;================================================================================
;                      Šî–{“®ì
;================================================================================
;VAR = 4	‚â‚ç‚êƒ{ƒCƒX
;VAR = 5	ƒƒ“ƒOƒWƒƒƒ“ƒv
;VAR = 15	Ÿ—˜ƒ|[ƒY
;VAR = 30
;VAR = 32	ƒtƒBƒjƒbƒVƒ…ƒGƒtƒFƒNƒg
;VAR = 40	ƒT[ƒrƒX‚ÌŽžŠÔ
;VAR = 59	AI
;channel = 1	ƒ_ƒbƒVƒ…
;channel = 2	‹C‡—­‚ßƒ{ƒCƒX
;channel = 3	‹C‡—­‚ß
;channel = 4`7	ƒrƒŠƒrƒŠEEE

[Data]
life = 2000
attack = 100
defence = 100
power = 3000
fall.defence_up = 50
liedown.time = 60
juggle = 15
airjuggle = 15
sparkno = 0
guard.sparkno = 0
KO.echo = 1
volume = 100
IntPersistIndex = 50
FloatPersistIndex = 40

[Size]
xscale = 0.44           ;Horizontal scaling factor.
yscale = 0.44           ;Vertical scaling factor.
ground.back = 25      ;Player width (back, ground)
ground.front = 25     ;Player width (front, ground)
air.back = 20         ;Player width (back, air)
air.front = 20        ;Player width (front, air)
height = 62	      ;Height of player (for opponent to jump over)
attack.dist = 160     ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0      ;Set to 1 to scale projectiles too
head.pos = 0, -80    ;Approximate position of head
mid.pos = 0, -45     ;Approximate position of midsection
shadowoffset = 0      ;Number of pixels to vertically offset the shadow
draw.offset = 0,0     ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 3.3       ;Walk forward
walk.back = -3        ;Walk backward
run.fwd  = 7.3        ;Run forward (x, y)
run.back = -6.6,-3.7  ;Hop backward (x, y)
jump.neu = 0,-10.5      ;Neutral jumping velocity (x, y)
jump.back = -3.25     ;Jump back Speed (x, y)
jump.fwd = 3.25       ;Jump forward Speed (x, y)
runjump.back = -4.25,-10.8 ;Running jump speeds (opt)
runjump.fwd = 4,-12   ;.
airjump.neu = 0,-9.3  ;.
airjump.back = -3.55  ;Air jump speeds (opt)
airjump.fwd = 3.5     ;.

[Movement]
airjump.num = 1       ;Number of air jumps allowed (opt)
airjump.height = 35   ;Minimum distance from ground before you can air jump (opt)
yaccel = .52          ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
;-------------------------------------------------------------
;-------------------------------------------------------------
; ------------------ƒWƒƒƒ“ƒvŠJŽn
[Statedef 40]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 40, longjump];ƒƒ“ƒOƒWƒƒƒ“ƒv
type = VarSet
trigger1 = command = "longjump"
trigger2 = prevstateno = 101 && command = "holdfwd"
trigger3 = prevstateno = 280 && command = "holdup"
trigger4 = prevstateno = 525 && command = "holdup"
var(5) = 1

[State 40, 4]
type = VarSet
trigger1 = !var(59)
trigger1 = command = "holdfwd"
trigger2 = var(59)
trigger2 = p2Movetype = H || Random <= 500 || EnemyNear,StateType = L
trigger3 = var(59)
trigger3 = p2Movetype != H || Random <= 300 || EnemyNear,StateType != L
sysvar(1) = 1

[State 40, 5]
type = VarSet
trigger1 = !var(59)
trigger1 = command = "holdback"
trigger2 = var(59)
trigger2 = EnemyNear,StateType != L
trigger2 = p2Movetype != H
trigger3 = var(59)
trigger3 = EnemyNear,StateType != L
trigger3 = enemynear,stateno = [120,155]
trigger3 = backedgebodydist > 60
sysvar(1) = -1

[State 40, 6]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; --------------------ã•ûƒWƒƒƒ“ƒv
[Statedef 50]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = VelSet
trigger1 = Time = 0 && Var(5)
x = IfElse(vel x = 0,0,IfElse(vel x < 0,-5,6))
y = -12

[State 50, 3]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))


;[State 50, zanzou];Žc‘œ
;type = AfterImage
;trigger1 = Time = 0 && Var(5) && Vel X != 0
;time = 10
;trans = add1
;timegap = 1
;framegap = 2
;length = 8
;palbright = 12,12,12
;palcontrast = 225,225,225
;palpostbright = 0,0,0
;paladd = 0,0,0
;palmul = 1,1,1

[State 50,line1];ƒXƒs[ƒhƒ‰ƒCƒ“‚P
type = Explod
triggerall = Var(5) && Vel X != 0
trigger1 = Time % 4 = 0 && Time < 30  
anim = 4053  
postype = p1
pos = 10, -60
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1

[State 50, line2];ƒXƒs[ƒhƒ‰ƒCƒ“‚Q
type = Explod
triggerall = Var(5) && Vel X != 0
trigger1 = Time % 4 = 0 && Time < 30  
anim = 4052  
postype = p1
pos = -5, -40
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1

[State 50, line3];ƒXƒs[ƒhƒ‰ƒCƒ“‚R
type = Explod
triggerall = Var(5) && Vel X != 0
trigger1 = Time % 4 = 0 && Time < 30  
anim = 4051  
postype = p1
pos = -10, -60
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1

[State 50, line4];ƒXƒs[ƒhƒ‰ƒCƒ“‚S
type = Explod
triggerall = Var(5) && Vel X != 0
trigger1 = Time % 4 = 0 && Time > 22 && Time < 34
anim = 4050
postype = p1
pos = 5, -40
velocity = 0, 0
accel = 0, 0
random = 40, 15
removetime = -2
ownpal = 1

; ------------------ƒWƒƒƒ“ƒv’…’n
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47
velset = 0,0
facep2 = 1

[State 52, Landing Sound]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0

[State 52, ctrl1]
type = CtrlSet
triggerall = Time = 1
trigger1 = PrevStateNo != 1501
value = 1

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

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

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

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 950]
type    = A
physics = A
anim = 950

[state 950, vel]
type = VelAdd
trigger1 = Time = 0
y = -0.08

[State 950, end]
type = ChangeState
triggerall = Vel Y > 0 && Pos Y >= -10
trigger1 = PrevStateNo = 1008
trigger2 = PrevStateNo = 1108
trigger3 = PrevStateNo = 1058
trigger4 = PrevStateNo = 1158
value = 1002

;--------------------------------------------
;-----------------ƒ_ƒbƒVƒ…-------------------
;--------------------------------------------
;---------------------ŠJŽn
[Statedef 100]
type = S
movetype = I
physics = S
anim = 100
velset = 0
ctrl = 0

[State 100, dust]
type = Explod
trigger1 = AnimElem = 1
anim = 4010
ID = 100
postype = p1
pos = -10,0
bindtime = 1
sprpriority = 2
ownpal = 1

[State 100, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 101

;---------------------ƒ_ƒbƒVƒ…’†
[Statedef 101]
type = S;A
movetype = I;A
physics = S;N
anim = 101
vel = 0,0
ctrl = 0

;[State 1200, 1]
;type = Width
;trigger1 = 1
;value = 27,15

[State 100, 1]
type = VelSet
trigger1 = 1
x = 9;const(velocity.run.fwd.x)

[State 100, 0]
type = PlaySnd
trigger1 = time = 1
value = 100,0
channel = 1

[state 100, dust2]
type = explod
triggerall = stateno = 101
trigger1 = time = 0
pos = -30,0
spacing = 1
anim = 4030
bindtime = -1
ownpal = 1
id = 100

[State 101, line1];ƒXƒs[ƒhƒ‰ƒCƒ“‚P
type = Explod
trigger1 = Time % 4 = 0 && Time < 30  
anim = 4055  
postype = p1
pos = 17, -69
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
scale = 1.5,1.5

[State 101, line2];ƒXƒs[ƒhƒ‰ƒCƒ“‚Q
type = Explod
trigger1 = Time % 4 = 0 && Time < 30  
anim = 4056  
postype = p1
pos = 10, -30
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
scale = 1.5,1.5

[State 101, line3];ƒXƒs[ƒhƒ‰ƒCƒ“‚R
type = Explod
trigger1 = Time % 4 = 0 && Time < 30  
anim = 4057  
postype = p1
pos = -15, -20
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
scale = 1.5,1.5

[State 101, line4];ƒXƒs[ƒhƒ‰ƒCƒ“‚S
type = Explod
trigger1 = Time % 4 = 0 && Time < 30  
anim = 4058
postype = p1
pos = 20, -53
velocity = 0, 0
accel = 0, 0
random = 40, 15
removetime = -2
ownpal = 1
scale = 1.5,1.5

[State 101, 3]
type = ChangeState
triggerall = !var(59)
trigger1 = command = "holdup"
value = 40

[State 100, 5.1]
type = ChangeState
triggerall = !var(59)
triggerall = var(9) = 0
trigger1 = time > 7
trigger1 = command != "holdfwd" || time = 25
value = 102

[State 100, 5.2]
type = ChangeState
trigger1 = var(9) = 1
trigger1 = time > 7
trigger1 = P2bodydist X <= 40
value = 102

[State 100,AI—pƒ_ƒbƒVƒ…ƒXƒgƒbƒv]
type = ChangeState
triggerall = var(59)
triggerall = time > 7
trigger1 = P2bodydist X <= -30
trigger2 = P2bodydist X <= 40-(P2stateno=[120,159])*20
trigger2 = P2bodydist Y <= -50
trigger3 = inguarddist
trigger4 = enemynear,Movetype = A
trigger5 = RoundState != 2
value = 102

;---------------------’âŽ~
[Statedef 102]
type = S
movetype = I
physics = S
anim = 102

[State 1002, landdust1]
type = explod
trigger1 = StateNo = 102 && Time = 1
postype = p1
pos = -20,0
spacing = 1
anim = 4010
ownpal = 1
scale = .5, .5

[State 1002, landdust]
type = explod
trigger1 = StateNo = 102 && Time = 1
postype = p1
pos = 23,0
facing = -1
spacing = 1
anim = 4010
ownpal = 1
scale = .5, .5

[State 102, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1; RUN_BACK2 (land)


;---------------------‹ó’†ƒ_ƒbƒVƒ…
[Statedef 110]
type = A
movetype = I
physics = A
anim = 110
velset = 0
ctrl = 0

[State 110, 1
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 115

[State 110, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 111

;---------------------‹ó’†ƒ_ƒbƒVƒ…’†
[Statedef 111]
type = A
movetype = I
physics = N
anim = 101
ctrl = 1

[State 111, 1]
type = Width
trigger1 = 1
value = 27,15

[State 111, 1]
type = VelSet
trigger1 = 1
x = 9;const(velocity.run.fwd.x)

[State 111, 0]
type = PlaySnd
trigger1 = time = 1
value = 100,0
channel = 1

[State 111, line1];ƒXƒs[ƒhƒ‰ƒCƒ“‚P
type = Explod
trigger1 = Time % 4 = 0 && Time < 30  
anim = 4055  
postype = p1
pos = 15, -69
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
scale = 1.5,1.5

[State 111, line2];ƒXƒs[ƒhƒ‰ƒCƒ“‚Q
type = Explod
trigger1 = Time % 4 = 0 && Time < 30  
anim = 4056  
postype = p1
pos = 0, -30
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
scale = 1.5,1.5

[State 111, line3];ƒXƒs[ƒhƒ‰ƒCƒ“‚R
type = Explod
trigger1 = Time % 4 = 0 && Time < 30  
anim = 4057  
postype = p1
pos = -15, -27
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
scale = 1.5,1.5

[State 111, line4];ƒXƒs[ƒhƒ‰ƒCƒ“‚S
type = Explod
trigger1 = Time % 4 = 0 && Time < 30  
anim = 4058
postype = p1
pos = 15, -55
velocity = 0, 0
accel = 0, 0
random = 40, 15
removetime = -2
ownpal = 1
scale = 1.5,1.5

[State 111, 5.1]
type = ChangeState
trigger1 = !var(59)
trigger1 = time > 7
trigger1 = command != "holdfwd" || time = 25
trigger2 = time >= 25
value = 950

;AI
[State 111, 5.1]
type = ChangeState
triggerall = time > 7
triggerall = var(59)
trigger1 = P2bodydist X <= 40
trigger2 = inguarddist
trigger3 = enemynear,Movetype = A
trigger4 = (RoundState != 2)
trigger5 = vel Y <= -230
value = 950

[State 111, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 115

;---------------------------------’…’n

[Statedef 115]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 1002

[State 115, 1]
type = VelSet
trigger1 = Time = 0
x = 15
y = 0

[State 115, 3]
type = VelAdd
trigger1 = Time > 0
x = .15

[state 115, 2]
type = posset
trigger1 = time = 0
y = 0

[State 115, landdust1]
type = explod
trigger1 = Time = 0
postype = p1
pos = 10,0
spacing = 1
anim = 4010
ownpal = 1
scale = .5, .5

[State 115, Landing Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 52, 0

[State 115, e]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------‹ó’†ƒoƒbƒNƒ_ƒbƒVƒ…
[Statedef 112]
type = A
movetype = I
physics = N
anim = 112
ctrl = 0

[State 112, 1]
type = Width
trigger1 = 1
value = 27,15

[State 112, 1]
type = VelSet
trigger1 = 1
x = -8;const(velocity.run.fwd.x)

[State 112, 0]
type = PlaySnd
trigger1 = time = 1
value = 100,0
channel = 1

[State 112, line1];ƒXƒs[ƒhƒ‰ƒCƒ“‚P
type = Explod
trigger1 = Time % 4 = 0 && Time < 30  
anim = 4055  
postype = p1
pos = 0, -60
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
facing = -1
scale = 1.5,1.5

[State 112, line2];ƒXƒs[ƒhƒ‰ƒCƒ“‚Q
type = Explod
trigger1 = Time % 4 = 0 && Time < 30  
anim = 4056  
postype = p1
pos = -5, -50
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
facing = -1
scale = 1.5,1.5

[State 112, line3];ƒXƒs[ƒhƒ‰ƒCƒ“‚R
type = Explod
trigger1 = Time % 4 = 0 && Time < 30  
anim = 4057  
postype = p1
pos = -5, -35
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
facing = -1
scale = 1.5,1.5

[State 112, line4];ƒXƒs[ƒhƒ‰ƒCƒ“‚S
type = Explod
trigger1 = Time % 4 = 0 && Time < 30  
anim = 4058
postype = p1
pos = 10, -80
velocity = 0, 0
accel = 0, 0
random = 40, 15
removetime = -2
ownpal = 1
facing = -1
scale = 1.5,1.5

[State 112, 5.1]
type = ChangeState
triggerall = var(9) = 0
trigger1 = time > 7
trigger1 = command != "holdfwd" || time = 25
value = 113

[State 112, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 106

[Statedef 113]
type    = A
physics = A
anim = 113

[state 113, 1]
type = VelAdd
trigger1 = Time = 0
y = -0.08

;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª
;ƒK[ƒhŠJŽn GUARD (start)
;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType != A
trigger2 = Random <= var(59)*40||var(59)>3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType = A
trigger2 = Random <= var(59)*40||var(59)>3
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59)=[1,4]
Trigger3 = P2BodyDist X < 0
Trigger3 = Random <= (4-(var(59)))*20
value = 140

;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª
;—§ƒK[ƒh STAND GUARD (guarding)
;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType != A
trigger2 = Random <= var(59)*40||var(59)>3
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59)=[1,4]
Trigger3 = P2BodyDist X < 0
Trigger3 = Random <= (4-(var(59)))*20
value = 140

;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª
;‹üƒK[ƒh CROUCH GUARD (guarding)
;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,StateType = A
trigger2 = Random <= var(59)*40||var(59)>3
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59)=[1,4]
Trigger3 = P2BodyDist X < 0
Trigger3 = Random <= (4-(var(59)))*20
value = 140
;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª
; AIR GUARD (guarding)
;„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª„ª
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
triggerall = sysvar(0)
triggerall = inguarddist
trigger1 = !var(59)
trigger1 = command = "holdback"
trigger2 = var(59)
trigger2 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = !var(59)
trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59)=[1,4]
Trigger3 = P2BodyDist X < 0
Trigger3 = Random <= (4-(var(59)))*20
value = 140

;----------------------------ƒK[ƒhƒXƒe[ƒg(AIƒtƒŠ[ƒY–hŽ~—p)
[Statedef 140]
type = U
physics = U
ctrl= 1

[State 140, ChangeAnim]
type = ChangeAnim
trigger1 = (!Time)
value = 140 + (StateType = C) + (StateType = A)*2

[State 140, StateTypeSet]
type = StateTypeSet
trigger1 = (!Time) && (StateType = S)
physics = S

[State 140, StateTypeSet]
type = StateTypeSet
trigger1 = (!Time) && (StateType = C)
physics = C

[State 140, StateTypeSet]
type = StateTypeSet
trigger1 = (!Time) && (StateType = A)
physics = A

[State 140, StateTypeSet]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype != A
Trigger2 = Random <= var(59)*40||var(59)>3
statetype = C
physics = C

[State 140, StateTypeSet]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype = A
Trigger2 = Random <= var(59)*40||var(59)>3
statetype = S
physics = S

[State 140, ChangeState]
type = ChangeState
trigger1 = (!AnimTime)
value = (StateType = C)*11 + (StateType = A)*51



; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse(!var(59),(command = "holddown"),(EnemyNear,StateType!=A))

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype != A
Trigger2 = Random <= var(59)*40||var(59)>3
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype = A
Trigger2 = Random <= var(59)*40||var(59)>3
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype != A
Trigger2 = Random <= var(59)*40||var(59)>3
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype = A
Trigger2 = Random <= var(59)*40||var(59)>3
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse(!var(59),(command = "holddown"),(P2StateType!=A))

[State 152, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype != A
Trigger2 = Random <= var(59)*40||var(59)>3
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = EnemyNear,statetype = A
Trigger2 = Random <= var(59)*40||var(59)>3
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !var(59)
trigger1 = command = "holddown"
trigger2 = var(59)
trigger2 = P2statetype != A
Trigger2 = Random <= var(59)*40||var(59)>3
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !var(59)
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = P2statetype = A
Trigger2 = Random <= var(59)*40||var(59)>3
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
triggerall = sysvar(0)
trigger1 = !var(59)
trigger1 = inguarddist
trigger1 = command = "holdback"
trigger2 = var(59)
trigger2 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;Lose
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
 

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


;Win state decider
[Statedef 180]
type = S


[State 180]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,99

[State 180]
type = ChangeState
triggerall = Var(7) = 0
trigger1 = Var(2) = [0,49]
value = 181

[State 180]
type = ChangeState
triggerall = Var(7) = 0
trigger1 = Var(2) = [50,99]
value = 182


;Win
[Statedef 181]
type = S
ctrl = 0
anim = 182
velset = 0,0

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

[State 181, voice1];w‚Ó‚Á‚Ó‚Á‚Ó‚Á‚ÓAî‚¯‚È‚¢“z‚ßx
type = PlaySnd
trigger1 = time = 70
value = 180,1



[State 182, over?]
type = AssertSpecial
trigger1 = time < 415
flag = RoundNotOver





;Win 2
[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0
sprpriority = 5

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

[State 181 , 1]
type = AssertSpecial
trigger1 = Time = [0,550]
flag = RoundNotOver


[State 182, voice3];w‚Ù‚Á‚Ù‚Á‚Ù‚Á‚ÙAŠ‘F‚ÍƒNƒY‚¾‚Ëx
type = PlaySnd
triggerall = Time = 0
trigger1 = stateno = 182
value = 180,2

[State 191, aura1]
type = null
trigger1 = time = 150
anim = 1950
sprpriority = 0
postype = p1
pos = 10,0
removetime = -1
ownpal = 1

[State 191, dust1]
type = null
trigger1 = time = 150
anim = 4025
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 5
removetime = 26
ownpal = 1
facing = -1

;[State 191, Shake]
;type = EnvShake
;trigger1 = Time = 150
;time = 34
;phase = 10
;freq = 100
;ampl = -2

[state 1900, shake]
type = null
trigger1 = Time <= 150 || time%5 = 0
time = 5
freq = 60
ampl = -2



[State 191, aura]
type = null
trigger1 = Time = 150
value = 3000,1

[State 1900, flash]
type = null
triggerall = Time >= 150
trigger1 = TimeMod = 4,0
trigger1 = Time > 0
time = 1
add = 100,100,100

[State 1900, 2];‹C‚Ì‰¹2
type = PlaySnd
trigger1 = Time = 160
value = 40000, 2
;channel = 10
loop = 1
pan = 1
volume = 25



;Intro
[Statedef 190]
type = S

[State 190, 2]
type = ChangeState
trigger1 = Time = 0
value = 191

;----------------------------ƒCƒ“ƒgƒ1

[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[state 191, intro]
type = assertspecial
trigger1 = 1
flag = intro

[State 3000, pelicula de fondo]
type = null
trigger1 = animelem = 1
anim = 321
pos = 0,0
postype = back
removetime = 250
supermove = 1
sprpriority = -4
supermove = 0
ignorehitpause = 1
bindtime = -1
ownpal = 1


[State 191, eye fx]
type = null
trigger1 = AnimElem = 2
postype = p1
pos = 13,-98
spacing = 1
anim = 1305
ownpal = 1
sprpriority = 5
removetime = 20

[State 2200, snd2];wŒ‚‚Â‰¹x
type = null
trigger1 = AnimElem = 2
value = 1300,0

[State 2200, snd2];wŒ‚‚Â‰¹x
type = PlaySnd
trigger1 = time = 0
value = 190,0

[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0




;Taunt
[Statedef 195]
type = S
movetype = I
physics = S
anim = 195
ctrl = 0

[State 195, snd]
type = null
trigger1 = AnimElem = 1
value = 10,1

;[State 195, 2]
;type = ChangeState
;trigger1 = command = "holdback"
;trigger2 = command = "holdfwd"
;value = 20

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;Shift forward
[Statedef 361]
type = S
physics = S
anim = 361
sprpriority = -1
poweradd = 0
velset = 0,0
ctrl = 0

[State 361, push]
type = PlayerPush
trigger1 = 1
value = 0

[State 361, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,5

[State 361, hitby]
type = HitBy
trigger1 = 1
value =  , AT

[State 361, nohit]
type = NotHitBy
trigger1 = 1
value = , AA, AP

[State 361, poweradd]
type = Poweradd
trigger1 = prevstateno = 150 || prevstateno = 151
trigger1 = AnimElem = 1
value = -1000

[State 361, color]
type = EnvColor
trigger1 = animelem = 1
trigger1 = prevstateno = 150 || prevstateno = 151
value = 200,200,200
time = 3

[State 361, vel]
type = velset
trigger1 = Time = [10,25]
x = 5

[state 361, 1]
type = explod
trigger1 = animelem = 1
postype = p1
bindtime = 1
removetime = 8
removeongethit = 1
pos = 0,0
anim = 362
sprpriority = 3
scale = 1.08, 1.1

[state 361, 1]
type = explod
trigger1 = time = 20
postype = p1
bindtime = 1
removetime = 8
removeongethit = 1
pos = 40,0
anim = 362
sprpriority = 3
scale = 1.08, 1.1

[State 361, dust]
type = Explod
trigger1 = AnimElem = 1
anim = 4010
postype = p1
pos = -10,0
bindtime = 1
sprpriority = 2
ownpal = 1
scale = .7, .7

[State 361, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Shift backward
[Statedef 360]
type = S
physics = S
anim = 360
poweradd = 0
sprpriority = -1
velset = 0,0
ctrl = 0

[State 360, push]
type = PlayerPush
trigger1 = 1
value = 0

[State 360, hitby]
type = HitBy
trigger1 = 1
value =  , AT

[State 360, nohit]
type = NotHitBy
trigger1 = 1
value = , AA, AP

[State 360, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,5

[State 360, poweradd]
type = Poweradd
trigger1 = prevstateno = 150 || prevstateno = 151
trigger1 = AnimElem = 1
value = -1000

[State 360, color]
type = EnvColor
trigger1 = animelem = 1
trigger1 = prevstateno = 150 || prevstateno = 151
value = 200,200,200
time = 3

[State 360, velset]
type = velset
trigger1 = Time = [10,25]
x = -5

[state 360, 1]
type = explod
trigger1 = animelem = 1
postype = p1
bindtime = 1
removetime = 8
removeongethit = 1
pos = 0,0
anim = 362
sprpriority = 3
scale = 1.08, 1.1

[state 360, 1]
type = explod
trigger1 = time = 20
postype = p1
bindtime = 1
removetime = 8
removeongethit = 1
pos = -40,0
anim = 362
sprpriority = 3
scale = 1.08, 1.1

[State 360, dust]
type = Explod
trigger1 = AnimElem = 1
anim = 4010
postype = p1
pos = 30,0
bindtime = 1
sprpriority = 2
ownpal = 1
facing = -1
scale = .7, .7

[State 360, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





[Statedef -2]

[State -2, DEBUG]
trigger1 = 1
type = DisplayToClipboard
ignorehitpause = 1
text = "Scorpio"

[State -2, remove]
type = Removeexplod
trigger1 = stateno != 101; && stateno != 1000 && stateno != 1011
ID = 100

[State 1800, remove slashdown1]
type = Removeexplod
trigger1 = stateno != 1800
ID = 1800

[State 1800, remove slashdown2]
type = Removeexplod
trigger1 = stateno != 1850
ID = 1850

[state -2, remove charge aura]
type = removeexplod
trigger1 = stateno != 1900
id = 1900

[state -2, remove charge dust]
type = removeexplod
trigger1 = stateno != 1900
id = 4040

[state -2, stop charge voice]
type = stopsnd
trigger1 = stateno != 1900
channel = 2

[state -2, stop charge sound]
type = stopsnd
trigger1 = stateno != 1900
channel = 3

[state -2, stop charge sound];ƒfƒXƒ{[ƒ‹iŽãj
type = stopsnd
trigger1 = stateno != 1201
channel = 4

[state -2, stop charge sound];ƒfƒXƒ{[ƒ‹i‹­j
type = stopsnd
trigger1 = stateno != 1206
channel = 5

[state -2, stop charge sound];‹ó’†ƒfƒXƒ{[ƒ‹iŽãj
type = stopsnd
trigger1 = stateno != 1401
channel = 6

[state -2, stop charge sound];‹ó’†ƒfƒXƒ{[ƒ‹i‹­j
type = stopsnd
trigger1 = stateno != 1406
channel = 7

[State -2, deathbeam slow 1];ƒfƒXƒr[ƒ€
type = Varset
trigger1 = projhit2200 = 1
var(10) = 18

[State -2, deathbeam slow 2]
type = VarAdd
trigger1 = var(10) != 0
trigger1 = (gametime%1) = 0
var(10) = -1

[State -2, deathbeam slow 3]
type = Pause
triggerall = (gametime%1) = 0
trigger1 = var(10) != 0
time = 1
movetime = 0

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, Corner]
type = Velset
trigger1 = FrontEdgeDist < 10 && vel x > 0.1
x = 0.1

[State 52, bounce Sound]
type = PlaySnd
trigger1 = Time = 1
trigger1 = stateno = 5100
value = 5100, 0

[State 52, fall Sound]
type = PlaySnd
trigger1 = Time = 1
trigger1 = stateno = 5110
value = 5110, 0

[State 52, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
trigger1 = stateno = 106
trigger2 = StateNo = 310 && animelem = 4
trigger3 = StateNo = 305 && animelem = 11
value = 52, 0

[State 350, recover]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5210
trigger2 = stateno = 5201
value = 1000,5

[State -3, Jumping Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 40
value = 40,0

[State -3, Double Jump Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 45
value = 105,0

[State -3, Backstep Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105
value = 105,0



[State -2, sethitvoice]
type = VarRandom
triggerall = Time = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
v = 4
range = 0,11;14

[State -2, hitvoice1]
type = PlaySnd
triggerall = Time = 1
triggerall = Var(4) = [0,3]
triggerall = alive = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 5000,0

[State -2, hitvoice2]
type = PlaySnd
triggerall = Time = 1
triggerall = Var(4) = [4,7]
triggerall = alive = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 5000,1

[State -2, hitvoice3]
type = PlaySnd
triggerall = Time = 1
triggerall = Var(4) = [8,9]
triggerall = alive = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 5000,2

[State -2, hitvoice4]
type = PlaySnd
triggerall = Time = 1
triggerall = Var(4) = [10,11]
triggerall = alive = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 5000,3


[State -3, jumpdust1];ƒWƒƒƒ“ƒvƒzƒRƒŠ1
type = explod
trigger1 = StateNo = 40 && Time = 1
postype = p1
pos = -4,0
spacing = 1
anim = 4010
ownpal = 1
scale = .5, .5
supermove = 1

[State -3, jumpdust2];ƒWƒƒƒ“ƒvƒzƒRƒŠ2
type = explod
trigger1 = StateNo = 40 && Time = 1
postype = p1
pos = 4,0
facing = -1
spacing = 1
anim = 4010
ownpal = 1
scale = .5, .5
supermove = 1

[State -3, landdust1];’…’nƒzƒRƒŠ1
type = explod
trigger1 = StateNo = 52 && Time = 1
trigger2 = StateNo = 310 && animelem = 4
trigger3 = StateNo = 305 && animelem = 11
postype = p1
pos = -17,0
spacing = 1
anim = 4010
ownpal = 1
scale = .5, .5
supermove = 1
sprpriority = 3

[State -3, landdust];’…’nƒzƒRƒŠ2
type = explod
trigger1 = StateNo = 52 && Time = 1
trigger2 = StateNo = 310 && animelem = 4
trigger3 = StateNo = 305 && animelem = 11
postype = p1
pos = 20,0
facing = -1
spacing = 1
anim = 4010
ownpal = 1
scale = .5, .5
supermove = 1
sprpriority = 3

[State -3, landdust1];ƒoƒbƒNƒXƒeƒbƒv’…’n1
type = explod
trigger1 = StateNo = 106 && Time = 1
trigger2 = StateNo = 2210 && Time = 1
postype = p1
pos = -35,0
spacing = 1
anim = 4010
ownpal = 1
scale = .5, .5
supermove = 1
sprpriority = 3

[State -3, landdust];ƒoƒbƒNƒXƒeƒbƒv’…’n2
type = explod
trigger1 = StateNo = 106 && Time = 1
trigger2 = StateNo = 2210 && Time = 1
postype = p1
pos = 8,0
facing = -1
spacing = 1
anim = 4010
ownpal = 1
scale = .5, .5
supermove = 1
sprpriority = 3

;----------------------------------------------
;‚©‚ß‚Í‚ß”gƒtƒBƒjƒbƒVƒ…----------

[State -2,KO]
type = Varadd
trigger1 = roundstate = 3
ignorehitpause = 1
var(32) = 1

[State -2,KO]
type = Varset
trigger1 = roundstate != 3
ignorehitpause = 1
var(32) = 0

[state -2, finish]
type = explod
triggerall = WinKo && var(32) = 1
trigger1 = projhittime(2260) = 1
trigger2 = projhittime(2521) = 1
trigger3 = projhittime(2523) = 1
trigger4 = projhittime(2524) = 1
trigger5 = Numhelper(3055) = 1
anim = 4000
pos = 0,0
postype = left
bindtime = -1
supermove = 1 ;0
removetime = 12
ontop = 1
ownpal = 1

[state -2, finish]
type = explod
triggerall = WinKo && var(32) = 1
trigger1 = NumTarget(3800) = 1
anim = 4000
pos = 0,0
postype = left
bindtime = -1
supermove = 1 ;0
removetime = 24
ontop = 1
ownpal = 1

[State -2,SpeedModeFX]
trigger1 = projhittime(2200) = 1
trigger1 = timemod = 2,0
trigger1 = roundstate = 2
type = pause
time = 1
movetime = 1


;----------------------------------------------
;--------------------ƒ_ƒ[ƒW•â³----------
;----------------------------------------------

[State -2, ƒŠƒZƒbƒg]
type = varset
trigger1 = enemy,movetype != H
trigger2 = enemy,ctrl
triggerall = time > 0
fvar(8) = 0

[State -2, •â³‘ÎÛ];•‚‚©‚¹‹Z
type = varadd
trigger1 = movehit = 1
trigger1 = hitdefattr = SCA,NA
trigger1 = stateno = 280 || stateno = 525 && animelemtime (4) > 0; ©•â³‚©‚¯‚½‚¢‹Z‚Ì”Ô† 
trigger1 = fvar(8) < 0.7
fvar(8) = 0.15+(fvar(8)*0.57);@©‚±‚±‚Ì”Žš‚ð‚¢‚¶‚é‚Æ•â³‚ª‹­‚­‚È‚é

[State -2, UŒ‚—Í]
type = AttackMulSet
trigger1 = 1
value = 1-fvar(8);value = fvar(8)

[State -2, ŒÀŠE’l]
type = varset
trigger1 = fvar(8) > 0.7
fvar(8) = 0.8


[StateDef 10000]
anim=9999
ctrl=0

[State 825]
type = assertspecial
trigger1 = 1
flag = invisible

[State 10000,ŠÔˆá‚¢‚Å–{‘Ì‚ª—ˆ‚½‚ç—§‚¿‚ÖˆÚs]
type=selfstate
trigger1=!ishelper
value=0

[State 10000,ƒvƒŒƒCƒ„[”»’è]
type=varset
Trigger1=command="up"&&root,command="up"
Trigger2=command="down"&&root,command="down"
Trigger3=command="back"&&root,command="back"
Trigger4=command="fwd"&&root,command="fwd"
Trigger5=command="a"&&root,command="a"
Trigger6=command="b"&&root,command="b"
Trigger7=command="c"&&root,command="c"
Trigger8=command="x"&&root,command="x"
Trigger9=command="y"&&root,command="y"
Trigger10=command="z"&&root,command="z"
Trigger11=command="start"&&root,command="start"
var(59)=-1

[State 10000,—§‚Á‚½‚çÁŽ¸]
Type = DestroySelf
TriggerAll=isHelper
Trigger1=root,var(59)||var(59)=-1
Trigger2=command="up"&&root,command="up"
Trigger3=command="down"&&root,command="down"
Trigger4=command="back"&&root,command="back"
Trigger5=command="fwd"&&root,command="fwd"
Trigger6=command="a"&&root,command="a"
Trigger7=command="b"&&root,command="b"
Trigger8=command="c"&&root,command="c"
Trigger9=command="x"&&root,command="x"
Trigger10=command="y"&&root,command="y"
Trigger11=command="z"&&root,command="z"
Trigger12=command="start"&&root,command="start"

[State 10000,AIÌ×¸ÞON]
Type=varset
TriggerAll=var(59)!=-1
Trigger1=root,command="up"
Trigger2=root,command="down"
Trigger3=root,command="back"
Trigger4=root,command="fwd"
Trigger5=root,command="a"
Trigger6=root,command="b"
Trigger7=root,command="c"
Trigger8=root,command="x"
Trigger9=root,command="y"
Trigger10=root,command="z"
Trigger11=root,command="start"
var(59)=1


;----------------------------------------------
; ricarica 
[Statedef 730000]
type = S
movetype = I
physics = S
anim = 730000
velset = 0
ctrl = 0

[state 195, voce]
type = playsnd
trigger1 = animelem = 1
value = 8888,7

[State 730000, 1]
type = ChangeState
trigger1 = AnimTime= 0
value =735000

; Charge
[Statedef 735000]
type = S
movetype = I
physics = S
anim = 735000

[State 730000, 2]
type = PlaySnd
trigger1 = Time = 10
value = 55,7

[State 730001, POLVERE]
type = Explod
trigger1 = AnimElem = 1
pos = -25,-35
anim = 51
sprpriority = -2
scale= 0.6,0.5
ownpal = 1
removeongethit = 1
ID = 51

[State 730001, POLVERE]
type = Explod
trigger1 = AnimElem = 1
pos = 0,5
anim = 52
sprpriority = 0
ownpal = 1
removeongethit = 1
ID = 52


[State 735000, 1]
type = ChangeState
trigger1 = command != "charge"
trigger2 = command != "charge 1"
value =740000


[State 735000, POLVERE]
type = Explod
trigger1 = AnimElem = 1
pos = 0,0
anim = 887
sprpriority = -2

[State 735000, 2]
type = PowerAdd
trigger1 = Time= [0,12]
value = 20

[State 735000, 2]
type = ChangeState
trigger1 = Power >= 3000
value =741000

[State 735000, 3]
type = ChangeState
trigger1 = AnimTime= 0
value =735000

; Charge (Fim)
[Statedef 740000]
type = S
movetype = I
physics = S
anim = 740000

[State 730002, removeEX]
type = RemoveExplod
triggerall = NumExplod(51) >= 1
trigger1 = AnimElem = 1
ID = 51

[State 730002, removeEX]
type = RemoveExplod
triggerall = NumExplod(52) >= 1
trigger1 = AnimElem = 1
ID = 52


[State 740000, 1]
type = ChangeState
trigger1 = AnimTime= 0
value =0
ctrl = 1

[State 9200, 1]
type = EnvShake
triggerall = Power >= 3000
trigger1 = Time = 1
time = 15
persistent = 0
ignorehitpause = 1


; Charge Parte1
[Statedef 741000]
type = S
movetype = I
physics = S
anim = 740000



[State 741, 2]
type = ChangeState
trigger1 = AnimTime= 0
value =0
ctrl = 1



;Immobilisation du scorpion
[Statedef 1330]
type = S
movetype = A
physics = S
anim = 98
poweradd = -1000
juggle = 5
velset = 0
ctrl = 0

[State 1330]
type = PlaySnd
trigger1 = time = 0
value = 181,1

[State 1330 , 1]
type = SuperPause
trigger1 = Time = 0
time = 250
anim = S3400
darken = 0
supermove = 1
movetime = 250

;fond d'animation de l'immobilisation
[State 3710,2]
type = Explod
trigger1 = time =0
anim = 4566
ID = 4566
pos = 0, 0
postype = back
sprpriority =-1
supermove = 1
removetime = 370
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0


[State 1330,3]
type = Explod
trigger1 = time = 20
anim = 93
ID = 93
pos = -14,-62
scale = 0.6,0.6
postype = p1
sprpriority = 5
supermove = 1
removetime = 75
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 1330,3]
type = Explod
trigger1 = AnimElem = 5
anim = 1159
ID = 1159
ignorehitpause = 1
pos = 10,-125
scale = 0.2,0.2
postype = p1
sprpriority = 5
supermove = 1
removetime = 250
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0



[State 1330, 1]
type = hitdef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
attr = A, SP
ignorehitpause = 1
damage = 80 
animtype = Hard
;guardflag = MA
pausetime = 12,0
sparkno = -1
guard.sparkno = -1
;hitsound   = S240,0
;guardsound = S1000,2
ground.type = low
ground.slidetime = 0
ground.hittime  = 600
palfx.time = 560
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64


[State 1330, 1]
type = Explod
trigger1 = time = 0
anim = 92
ID = 92
pos = 0,0
postype = p2
sprpriority = 0
supermove = 1
removetime = 360
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 1330 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1331

[Statedef 1331]
type = S
movetype = A
physics = S
anim = 399132


[State 1330, 1]
type = hitdef
trigger1 = AnimElem = 1
attr = A, SP
ignorehitpause = 1
damage = 0,0
animtype = Hard
;guardflag = MA
pausetime = 12,0
sparkno = -1
guard.sparkno = -1
;hitsound   = S240,0
;guardsound = S1000,2
ground.type = low
ground.slidetime = 0
ground.hittime  = 600
palfx.time = 560
palfx.mul = 240,192,128
palfx.sinadd = 96,128,160,16
palfx.add = 224,128,64

[State 1331 , 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Continue?
[Statedef 5500]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 1331 , 4]
type = ChangeState
trigger1 = Time = 200000000000000000000000000
value = 0
ctrl = 1

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