;------------------------------------------------------------------------------------------
;10000 OCgP
[Statedef 10000]
type     = S
movetype = I
physics  = S
anim = 10000
velset = 0,0
ctrl = 0
sprpriority = parent,var(4)

[State 10000, PosSet]
type = PosSet
trigger1 = 1
x = 0
y = parent,var(2)

[State 10000, Hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = -1
time = -1

[State 10000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

;Cg΂ĎJnAɎ̃Xe[g
[State 10000, ChangeState]
type = ChangeState
trigger1 = roundstate >= 2
value = 10010

;Cgpҋ@
[State 10000, ChangeState]
type = ChangeState
triggerall = numpartner
trigger1 = partner,vel Y != 0
trigger2 = partner,AuthorName = "(^o^)" && (partner,stateno = [20000,20031])
trigger3 = partner,Name = "samchay"
value = 10001

;Cgpҋ@
[State 10000, ChangeState]
type = ChangeState
trigger1 = enemy,vel Y != 0
trigger2 = numenemy = 2
trigger2 = enemy,vel Y != 0
trigger3 = enemy,AuthorName = "(^o^)" && (enemy,stateno = [20000,20031])
trigger4 = numenemy = 2
trigger4 = enemy(1),AuthorName = "(^o^)" && (enemy(1),stateno = [20000,20031])
trigger5 = enemy,Name = "samchay"
trigger6 = numenemy = 2
trigger6 = enemy(1),Name = "samchay"
value = 10001

;CgQ
[State 10000, ChangeState]
type = ChangeState
trigger1 = roundstate = 1
trigger1 = time > 2
value = 10002

;------------------------------------------------------------------------------------------
;10001 Cgpҋ@
[Statedef 10001]
type     = S
movetype = I
physics  = S
ctrl = 0
sprpriority = parent,var(4)

[State 10001,  Hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = -1
time = -1

[State 10001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

;Cg΂ĎJnAɎ̃Xe[g
[State 10001, ChangeState]
type = ChangeState
trigger1 = roundstate >= 2
value = 10010

;̃CgIҋ@I
[State 10001,  ChangeState]
type = ChangeState
trigger1 = numenemy = 1
trigger1 = enemy,stateno = 0 || enemy,alive=0
trigger2 = numenemy = 2
trigger2 = enemy,stateno = 0 || enemy,alive=0
trigger2 = enemy(1),stateno = 0 || enemy(1),alive=0
value = 10002

;5bȏ߂ҋ@I
[State 10001,  ChangeState]
type = ChangeState
triggerall = time >= 300
triggerall = numpartner
triggerall = !(partner,AuthorName = "(^o^)" && (partner,stateno = [20000,20031]))
trigger1 = numenemy = 1
trigger1 = !(enemy,AuthorName = "(^o^)" && (enemy,stateno = [20000,20031]))
trigger2 = numenemy = 2
trigger2 = !(enemy,AuthorName = "(^o^)" && (enemy,stateno = [20000,20031]))
trigger2 = !(enemy(1),AuthorName = "(^o^)" && (enemy(1),stateno = [20000,20031]))
value = 10002

;------------------------------------------------------------------------------------------
;10002 OCgQuv
[Statedef 10002]
type     = S
movetype = I
physics  = S
anim = 10002
ctrl = 0
sprpriority = parent,var(4)

[State 10002,  Hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = -1
time = -1

[State 10002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

;Cg΂ĎJnAɎ̃Xe[g
[State 10002, ChangeState]
type = ChangeState
trigger1 = roundstate >= 2
value = 10010

;\CT[
[State 10000,  PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 0

;
[State 10002,  PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = 0, 1

;CgR
[State 10002,  ChangeState]
type = ChangeState
triggerall = time >=100 ;Aj[VI
trigger1 = numpartner = 0
trigger2 = numpartner = 1
trigger2 = partner,stateno = 0 || partner,stateno = 5900
trigger2 = numenemy = 1
trigger2 = enemy,stateno = 0 || enemy,stateno = 5900
trigger3 = numpartner = 1
trigger3 = partner,stateno = 0 || partner,stateno = 5900
trigger3 = numenemy = 2
trigger3 = enemy,stateno = 0 || enemy,stateno = 5900 || enemy,alive=0
trigger3 = enemy(1),stateno = 0 || enemy(1),stateno = 5900 || enemy(1),alive=0
trigger4 = time >=300
value = 10003

;------------------------------------------------------------------------------------------
;10003 OCgRu͂߁v
[Statedef 10003]
type     = S
movetype = I
physics  = S
anim = 10003
ctrl = 0
sprpriority = parent,var(4)

[State 10003,  Hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = -1
time = -1

[State 10003, AssertSpecial]
type = AssertSpecial
trigger1 = 0
flag = intro

;Cg΂ĎJnAɎ̃Xe[g
[State 10003, ChangeState]
type = ChangeState
trigger1 = roundstate >= 2
value = 10010

;n
[State 10003,  PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = 0, 2

;̃Xe[g
[State 10003,  ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 10010

;------------------------------------------------------------------------------------------
;10010 
[Statedef 10010]
type     = S
movetype = I
physics  = S
anim = 10000
velset = 0,0
ctrl = 0
sprpriority = parent,var(4)

[State 10010,  Hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = -1
time = -1

[State 10010, AssertSpecial]
type = AssertSpecial
trigger1 = roundstate >= 3
flag = roundnotover

;OɈړ
[State 10010,  ChangeState]
type = ChangeState
trigger1 = BackEdgeDist < 70
value = 10020

;Ɉړ
[State 10010,  ChangeState]
type = ChangeState
trigger1 = FrontEdgeDist < 70
value = 10030

;I
[State 10010,  ChangeState]
type = ChangeState
triggerall = roundstate >= 3
triggerall = !(BackEdgeDist < 70)
triggerall = !(FrontEdgeDist < 70)
trigger1 = numpartner = 0
trigger2 = numpartner = 1
trigger2 = partner,ctrl || partner,alive=0
trigger2 = numenemy = 1
trigger2 = enemy,ctrl || enemy,alive=0
trigger3 = numpartner = 1
trigger3 = partner,ctrl || partner,alive=0
trigger4 = numenemy = 2
trigger4 = enemy,ctrl || enemy,alive=0
trigger4 = enemy(1),ctrl || enemy(1),alive=0
trigger5 = roundstate >= 4
value = 10100

;------------------------------------------------------------------------------------------
;10020 EɈړ
[Statedef 10020]
type     = S
movetype = I
physics  = S
anim = 10020
ctrl = 0
sprpriority = parent,var(4)

[State 10020,  Hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = -1
time = -1

[State 10020,  VelSet]
type = VelSet
trigger1 = 1
x = 2

[State 10030, AssertSpecial]
type = AssertSpecial
trigger1 = roundstate >= 3
flag = roundnotover

;j[g
;wʒ[ɋ߂
[State 10020,  ChangeState]
type = ChangeState
trigger1 = BackEdgeDist > 150
value = 10010

;------------------------------------------------------------------------------------------
;10030 Ɉړ
[Statedef 10030]
type     = S
movetype = I
physics  = S
anim = 10030
ctrl = 0
sprpriority = parent,var(4)

[State 10030,  Hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = -1
time = -1

[State 10030,  VelSet]
type = VelSet
trigger1 = 1
x = -2

[State 10030, AssertSpecial]
type = AssertSpecial
trigger1 = roundstate >= 3
flag = roundnotover

;j[g
[State 10030,  ChangeState]
type = ChangeState
trigger1 = FrontEdgeDist > 150
value = 10010

;------------------------------------------------------------------------------------------
;10100 Iu߁v
[Statedef 10100]
type     = S
movetype = I
physics  = S
anim = 10000
velset = 0,0
ctrl = 0
sprpriority = parent,var(4)

[State 10010,  Hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = -1
time = -1

;
[State 10100,  PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = 0, 3

[State 10100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[State 10100,  ChangeState]
type = ChangeState
trigger1 = Roundstate = 4
value = 10101

;------------------------------------------------------------------------------------------
;10101 I s
[Statedef 10101]
type     = S
movetype = I
physics  = S
velset = 0,0
ctrl = 0
sprpriority = parent,var(4)

[State 10010,  Hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = -1
time = -1

[State 10100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

;
[State 10100,  ChangeState]
type = ChangeState
trigger1 = DrawGame
value = 10102

; {
;1Pŏ
;2PŔsk
[State 10100,  ChangeState]
type = ChangeState
triggerall = Time >= 100
trigger1 = TeamSide = 1
trigger1 = win
trigger2 = TeamSide = 2
trigger2 = lose
value = 10110

; {
;1PŔsk
;2Pŏ
[State 10100,  ChangeState]
type = ChangeState
triggerall = Time >= 100
trigger1 = TeamSide = 1
trigger1 = lose
trigger2 = TeamSide = 2
trigger2 = win
value = 10120

;------------------------------------------------------------------------------------------
;10102 
[Statedef 10102]
type     = S
movetype = I
physics  = S
velset = 0,0
ctrl = 0
sprpriority = parent,var(4)

[State 10010,  Hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = -1
time = -1

[State 10100, AssertSpecial]
type = AssertSpecial
trigger1 = time <= 200
flag = roundnotover

;------------------------------------------------------------------------------------------
;10110  {
[Statedef 10110]
type     = S
movetype = I
physics  = S
anim = 10110
velset = 0,0
ctrl = 0
sprpriority = parent,var(4)

[State 10110,  Hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = -1
time = -1

[State 10110, AssertSpecial]
type = AssertSpecial
trigger1 = time < 200
flag = roundnotover

;
[State 10110,  PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 0, 4

;{
[State 10110,  PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = 0, 6

;I
[State 10110,  ChangeState]
type = ChangeState
triggerall = Time >= 120
trigger1 = MatchOver
value = 10111

;------------------------------------------------------------------------------------------
;10111  
[Statedef 10111]
type     = S
movetype = I
physics  = S
anim = 10110
velset = 0,0
ctrl = 0
sprpriority = parent,var(4)

[State 10111,  Hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = -1
time = -1

[State 10111, AssertSpecial]
type = AssertSpecial
trigger1 = time < 300
flag = roundnotover

;
[State 10111,  PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 0, 4

;
[State 10111,  PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = 0, 7


;------------------------------------------------------------------------------------------
;10120  {
[Statedef 10120]
type     = S
movetype = I
physics  = S
anim = 10120
velset = 0,0
ctrl = 0
sprpriority = parent,var(4)

[State 10120,  Hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = -1
time = -1

[State 10120, AssertSpecial]
type = AssertSpecial
trigger1 = time < 200
flag = roundnotover

;
[State 10120,  PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 0, 5

;{
[State 10120,  PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = 0, 6

;I
[State 10120,  ChangeState]
type = ChangeState
triggerall = Time >= 120
trigger1 = MatchOver
value = 10121

;------------------------------------------------------------------------------------------
;10121  
[Statedef 10121]
type     = S
movetype = I
physics  = S
anim = 10120
velset = 0,0
ctrl = 0
sprpriority = parent,var(4)

[State 10121,  Hitoverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = -1
time = -1

[State 10111, AssertSpecial]
type = AssertSpecial
trigger1 = time < 300
flag = roundnotover

;
[State 10121,  PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 0, 5

;
[State 10121,  PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = 0, 7


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

;10001 Cgpҋ@
;10002 \CT[
;10003 n

;10010 
;10020 EɈړ
;10030 Ɉړ

;10100 

;10110 1PuԁA{v
;10111 1PIuԁAv
;10120 2PuA{v
;10121 2PIuAv
