
anim = 8030
id = 8030
pos = 0,0
scale = .875,.875
postype = P2
sprpriority = -2
facing = 1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 810,EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 15

[State 1330,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 3,9

[State 1330,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 5,2

[State 880,VelSet]
type = TargetState
trigger1 = AnimElem = 2
value = 971

[State 885,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------投げられ側
[Statedef 970]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 810,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 810, Turn 12]
type = Turn
trigger1 = AnimElem = 3

[State 970,ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 970

;------------------- 投げられ側（吹き飛び）
[Statedef 971]
type = A
movetype = H
physics = N
velset = 5,-5

[State 845,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 830,veladd]
type = veladd
trigger1 = Time > 0
y = .55

[State 880,VelSet]
type = VelSet
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
x = 2
persistent = 0

[State 830,SelfState]
type = SelfState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
   
;===================================================================
;必殺技 
;===================================================================
	 
;---------------------------------------------------------------------
; ジャガーキック 
;----------------------------
; ジャガーキック・弱
[Statedef 1000]
type = S
movetype = A
physics = N
anim = 1000
ctrl = 0
velset = 0,0
sprpriority = 2
poweradd = floor(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 10
var(21) = -ifelse((AnimElem=10),35,75)
ignorehitpause = 1

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A
physics = N

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 8
y = -5

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2, 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,11
channel = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 10
var(11) = ifelse((AnimElem = 10),42,49)
ignorehitpause = 1

[State 220,HitDef]
type = HitDef
triggerall = var(25) < 2
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = AnimElem = 9 || AnimElem = 10
attr = A, SA
animtype = Hard
damage    = ceil(ifelse(var(11)<7,7,var(11))),ceil(ifelse((var(11)/8)<7,7,(var(11)/8)))
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = MA
hitflag = MAF
pausetime = Ceil(13*IfElse(var(47),.5,1)),Ceil(13*IfElse(var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -4.5
guard.velocity = -10
air.velocity = -3.5,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveContact
var(18) = 1

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 6,>= 0
y = 1.5

[State 193, 1]
type = Explod
trigger1 = AnimElem = 9
anim = 7000
id = 7000
pos = 0,-55
scale = .85,.85
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 10
id = 7000

[State 193, 1]
type = Explod
trigger1 = AnimElem = 10
anim = 7001
id = 7001
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
persistent = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 11
id = 7001

[State 193, 1]
type = Explod
trigger1 = AnimElem = 11
anim = 7002
id = 7002
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 11
movetype = I

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 4, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1030

;----------------------------
; ジャガーキック・中
[Statedef 1010]
type = S
movetype = A
physics = N
anim = 1010
ctrl = 0
velset = 0,0
sprpriority = 2
poweradd = floor(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 10
var(21) = -ifelse((AnimElem=10),35,75)
ignorehitpause = 1

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A
physics = N

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 6
y = -7

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 56
ignorehitpause = 1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2, 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,11
channel = 0

[State 220,HitDef]
type = HitDef
triggerall = var(25) < 2
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = AnimElem = 9 || AnimElem = 10
attr = A, SA
animtype = Hard
damage    = ceil(ifelse(var(11)<7,7,var(11))),ceil(ifelse((var(11)/8)<7,7,(var(11)/8)))
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = MA
hitflag = MAF
pausetime = Ceil(13*IfElse(var(47),.5,1)),Ceil(13*IfElse(var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -4.5
guard.velocity = -10
air.velocity = -2.5,-8
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveContact
var(18) = 1

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 6,>= 0
y = 1.2

[State 193, 1]
type = Explod
trigger1 = AnimElem = 9
anim = 7000
id = 7000
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 10
id = 7000

[State 193, 1]
type = Explod
trigger1 = AnimElem = 10
anim = 7001
id = 7001
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
persistent = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 11
id = 7001

[State 193, 1]
type = Explod
trigger1 = AnimElem = 11
anim = 7002
id = 7002
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 11
movetype = I

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 4, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1030

;----------------------------
; ジャガーキック・強
[Statedef 1020]
type = S
movetype = A
physics = N
anim = 1020
ctrl = 0
velset = 0,0
sprpriority = 2
poweradd = floor(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 10
var(21) = -ifelse((AnimElem=10),35,75)
ignorehitpause = 1

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A
physics = N

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 2.5
y = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 10
var(11) = ifelse((AnimElem = 10),42,49)
ignorehitpause = 1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2, 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,11
channel = 0

[State 220,HitDef]
type = HitDef
triggerall = var(25) < 2
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = AnimElem = 9 || AnimElem = 10
attr = A, SA
animtype = Hard
damage    = ceil(ifelse(var(11)<7,7,var(11))),ceil(ifelse((var(11)/8)<7,7,(var(11)/8)))
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = MA
hitflag = MAF
pausetime = Ceil(13*IfElse(var(47),.5,1)),Ceil(13*IfElse(var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -4.5
guard.velocity = -10
air.velocity = -2.5,-8
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveContact
var(18) = 1

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 6,>= 0
y = 1.25

[State 193, 1]
type = Explod
trigger1 = AnimElem = 9
anim = 7000
id = 7000
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 10
id = 7000

[State 193, 1]
type = Explod
trigger1 = AnimElem = 10
anim = 7001
id = 7001
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
persistent = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 11
id = 7001

[State 193, 1]
type = Explod
trigger1 = AnimElem = 11
anim = 7002
id = 7002
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 11
movetype = I

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 4, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1030

;----------------------------
; ジャガーキック（着地）
[Statedef 1030]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1030+(PrevStateNo=1050)*10
velset = 0, 0
movehitpersist = 1

[State 1102, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

[State 1102, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
; 空中ジャガーキック
[Statedef 1050]
type = A
movetype = A
physics = A
anim = 1050
ctrl = 0
sprpriority = 2
poweradd = floor(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 10
var(21) = -ifelse((AnimElem=10),35,75)
ignorehitpause = 1

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 1
y = -4

[State 105,VelSet]
type = VelAdd
trigger1 = AnimElem = 1
x = .5

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2, 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 7
var(11) = ifelse((AnimElem = 7),42,49)
ignorehitpause = 1

[State 220,HitDef]
type = HitDef
triggerall = var(25) < 2
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = AnimElem = 6 || AnimElem = 7
attr = A, SA
animtype = Hard
damage    = ceil(ifelse(var(11)<7,7,var(11))),ceil(ifelse((var(11)/8)<7,7,(var(11)/8)))
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = MA
hitflag = MAF
pausetime = Ceil(13*IfElse(var(47),.5,1)),Ceil(13*IfElse(var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -4.5
guard.velocity = -10
air.velocity = -2.5,-8
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveContact
var(18) = 1

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 5,>= 0
y = 1

[State 193, 1]
type = Explod
trigger1 = AnimElem = 6
anim = 7000
id = 7000
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 7
id = 7000

[State 193, 1]
type = Explod
trigger1 = AnimElem = 7
anim = 7001
id = 7001
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
persistent = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 8
id = 7001

[State 193, 1]
type = Explod
trigger1 = AnimElem = 8
anim = 7002
id = 7002
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 1, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1030
 
;---------------------------------------------------------------------
; ライジングジャガー 
;----------------------------
; ライジングジャガー・弱（開始）
[Statedef 1100]
type = S
movetype = A
physics = N
anim = 1100
ctrl = 0
velset = 0,0
sprpriority = 2
poweradd = floor(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 5
var(21) = -ifelse((AnimElem=5),75,55)
ignorehitpause = 1

[State 1100,Muteki]
type = NotHitBy
trigger1 = AnimElem = 2,< 0
value = SCA

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

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,12
channel = 0

[State 1100, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = animelem = 2 || animelem = 5
attr = A, SA
damage = ceil(ifelse(((49-(animelem=5)*14)*fvar(10))<7,7,((49-(animelem=5)*14)*fvar(10)))),ceil(ifelse(((49-(animelem=5)*14)*fvar(10)/8)<7,7,((49-(animelem=5)*14)*fvar(10)/8)))
animtype = Back
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.5,-8
air.velocity = -2.5,-8
guard.velocity = -9
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[state -3]
type = VarSet
trigger1 = animelem = 5,<0
trigger1 = MoveContact
var(25) = 0
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveContact
var(18) = 1

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 8
y = -7

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2,> 0
y = .55

[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.95

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1130

;----------------------------
; ライジングジャガー・中（開始）
[Statedef 1110]
type = S
movetype = A
physics = N
anim = 1110
ctrl = 0
velset = 0,0
sprpriority = 2
poweradd = floor(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 5
var(21) = -ifelse((AnimElem=5),75,55)
ignorehitpause = 1

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

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,12
channel = 0

[State 1100, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = animelem = 2 || animelem = 5
attr = A, SA
damage = ceil(ifelse(((56-(animelem=5)*21)*fvar(10))<7,7,((56-(animelem=5)*21)*fvar(10)))),ceil(ifelse(((56-(animelem=5)*21)*fvar(10)/8)<7,7,((56-(animelem=5)*21)*fvar(10)/8)))
animtype = Back
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.5,-8
air.velocity = -2.5,-8
guard.velocity = -9
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[state -3]
type = VarSet
trigger1 = animelem = 5,<0
trigger1 = MoveContact
var(25) = 0
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveContact
var(18) = 1

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 8.5
y = -8.5

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2,> 0
y = .55

[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.95

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1130

;----------------------------
; ライジングジャガー・強（開始）
[Statedef 1120]
type = S
movetype = A
physics = N
anim = 1120
ctrl = 0
velset = 0,0
sprpriority = 2
poweradd = floor(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 5
var(21) = -ifelse((AnimElem=5),75,55)
ignorehitpause = 1

[State 1100,Muteki]
type = NotHitBy
trigger1 = AnimElem = 2,< 0
value = SCA

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

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,12
channel = 0

[State 1100, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = animelem = 2 || animelem = 5
attr = A, SA
damage = ceil(ifelse(((63-(animelem=5)*28)*fvar(10))<7,7,((63-(animelem=5)*28)*fvar(10)))),ceil(ifelse(((63-(animelem=5)*28)*fvar(10)/8)<7,7,((63-(animelem=5)*28)*fvar(10)/8)))
animtype = Back
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = Ceil(13*IfElse(Var(47),.5,1)),Ceil(13*IfElse(Var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.5,-8
air.velocity = -2.5,-8
guard.velocity = -9
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[state -3]
type = VarSet
trigger1 = animelem = 5,<0
trigger1 = MoveContact
var(25) = 0
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveContact
var(18) = 1

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 9
y = -9.5

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2,> 0
y = .55

[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.95

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1130

;----------------------------
; ライジングジャガー（着地）
[Statedef 1130]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1130
velset = 0, 0
movehitpersist = 1

[State 1102, PosSet]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 52, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

[State 1102, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;-------------------------------------------------------------------------------
; ジャガートゥース 
;----------------------------
; ジャガートゥース（開始）
[Statedef 1200]
type = S
movetype = A
physics = N
anim = 1200
ctrl = 0
velset = 0,0
poweradd = floor(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 40, 1]
type = varSet
trigger1 = Time = 0 && !var(59)
trigger1 = ((Command="Jaguartooth_c")||var(0)=33) || ((Command="Jaguartooth_b")||var(0)=32) || ((Command="Jaguartooth_a")||var(0)=31)
var(14) = ifelse(((Command="Jaguartooth_c")||var(0)=33),2,ifelse(((Command="Jaguartooth_b")||var(0)=32),1,0))

[State 40, 1]
type = varSet
trigger1 = Time = 0 && var(59)
var(14) = (((-160+Enemy,ScreenPos X)*Facing)=[-53,53])+(((-160+Enemy,ScreenPos X)*Facing)=[53,160])*2

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

[State 1201,ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,4
channel = 0

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3
id = 8020
name = "jump Effect"
pos =0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = N

[State 1201,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = -(Backedgebodydist*0.036)
y = -9.5

[State 1213,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3,>0
y = .45

[State 110,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 2

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 6,>=0
trigger1 = Backedgebodydist <= 10
value = 1230

[State 105,End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1250

;----------------------------
; ジャガートゥース（画面はし張り付き）
[Statedef 1230]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1240

[State 820, screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,1

[State 1202,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1240

;----------------------------
; ジャガートゥース（攻撃）
[Statedef 1240]
type = A
movetype = A
physics = N
ctrl = 0
anim = IfElse(var(14)=0,1250,1255)

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 4, 5

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,13
channel = 0

[State -2,varSet]
type = varSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,varSet]
type = varSet
trigger1 = Time = 0
var(21) = -IfElse(var(14)=0,15,35)
ignorehitpause = 1

[State 220,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = A, SA
animtype = Hard
damage = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10)))),ceil(ifelse((77*fvar(10)/8)<7,7,(77*fvar(10)/8)))
getpower = floor(IfElse(var(41)>1,72,143)*fvar(5)),floor(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(13*IfElse(var(47),.5,1)),Ceil(13*IfElse(var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7
guard.velocity = -4
air.velocity = -5.5,-6
guard.velocity = -11
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 105,VelSet]
type = VelSet
trigger1 = Time = 0
x = IfElse(var(14)=2,17,IfElse(var(14)=1,13,8))
y = 9-var(14)*2

[State 1203,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .6

[State 1203,ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1250

;----------------------------
; ジャガートゥース（着地）
[Statedef 1250]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1230
velset = 0, 0

[State 1205, PosSet]
type = PosSet
trigger1 = Time = 0
Y = 0

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

[State 1205, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;-------------------------------------------------------------------
; サウザントジャガー 
;----------------------------
; サウザントジャガー・弱（開始）
[Statedef 1300]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1300
ctrl = 0
poweradd = Ceil(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 1020,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,6
channel = 0

[State 1000,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301
ctrl = 0

;----------------------------
; サウザントジャガー・中（開始）
[Statedef 1310]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1310
ctrl = 0
poweradd = Ceil(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 1020,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,6
channel = 0

[State 1010,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301
ctrl = 0

;----------------------------
; サウザントジャガー・強（開始）
[Statedef 1320]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1320
ctrl = 0
poweradd = Ceil(72*fvar(5))

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && var(22)=-1
var(25) = 0

[State 1020,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,6
channel = 0

[State 1020,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301
ctrl = 0

;----------------------------
; サウザントジャガー（継続）
[Statedef 1301]
type    = S
movetype= A
physics = S
ctrl = 0

[State 1001,VarSet]
type = VarSet
triggerall = Time = 0
trigger1 = PrevStateNo!=1301
trigger2 = var(16) = 4
var(16) = 0

[State 1001,VarSet]
type = Varadd
trigger1 = Time = 0
var(16) = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse (PrevStateNo!=1301,PrevStateNo+1,1300+var(14)*10+Var(16))

[State 1001,VarSet]
type = VarSet
trigger1 = Time = 0
var(17) = var(14)

[State 1001,VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0

[State 1001,VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0

[State 1001,VarSet]
type = VarSet
trigger1 = Time = 0
var(14) = 0

[State 1001,PlaySnd]
type = PlaySnd
trigger1 = var(17)!=2 && (AnimElem = 2 || AnimElem = 4)
trigger2 = var(17) =2 && AnimElem = 4
value = 4,2

[State 1001,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20
ignorehitpause = 1

[State 1001,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 7 || AnimElem = 3 || AnimElem = 5
var(21) = -85+(AnimElem=5)*20+(AnimElem=3)*40
ignorehitpause = 1

[State 1001,HitDef]
type = HitDef
triggerall = var(25) < 7
trigger1 = AnimElem = 1 || AnimElem = 7
attr = S, SA
animtype = Hard
air.animtype = Back
damage    = ceil(ifelse((14*fvar(10))<7,7,(14*fvar(10)))),ceil(ifelse((14*fvar(10)/8)<7,7,(14*fvar(10)/8)))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(8*IfElse(Var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -8
guard.velocity = -11
air.velocity = -3,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1001,HitDef]
type = HitDef
triggerall = var(25) < 7
trigger1 = AnimElem = 3 || AnimElem = 5
attr = S, SA
animtype = Hard
air.animtype = Back
damage    = ceil(ifelse((14*fvar(10))<7,7,(14*fvar(10)))),ceil(ifelse((14*fvar(10)/8)<7,7,(14*fvar(10)/8)))
getpower = Ceil(IfElse(var(41)>1,72,143)*fvar(5)),Ceil(36*fvar(5))
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = Ceil(9*IfElse(Var(47),.5,1)),Ceil(8*IfElse(Var(47),.5,1))
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -8
guard.velocity = -11
air.velocity = -3,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1001,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0 || AnimElem = 6 && PrevStateNo != 1301
trigger1 = var(12) > 1
value = 1301
ctrl = 0

[State 1001,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1305
ctrl = 0

;----------------------------
; サウザントジャガー（終了）
[Statedef 1305]
type    = S
movetype= A
physics = S
anim = 1305
ctrl = 0

[State 1005,VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0

[State 1005,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
  
;===================================================================
;スーパーコンボ 
;===================================================================

	 
;---------------------------------------------------------------------------
; ジャガーバリードアサルト 
;----------------------------
; ジャガーバリードアサルト_LV.1（開始）
[Statedef 3000]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3000

[State 3000,AfterImage]
type = AfterImage
trigger1 = time = 0 && !var(47) && !var(36) && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = -30,-30,-30
palmul = .75,.75,.75
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && (var(22)=[-2,-1])
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 0

[State 3000,PowerAdd]
type = PowerAdd
triggerall = time = 0
trigger1 = Var(30) <= 1 || (Var(30) = 2 && !fvar(8)) || (Var(30) = [3,4]) || (Var(30) = 5 && !fvar(8))
value = -ifelse(Var(30)=2,1500,1000)

[State 3000,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
trigger2 = Var(47)
fvar(37) = 0.00001

[State 3000,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = [4,5]) && Fvar(8)
fvar(8) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 55

[State 3000,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,7
channel = 0

[State 3000,Super]
type = Helper
trigger1 = AnimElem = 2,=1
persistent = 0
id = 8000
name = "super"
pos = floor(20*const(Size.xscale)),-65
postype = P1
stateno = ifelse((Var(30)=[4,6]),8010,8000)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3000,Pause]
type = SuperPause
trigger1 = AnimElem = 2,=1
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State 3000,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010

;----------------------------
; ジャガーバリードアサルト_LV.2（開始）
[Statedef 3001]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3000
poweradd = -2000

[State 3001,AfterImage]
type = AfterImage
trigger1 = Time = 0 && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && (var(22)=[-2,-1])
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 1

[State 3001,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 60

[State 3001,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,7
channel = 0

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 2,=1
persistent = 0
id = 8001
name = "super"
pos = floor(20*const(Size.xscale)),-65
postype = P1
stateno = 8000
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3001,Pause]
type = SuperPause
trigger1 = AnimElem = 2,=1
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State 3001,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010

;----------------------------
; ジャガーバリードアサルト_LV.3（開始）
[Statedef 3002]
type = S
movetype = A
physics = S
ctrl = 0
Anim = 3000
velset = 0, 0

[State 3002,AfterImage]
type = AfterImage
trigger1 = Time = 0 && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 30,30,30
palcontrast = 220,100,100
palpostbright = 0,0,0
paladd = 40,-35,-35
palmul = .65,.45,.45
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && (var(22)=[-2,-1])
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 2

[State 3002,PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -ifelse(Var(30)=5,1000,3000)

[State 3002,Varadd]
type = VarSet
trigger1 = Time = 0 && (Var(30) = 4 || Var(30) = 6)
fvar(37) = 0.00001

[State 3002,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = [4,5]) && Fvar(8)
fvar(8) = 0

[State 3002,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 66

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State 3002,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,7
channel = 0

[State 3002, Super]
type = Helper
trigger1 = AnimElem = 2,=1
persistent = 0
id = 8002
name = "super"
pos = floor(20*const(Size.xscale)),-65
postype = P1
stateno = ifelse((Var(30)=[4,6]),8010,8000)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3002,Pause]
type = SuperPause
trigger1 = AnimElem = 2,=1
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State 3002,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010

;----------------------------
;ジャガーリボルバー（攻撃・汎用１)
[Statedef 3010]
type    = S
movetype= A
physics = N
velset = 0,0
anim = ifelse(var(36),3015,3010)
ctrl = 0

[state -3]
type = VarSet
trigger1 = Time = 0
var(15) = 0

[State 3000,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,8
channel = 0

[State -3,PlaySnd1]
type = PlaySnd
trigger1 = AnimElem = 1 || AnimElem = 4 || AnimElem = 7 || AnimElem = 10 || AnimElem = 13
value = 4,0

[State 5150, 6]
type = VelMul
trigger1 = 1
x = ifelse(var(36)=2,.98,ifelse(var(36)=1,.85,.75))

[State 3000,VelSet]
type = VelSet
trigger1 = AnimElem = 2 || AnimElem = 5 || AnimElem = 8
trigger2 = AnimElem = 11 || AnimElem = 14
x = 5

[State 3000,VelSet]
type = VelSet
trigger1 = AnimElem = 4 || AnimElem = 7
trigger2 = AnimElem = 10 || AnimElem = 13
x = 0

[State 193, 1]
type = Explod
trigger1 = AnimElem = 1 || AnimElem = 4 || AnimElem = 7
trigger2 = AnimElem = 10 || AnimElem = 13
anim = 7100+(AnimElem=4||AnimElem=7&&var(36))*10
id = 7100
pos = floor(80*2*const(Size.xscale)),-80
scale = .25,.25
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 12
id = 7100
ignorehitpause = 1

[State 193, 1]
type = Explod
trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 12
anim = 7101+(AnimElem=6||AnimElem=9&&var(36))*10
id = 7101
pos = floor(80*2*const(Size.xscale)),-80
scale = .25,.25
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -15
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 11 || AnimElem = 14 || AnimElem = 5 || AnimElem = 8
var(21) = -ifelse((AnimElem = 5||AnimElem = 8),55,75)
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = ifelse((var(36)=2),49,42)
ignorehitpause = 1

[State 3040,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 2 || AnimElem = 11 || AnimElem = 14
attr = S, HA
animtype = Hard
air.animtype = Back
damage    = ceil(ifelse(var(11)<7,7,var(11))),ceil(ifelse((var(11)/8)<7,7,(var(11)/8)))
getpower = 0,0
givepower = 35,35
guardflag = M
hitflag = MAF
pausetime = 3,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = ifelse((var(36)&&AnimElem=14||var(15)=1),-3.5,0),ifelse((var(36)&&AnimElem=14||var(15)=1),-8,0)
air.velocity = -4.5,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
forcestand = 1
fall = (var(36)&&AnimElem=14||var(15)=1)
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 3

[State 3040,HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = AnimElem = 5 || AnimElem = 8
attr = S, HA
animtype = Hard
air.animtype = Back
damage    = ceil(ifelse(var(11)<7,7,var(11))),ceil(ifelse((var(11)/8)<7,7,(var(11)/8)))
getpower = 0,0
givepower = 35,35
guardflag = M
hitflag = MAF
pausetime = 3,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = ifelse((var(36)=0&&AnimElem=8||var(15)=1),-3.5,0),ifelse((var(36)=0&&AnimElem=8||var(15)=1),-8,0)
air.velocity = -4.5,-6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
forcestand = 1
fall = (var(36)=0&&AnimElem=8||var(15)=1)
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 3

[state -3]
type = VarSet
triggerall = !var(15)
triggerall = AnimElem=9,>= 0 && AnimElem=14,< 0
trigger1 = Command="x"||Command="y"||Command="z"
var(15) = 1
ignorehitpause = 1

[state -3]
type = VarSet
triggerall = !var(15)
triggerall = AnimElem=11,>= 4
trigger1 = Command="a"||Command="b"||Command="c"
var(15) = 2
ignorehitpause = 1

[State 3002,ChangeState]
type = ChangeState
triggerall = var(36) = 2 && var(15)
triggerall = AnimElemNo(0) = 12 || AnimElemNo(0) = 13 || AnimTime = 0
trigger1 = var(15) = 1 && (Enemynear,HitFall = 1 && NumTarget || !NumTarget)
trigger2 = var(15) = 2
value = ifelse(var(15)=1,3040,3050)

[State 3002,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3020

;----------------------------
; ジャガーバリードアサルト（フィニッシュ）
[Statedef 3020]
type    = A
movetype= A
physics = N
anim = 3020
velset = 4,-8.5
ctrl = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
id = 7100

[State 105,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .55

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

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

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -45
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = ifelse((var(36)=2),63,56)
ignorehitpause = 1

[State 193, 1]
type = Explod
trigger1 = AnimElem = 1,=3
anim = 7200
id = 7200
pos = floor(40*2*const(Size.xscale)),-67
scale = .25,.18
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 193, 1]
type = Explod
trigger1 = AnimElem = 1,=3
anim = 7210
id = 7200
pos = floor(40*2*const(Size.xscale)),-65
scale = .25,.18
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 3
id = 7200
ignorehitpause = 1

[State 193, 1]
type = Explod
trigger1 = AnimElem = 3
anim = 7201
id = 7210
pos = floor(40*2*const(Size.xscale)),-67
scale = .25,.18
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 193, 1]
type = Explod
trigger1 = AnimElem = 3
anim = 7211
id = 7210
pos = floor(40*2*const(Size.xscale)),-65
scale = .25,.18
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1100, HitDef]
type = HitDef
triggerall = var(25) < 2
trigger1 = Time = 0
attr = A, HA
damage    = ceil(ifelse(var(11)<7,7,var(11))),ceil(ifelse((var(11)/8)<7,7,(var(11)/8)))
animtype = Back
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = 10,10
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7,-3
air.velocity = -7,-3
guard.velocity = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 105,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3060

;----------------------------
; ジャガースタブ（Lv.3 Ｐ追加）
[Statedef 3040]
type    = A
movetype= A
physics = N
anim = 3040
velset = 4,-8.5
ctrl = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
id = 7100

[State 105,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .55

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = 0
[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 0

[State 950,HitDef]
type = Hitdef
triggerall = var(25) < 2
trigger1 = Time = 0
attr = A, HT
getpower =  0
hitflag = AF
priority = 4,Miss
numhits = 1
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3070
p2stateno = 970
p2getp1state = 1
hitsound = S800, 0
fall = 1
fall.recover = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,10
channel = 0

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 105,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3060

;----------------------------
; アサシンジャガー（Lv.3 Ｋ追加）
[Statedef 3050]
type    = S
movetype= A
physics = S
anim = 3050
velset = 0,0
ctrl = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
id = 7100

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 63
ignorehitpause = 1

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2,=1
statetype = A
physics = N

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2,=1
x =  10
y = -10

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 9
x = 0

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2,> 1
y = .55

[State 5150, 6]
type = VelMul
trigger1 = AnimElem = 8,> 0
x = 0.95

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1 || AnimElem = 4 || AnimElem = 7
value = 0,5
channel = 0

[State 1100, HitDef]
type = HitDef
triggerall = var(25) < 5
trigger1 = animelem = 2 || animelem = 5 || animelem = 8
attr = A, HA
damage    = ceil(ifelse(var(11)<7,7,var(11))),ceil(ifelse((var(11)/8)<7,7,(var(11)/8)))
animtype = Back
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = 10,11
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.5,-7
air.velocity = -3.5,-7
guard.velocity = -9
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 2,> 1
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3060

;----------------------------
; ライジングジャガー（着地）
[Statedef 3060]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1130
velset = 0, 0
movehitpersist = 1

[State 1102, PosSet]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 52, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

[State 1102, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 	
;---------------------------------------------------------------------------
; ジャガーリボルバー 
;----------------------------
; ジャガーリボルバー_LV.1（開始）
[Statedef 3100]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3100

[State 3000,AfterImage]
type = AfterImage
trigger1 = time = 0 && !var(47) && !var(36) && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = -30,-30,-30
palmul = .75,.75,.75
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && (var(22)=[-2,-1])
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 0

[State 3000,PowerAdd]
type = PowerAdd
triggerall = time = 0
trigger1 = Var(30) <= 1 || (Var(30) = 2 && !fvar(8)) || (Var(30) = [3,4]) || (Var(30) = 5 && !fvar(8))
value = -ifelse(Var(30)=2,1500,1000)

[State 3000,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = 4 && (100*life/const(data.life))>30)
trigger2 = Var(47)
fvar(37) = 0.00001

[State 3000,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = [4,5]) && Fvar(8)
fvar(8) = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 67

[State 3000,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,7
channel = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State 3000,Super]
type = Helper
trigger1 = AnimElem = 2,=1
persistent = 0
id = 8000
name = "super"
pos = floor(20*const(Size.xscale)),-65
postype = P1
stateno = ifelse((Var(30)=[4,6]),8010,8000)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3000,Pause]
type = SuperPause
trigger1 = AnimElem = 2,=1
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 3000,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3140

;----------------------------
; ジャガーリボルバー_LV.2（開始）
[Statedef 3110]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 3100
poweradd = -2000

[State 3001,AfterImage]
type = AfterImage
trigger1 = Time = 0 && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && (var(22)=[-2,-1])
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 1

[State 3001,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 75

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State 3001,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,7
channel = 0

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 2,=1
persistent = 0
id = 8001
name = "super"
pos = floor(20*const(Size.xscale)),-65
postype = P1
stateno = 8000
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3001,Pause]
type = SuperPause
trigger1 = AnimElem = 2,=1
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 3001,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3140

;----------------------------
; ジャガーリボルバー_LV.3（開始）
[Statedef 3120]
type = S
movetype = A
physics = S
ctrl = 0
Anim = 3100
velset = 0, 0

[State 3002,AfterImage]
type = AfterImage
trigger1 = Time = 0 && var(22)!=-1
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 30,30,30
palcontrast = 220,100,100
palpostbright = 0,0,0
paladd = 40,-35,-35
palmul = .65,.45,.45
trans = add1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 && (var(22)=[-2,-1])
var(25) = 0

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(36) = 2

[State 3002,PowerAdd]
type = PowerAdd
triggerall = time = 0
trigger1 = Var(30) <= 1 || Var(30) = 2 || Var(30) = 3 || Var(30) = 5
value = -ifelse(Var(30)=5,1000,3000)

[State 3002,Varadd]
type = VarSet
trigger1 = Time = 0 && (Var(30) = 4 || Var(30) = 6)
fvar(37) = 0.00001

[State 3002,Varadd]
type = VarSet
triggerall = Time = 0
trigger1 = (Var(30) = [4,5]) && Fvar(8)
fvar(8) = 0

[State 3002,NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 82

[state 3000,VarSet]
type = VarSet
trigger1 = Time = 0
var(18) = 0

[State 3002,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,7
channel = 0

[State 3002, Super]
type = Helper
trigger1 = AnimElem = 2,=1
persistent = 0
id = 8002
name = "super"
pos = floor(20*const(Size.xscale)),-65
postype = P1
stateno = ifelse((Var(30)=[4,6]),8010,8000)
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 3002,Pause]
type = SuperPause
trigger1 = AnimElem = 2,=1
time = 50+(var(36)*2)
movetime = 50+(var(36)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
trigger1 = AnimElem = 2,=1
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "H”" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "H”" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(22) = 50+(var(36)*2)

[State 3002,ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3140

;----------------------------
;ジャガーリボルバー（攻撃・汎用１)
[Statedef 3140]
type    = A
movetype= A
physics = N
velset = 5,-8
anim = 3140
ctrl = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2, 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,6
channel = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 7
var(21) = -ifelse((AnimElem=7),35,75)
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = ifelse((var(36)=2),77,ifelse((var(36)=1),77,70))
ignorehitpause = 1

[State 220,HitDef]
type = HitDef
triggerall = var(25) < ifelse((var(36)=2),6,ifelse((var(36)=1),4,3))
trigger1 = AnimElem = 6
attr = A, HA
animtype = Hard
damage    = ceil(ifelse(var(11)<7,7,var(11))),ceil(ifelse((var(11)/8)<7,7,(var(11)/8)))
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 3,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5
guard.velocity = -10
air.velocity = -3.5,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 220,HitDef]
type = HitDef
triggerall = var(25) < ifelse((var(36)=2),6,ifelse((var(36)=1),4,3))
trigger1 = AnimElem = 7
attr = A, HA
animtype = Hard
damage    = ceil(ifelse(var(11)<7,7,var(11))),ceil(ifelse((var(11)/8)<7,7,(var(11)/8)))
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 3,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5
guard.velocity = -10
air.velocity = -3.5,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3,>= 0
y = 1.5

[State 193, 1]
type = Explod
trigger1 = AnimElem = 6
anim = 7000
id = 7000
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 7
id = 7000

[State 193, 1]
type = Explod
trigger1 = AnimElem = 7
anim = 7001
id = 7001
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
persistent = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 4, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3150

;----------------------------
;ジャガーリボルバー（攻撃・汎用２)
[Statedef 3150]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3150
ctrl = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
id = 7001

[State 1102, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2, 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0,4
channel = 0

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A
physics = N

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 7
y = -2

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 5,> 0
y = .4

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 10
var(21) = -ifelse((AnimElem=10),35,75)
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 70
ignorehitpause = 1

[State 220,HitDef]
type = HitDef
triggerall = var(25) < ifelse((var(36)=2),6,ifelse((var(36)=1),4,3))
triggerall = var(36)!= 0
trigger1 = AnimElem = 9
attr = A, HA
animtype = Hard
damage    = ceil(ifelse(var(11)<7,7,var(11))),ceil(ifelse((var(11)/8)<7,7,(var(11)/8)))
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 3,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5
guard.velocity = -10
air.velocity = -3.5,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1100, HitDef]
type = HitDef
triggerall = var(25) < ifelse((var(36)=2),6,ifelse((var(36)=1),4,3))
triggerall = var(36)!= 2
trigger1 = AnimElem = 10
attr = A, HA
damage    = ceil(ifelse(var(11)<7,7,var(11))),ceil(ifelse((var(11)/8)<7,7,(var(11)/8)))
animtype = Back
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = 3,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-8
air.velocity = -3,-8
guard.velocity = -9
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 220,HitDef]
type = HitDef
triggerall = var(25) < ifelse((var(36)=2),6,ifelse((var(36)=1),4,3))
triggerall = var(36) = 2
trigger1 = AnimElem = 10
attr = A, HA
animtype = Hard
damage    = ceil(ifelse(var(11)<7,7,var(11))),ceil(ifelse((var(11)/8)<7,7,(var(11)/8)))
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 3,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5
guard.velocity = -10
air.velocity = -3.5,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 193, 1]
type = Explod
trigger1 = AnimElem = 9
anim = 7000
id = 7000
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 10
id = 7000

[State 193, 1]
type = Explod
trigger1 = AnimElem = 10
anim = 7001
id = 7001
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
persistent = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 11
id = 7001

[State 193, 1]
type = Explod
trigger1 = Time = 0
trigger2 = AnimElem = 11
anim = 7002
id = 7002
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 5, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = ifelse(var(36)=2,3160,3170)

;----------------------------
;ジャガーリボルバー（攻撃・Lv.3)
[Statedef 3160]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3160
ctrl = 0

[State 1102, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2, 0

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,5
channel = 0

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = N

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 7
y = -2

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 3,> 0
y = .4

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0 || AnimElem = 8
var(21) = -ifelse((AnimElem=8),35,75)
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 70
ignorehitpause = 1

[State 220,HitDef]
type = HitDef
triggerall = var(25) < ifelse((var(36)=2),6,ifelse((var(36)=1),4,3))
trigger1 = AnimElem = 7
attr = A, HA
animtype = Hard
damage    = ceil(ifelse(var(11)<7,7,var(11))),ceil(ifelse((var(11)/8)<7,7,(var(11)/8)))
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 3,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5, 2
guardsound = S6, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5
guard.velocity = -10
air.velocity = -3.5,-6
yaccel = .5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 1100, HitDef]
type = HitDef
triggerall = var(25) < ifelse((var(36)=2),6,ifelse((var(36)=1),4,3))
trigger1 = AnimElem = 8
attr = A, HA
damage    = ceil(ifelse(var(11)<7,7,var(11))),ceil(ifelse((var(11)/8)<7,7,(var(11)/8)))
animtype = Back
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = 3,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-8
air.velocity = -3,-8
guard.velocity = -9
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130
envshake.time = 10
envshake.ampl = 2
forcestand = 1

[State 193, 1]
type = Explod
trigger1 = AnimElem = 7
anim = 7000
id = 7000
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 8
id = 7000

[State 193, 1]
type = Explod
trigger1 = AnimElem = 8
anim = 7001
id = 7001
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
persistent = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 9
id = 7001

[State 193, 1]
type = Explod
trigger1 = AnimElem = 9
anim = 7002
id = 7002
pos = 0,-55
scale = .43,.43
bindtime = -1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0

[State -2,VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = MoveHit
var(18) = 1

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 3, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3170

;----------------------------
; ジャガーリボルバー（着地）
[Statedef 3170]
type = S
movetype = I
physics = S
ctrl = 0
anim = 3170
velset = 0, 0
movehitpersist = 1

[State 1102, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 3,3

[State 1102, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
  
;===================================================================
;特殊動作 
;===================================================================

	 
;-------------------------------------------------------------------
; 回りこみ 
[Statedef 4000]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4000
velset = 0, 0

[State 4000,Width]
type = Width
trigger1 = 1
edge = 5,0

[State 4000,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,ifelse(Random <= 500,0,4)
channel = 0

[State 4000,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 0

[State 4000,HitBy]
type = HitBy
trigger1 = Time = 0
value = SC, NT, ST, HT
Time = 18

[State 4000,PlayerPush]
type = PlayerPush
trigger1 = AnimElem = 6, < 0
value = 0

[State 4000,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 5

[State 4000,VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 4000,AfterImage]
type = AfterImage
trigger1 = AnimElem = 2,=1
trigger1 = !Var(47)
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = ifelse(Var(47),40,100),ifelse(Var(47),160,100),ifelse(Var(47),180,100)
palpostbright = 0,0,0
paladd = ifelse(Var(47),-90,-30),ifelse(Var(47),10,-30),ifelse(Var(47),30,-30)
palmul = ifelse(Var(47),.25,.75),ifelse(Var(47),.45,.75),ifelse(Var(47),.55,.75)
trans = add1

[State 4000,Turn]
type = Turn
trigger1 = AnimTime = 0 && P2BodyDist X < -5

[State 4000,AfterImageTime]
type = AfterImageTime
trigger1 = AnimElem = 8
trigger1 = !Var(47)
time = 0

[State 4000,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;-------------------------------------------------------------------
; 避け 
[Statedef 4010]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4010
velset = 0, 0
sprpriority = -1

[State 4010,HitBy]
type = HitBy
trigger1 = 1
value = SC, NT, ST, HT

[State 4010,PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 0, 4
channel = 0

[State 4010,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,=1
value = 4, 2

[State 4010,PlayerPush]
type = PlayerPush
trigger1 = AnimElem = 2,>=0 && AnimElem = 4,<0
value = 0

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2,=1
trigger1 = !Var(47)
time = 999999999
length = 9
TimeGap  = 2
FrameGap = 3
palbright = 0,0,0
palcontrast = ifelse(Var(47),40,100),ifelse(Var(47),160,100),ifelse(Var(47),180,100)
palpostbright = 0,0,0
paladd = ifelse(Var(47),-90,-30),ifelse(Var(47),10,-30),ifelse(Var(47),30,-30)
palmul = ifelse(Var(47),.25,.75),ifelse(Var(47),.45,.75),ifelse(Var(47),.55,.75)
trans = add1

[State 4010,AfterImageTime]
type = AfterImageTime
trigger1 = AnimElem = 4
trigger1 = !Var(47)
time = 0

[State 4010,SprPriority]
type = SprPriority
trigger1 = AnimTime = 0
value = 0

[State 4010,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
	 
;-----------------------------------------------------------------------------
;カウンター攻撃（キック） 
[Statedef 4020]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 255
ctrl = 0
poweradd = 0
sprpriority = 0

[State 4020,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -20
ignorehitpause = 1

[State 4020,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -60
ignorehitpause = 1

[State 4020, 0]
type = AfterImageTime
trigger1 = Time = 0
trigger1 = !Var(47)
time = 0
ignorehitpause = 1

[State 4020, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = S, NA
damage    = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
animtype = Back
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = 15,15
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.5,-7
air.velocity = -3.5,-7
guard.velocity = -10
yaccel = .5
fall = 1
fall.recover = !Var(47)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 15*var(34)
palfx.add = 255,255,255
palfx.mul = 130,130,130

[State 4020,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 4020,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
  
;-------------------------------------------------------------------
;ブロッキング 
;-------------------------------------------------------------------
	 
;------------------------
;ブロッキング（立ち） 
[Statedef 4300]
type    = S
movetype= I
physics = S
anim = 4300
velset = 0,0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(35) = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(44) = 1

[State 1000, 0]
type = PowerAdd
trigger1 = time = 0
value = 26

[State 10000, End]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2,PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = 0, 4
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 9

[State -2, Explod(P2)]
type = Explod
trigger1 = Time = 0
anim = 8065
pos = Ceil(50*const(Size.xscale)),-55
postype = P1
sprpriority = 3
scale = .5,.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State -2, 1]
type = PalFX
trigger1 = AnimElemNo(0) = 2
time = 1
add = 255,255,255
mul = 130,130,200

[State 151, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
;------------------------
;ブロッキング（しゃがみ） 
[Statedef 4301]
type    = C
movetype= I
physics = C
anim = 4301
velset = 0,0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(35) = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(44) = 1

[State 1000, 0]
type = PowerAdd
trigger1 = time = 0
value = 26

[State 10000, End]
type = NotHitBy
trigger1 = 1
value = SCA

[State -2,PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = 0, 4
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 9

[State -2, Explod(P2)]
type = Explod
trigger1 = Time = 0
anim = 8065
pos = Ceil(50*const(Size.xscale)),-25
postype = P1
sprpriority = 3
scale = .5,.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State -2, 1]
type = PalFX
trigger1 = AnimElemNo(0) = 2
time = 1
add = 255,255,255
mul = 130,130,200

[State 151, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
 
;------------------------
;ブロッキング（空中） 
[Statedef 4302]
type    = A
movetype= I
physics = N
anim = 4302
velset = 0,0
ctrl = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(35) = 0

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(39) = 1

[State 10000, End]
type = VarSet
trigger1 = Time = 0
var(44) = 1

[State 1000, 0]
type = PowerAdd
trigger1 = time = 0
value = 26

[State 10000, End]
type = NotHitBy
trigger1 = AnimElem = 4,< 0
value = SCA

[State -2,PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = 0, 4
channel = 0

[State -2,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 20, 9

[State -2, Explod(P2)]
type = Explod
trigger1 = Time = 0
anim = 8065
pos = 30,-80
postype = P1
sprpriority = 3
scale = .5,.5
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Supermovetime = -1

[State -2, 1]
type = PalFX
trigger1 = AnimElemNo(0) = 2
time = 1
add = 255,255,255
mul = 130,130,200

[State 100,0]
type = VelSet
trigger1 = AnimElem = 4,>= 0
y = -5
persistent = 0

[State 151, 3]
type = CtrlSet
trigger1 = AnimElem = 4,>= 0
value = 1

[State 1201,VelAdd]
type = VelAdd
trigger1 = AnimElem = 4,>= 0
y = .35

[State 1201,End]
type = ChangeState
trigger1 = AnimElem = 4,>= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52
  
;---------------------------------------------------------------------
;ガードキャンセル攻撃 
[Statedef 4505]
type    = S
movetype= A
physics = S
anim = 4500
velset = 0,0
ctrl = 0

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
Time = 3

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -55
ignorehitpause = 1

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

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,12
channel = 0

[State 1321, HitDef]
type = HitDef
triggerall = var(25) < 1
trigger1 = Time = 0
attr = A, HA
damage = 56
animtype = DiagUp
getpower = 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S5,2
guardsound = S6,0
pausetime = 15,15
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.5,-8
air.velocity = -2.5,-8
guard.velocity = -8
yaccel = .5
fall = 1
fall.recover = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 0

[State 710,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A
physics = N

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 10
y = -10

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 4,> 0
y = .55

[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.95

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 4, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1130
  
;===================================================================
[Statedef -3] 
;===================================================================

;---------------------------------------------------------------------------
[State -2, クリップボード]
type = DisplayToClipboard
trigger1 = 1
text = "AI=%d, GP=%f"
params = var(59),fvar(37)
ignorehitpause = 1

[State -2, 距離確認デバック]
type = AppendToClipboard
trigger1 = 1
text =  "P2X:%f,P2Y:%f,Vx%f,Vy%f,Py%f \n"
params = P2BodyDist x,P2BodyDist y,vel x,vel y,Pos y
IgnoreHitPause = 1
	 
;----------------------------------------------
; 画面端の処理 
[state -3]
type = varset
trigger1 = numtarget
trigger1 = movecontact = 1
fvar(15) = target,GetHitVar(slidetime)
ignorehitpause = 1

[state -3]
type = varadd
trigger1 = numtarget
trigger1 = fvar(15)/1000 < target,GetHitVar(slidetime)
fvar(15) = 1000
ignorehitpause = 1

[state -3]
type = varset
trigger1 = numtarget
trigger1 = movecontact = 1
var(27) = target,GetHitVar(slidetime)
ignorehitpause = 1

[state -3]
type = varadd
trigger1 = var(27) > 0
var(27) = -1
ignorehitpause = 1

[state -3]
type = PosAdd
trigger1 = NumHelper(8000)=0
trigger1 = NumHelper(8001)=0
trigger1 = NumHelper(8002)=0
trigger1 = Pos Y = 0
trigger1 = ProjContact=0
trigger1 = movetype!=H
trigger1 = numtarget
trigger1 = target,statetype!=A
trigger1 = (target,stateno=[5000,5099])||(target,stateno=[150,169])
trigger1 = target,backedgebodydist < 5 || target,Frontedgebodydist < 5
trigger1 = var(27) > 0 && StateNo!= 4505
x = -1*Abs((target,GetHitVar(xvel))*(ifelse((target,statetype=C),(target,const(movement.crouch.friction)),(target,const(movement.stand.friction)))**(-1+fvar(15)/1000)))

[state -3]
type = Width
trigger1 = StateNo= [1000,1999]
trigger2 = StateNo= [3000,3999]
trigger3 = Var(47)
edge = 5,0
 
;-----------------------------------------------------------------
; コマンド関連 
;----------------------------
;連打コマンド処理
[state -3]
type = VarSet
TriggerAll=RoundState = 2
triggerall = Command = "x" || Command = "y" || Command = "z"
trigger1 = StateNo != [800,899]
trigger1 = var(13) != 10
var(13) = 10

[state -3]
type = VarAdd
TriggerAll=RoundState = 2
triggerall = StateNo != [800,899]
trigger1 = var(13) = 10
var(12) = 1

[state -3]
type = VarAdd
TriggerAll=RoundState = 2
triggerall = var(13) > -1
trigger1 = StateNo != [800,899]
var(13) = -1

[state -3]
type = VarSet
TriggerAll=RoundState = 2
trigger1 = StateNo != [800,899]
trigger1 = var(13) = -1
var(12) = 0

[state -3]
type = VarSet
TriggerAll=RoundState = 2
trigger1 = StateNo != [800,899]
trigger1 = var(13) = -1
var(13) = 0

;----------------------------
;弱中強判別
[state -3]
type = VarSet
TriggerAll=RoundState = 2
trigger1 = StateNo != [800,899]
trigger1= Command = "x" || Command = "y" || Command = "z"
var(14) = ifelse(Command="z",2,ifelse(Command="y",1,0))
 
;-----------------------------------------------------------------
; サウンド関連 
;----------------------------
;ラウンド開始時音楽消去
[State -3, AssertSpecial]
type = AssertSpecial
triggerall = roundno = 1
trigger1 = roundstate < 2
flag = NoMusic

;----------------------------
;共通効果音（弱パンチ素振り）
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 200 || StateNo = 205 || StateNo = 400 || StateNo = 600 || StateNo = 605
value = 4,0

;共通効果音（中パンチ素振り）
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 210 || StateNo = 215 || StateNo = 410 || StateNo = 610 || StateNo = 615
value = 4,1

;共通効果音（強パンチ素振り）
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 220 || StateNo = 225 || StateNo = 420 || StateNo = 620 || StateNo = 625 || StateNo = 4020
value = 4,2

;共通効果音（弱キック素振り）
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 230 || StateNo = 235 || StateNo = 430 || StateNo = 630 || StateNo = 635
value = 4,3

;共通効果音（中キック素振り）
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 240 || StateNo = 245 || StateNo = 440 || StateNo = 640 || StateNo = 645
value = 4,4

;共通効果音（強キック素振り）
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo = 250 || StateNo = 255 || StateNo = 450 || StateNo = 650 || StateNo = 655 || StateNo = 300
value = 4,5

;---------------------------------------------------------------------
; 通常技用掛け声
[State -3,PlaySnd1]
type = PlaySnd
triggerall = Random < 400 && Time = 1
trigger1 = (StateNo = 200 || StateNo = 210 || StateNo = 230 || StateNo = 240)
trigger2 = (StateNo = 400 || StateNo = 430 || StateNo = 600 || StateNo = 610 || StateNo = 630 || StateNo = 640)
value = 0,4
channel = 0

[State -3,PlaySnd1]
type = PlaySnd
triggerall =  Random < 400 && Time = 1
trigger1 = StateNo = 220 || StateNo = 250 || StateNo = 255
trigger2 = StateNo = 420 || StateNo = 450 || StateNo = 620 || StateNo = 650
trigger3 = StateNo = 4020
value = 0,ifelse(Random < 200,0,5)
channel = 0

[State -3,PlaySnd]
type = Stopsnd
trigger1 = RoundState = 2
channel = 3

;---------------------------------------------------------------------
; やられ音声
[State -3,PlaySnd]
type = PlaySnd
triggerall = Time = 1 && Alive && Random <= 400
triggerall = StateNo = 5000 || StateNo = 5010
trigger1 = Anim = 5000 || Anim = 5010 || Anim = 5020
value = 5000,ifelse(Random <= 200,0,10)
channel = 0

[State -3,PlaySnd]
type = PlaySnd
triggerall = Time = 1 && Alive && Random <= 400
triggerall = StateNo = 5000 || StateNo = 5010
trigger1 = Anim = 5001 || Anim = 5011 || Anim = 5021
trigger2 = Anim = 5002 || Anim = 5012 || Anim = 5022
value = 5000,ifelse(Random <= 200,10,20)
channel = 0

[State -3,PlaySnd]
type = PlaySND
triggerall = Alive && Random <= 400
trigger1 = StateNo = 5000 && Time = 1
trigger1 = GetHitVar(fall)
trigger2 = StateNo = 5020 && Time = 1
trigger3 = StateNo = 5071 && Time = 1
value = 5000,20
channel = 0

;---------------------------------------------------------------------
; 特殊動作用音声
;----------------------------オリコン発動
[State 200,PlaySnd]
type = PlaySnd
trigger1 = StateNo = 4200 && Time = 1
trigger2 = StateNo = 4210 && Time = 1
value = 0,8
channel = 0
;----------------------------パワーMAX発動
[State 4150,PlaySnd]
type = PlaySnd
trigger1 = StateNo = 4150 && Time = 6
value = 0,3
channel = 0
;----------------------------パワー溜め動作
[State 4100,PlaySnd]
type = PlaySnd
trigger1 = StateNo = 4100 && Time = 1
value = 0,7
channel = 0
;----------------------------ジャストディフェンス
[State 200,PlaySnd]
type = PlaySnd
trigger1 = StateNo = 4400 && Time = 1
trigger2 = StateNo = 4402 && Time = 1
trigger3 = StateNo = 4404 && Time = 1
value = 0,5
channel = 0
;----------------------------ダウン回避
[State 200,PlaySnd]
type = PlaySnd
trigger1 = (StateNo = 5210 || StateNo = 5201) && Time = 1
value = 0,4
channel = 0
;----------------------------投げ抜け（られ）
[State 200,PlaySnd]
type = PlaySnd
trigger1 = StateNo = 950 && Time = 1
value = 0,9
channel = 0
 
;-----------------------------------------------------------------
; エフェクト関連 
;----------------------------
; 特殊エフェクト処理
[State -2,AfterImageTime]
type = AfterImageTime
trigger1 = MoveType = H && StateNo !=5110 && StateNo !=5120
time = 0

[state 3000,VarSet]
type = VarSet
trigger1 = MoveType = H && StateNo !=5110 && StateNo !=5120
trigger2 = StateNo != [3000,3999]
var(36) = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = StateNo != [1000,1099]
trigger1 = StateNo != [3140,3169]
id = 7000
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = StateNo != [1000,1099]
trigger1 = StateNo != [3140,3169]
id = 7001
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = StateNo != [1000,1099]
trigger1 = StateNo != [3140,3169]
id = 7002
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = StateNo != 3010
id = 7100
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = StateNo != 3020
id = 7200
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = StateNo != 3020
id = 7210
ignorehitpause = 1

;----------------------------
; 共通エフェクト（着地）
[State -2, Common Effect]
type = Explod
trigger1 = stateno = 52 && Time = 1
trigger2 = stateno = 106 && Time = 1
trigger3 = stateno = 111 && Time = 1
trigger4 = stateno = 1130 && Time = 1
trigger5 = stateno = 1250 && Time = 1
anim = 8030
scale = .5,.5
sprpriority = -1
ownpal = 1
Supermovetime = -1

;----------------------------
;共通エフェクト（ダッシュ）
[State -2, Common Effect]
type = Explod
trigger1 = stateno = 100 && Time = 1
trigger2 = stateno = 110 && Time = 1
anim = 8040
pos = 20,0
scale = .5,.5
sprpriority = 5
ownpal = 1
Supermovetime = -1

;----------------------------
;共通エフェクト（バックステップ）
[State -2, Common Effect]
type = Explod
trigger1 = stateno = 105 && Time = 1
anim = 8040
facing = -1
pos = -30,0
scale = .5,.5
sprpriority = 5
ownpal = 1
Supermovetime = -1

 
;---------------------------------------------------------------------
; 特殊ジャンプ管理 
[State -2,VarSet]
type = VarSet
triggerall = !Var(59)
trigger1 = Command = "holddown"
var(31) = 10

[State -2,VarSet]
type = Varadd
triggerall = !Var(59)
trigger1 = var(31) > 0 && StateNo != 40 && Command != "holddown"
var(31) = -1

[State -2,VarSet]
type = VarSet
trigger1 = MoveType = H || StateNo = 11
var(31) = 0

[State -2,VarSet]
type = VarSet
trigger1 = StateNo != 40 && StateType != A
var(32) = 0

 
;---------------------------------------------------------------------
; 防御値修正 
[State -3,K-DefenceMul]
type = LifeAdd
trigger1 = Alive
trigger1 = fvar(8)
trigger1 = Var(30) = 6
trigger1 = var(33) > life
value = Ceil(-(life-var(33))+((life-var(33))/1.225))

[State -3,DefenceMul]
type = VarSet
trigger1 = var(33) != life
var(33) = life
   
