;通常攻撃用のステート

;---------------------------------------------------------------------------
; 遠距離立ち弱パンチ

[Statedef 200]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 200
poweradd = 20
sprpriority = 2

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 5,0

[State 200, 攻撃設定]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = S2000
guard.sparkno = 40
sparkxy = -10, -76
hitsound = S6, 0
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State 200, チェンジ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち弱パンチ

[Statedef 205]
type     = S
movetype = A
physics  = S
velset   = 0,0
ctrl     = 0
anim     = 205
poweradd = 20
sprpriority = 2

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 5,0

[State 200, 攻撃設定]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = S2000
guard.sparkno = 40
sparkxy = -10, -76
hitsound = S6, 0
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State 200, チェンジ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; 遠距離立ち強パンチ

[Statedef 210]
type     = S
movetype = A
physics  = S
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 210
sprpriority = -1

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = Random < 500
value = 5,2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0

[State 210, 効果音]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 1

[State 210, 攻撃設定]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = S2002
sparkxy = -10,-70
hitsound   = S6,1
guardsound = S2,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
fall.recover = 1
fall.recovertime = 80

[State 210, アニメ変更]
type = ChangeAnim
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 210
elem = 6   ;6枚目のアニメ

[State 210, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, チェンジ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち強パンチ

[Statedef 215]
type     = S
movetype = A
physics  = S
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 215
sprpriority = -1

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Random < 500
value = 5,2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0

[State 210, 効果音]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1

[State 210, 攻撃設定]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = S2002
sparkxy = -10,-70
hitsound   = S6,1
guardsound = S2,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
fall.recover = 1
fall.recovertime = 80

[State 210, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, チェンジ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 遠距離立ち弱キック

[Statedef 230]
type     = S
movetype = A
physics  = S
poweradd = 22
ctrl     = 0
velset   = 0,0
anim     = 230
sprpriority = 2

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500
value = 5,0

[State 230, 効果音]
type = PlaySnd
trigger1 = Time = 5
value = 0, 0

[State 230, 攻撃設定]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 12,12
sparkno = S2001
sparkxy = -10,-37
hitsound   = S1,1
guardsound = S2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 230, チェンジ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち弱キック

[Statedef 235]
type     = S
movetype = A
physics  = S
poweradd = 22
ctrl     = 0
velset   = 0,0
anim     = 235
sprpriority = 2

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Random < 500
value = 5,0

[State 230, 効果音]
type = PlaySnd
trigger1 = Time = 5
value = 0, 0

[State 230, 攻撃設定]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 12,12
sparkno = S2001
sparkxy = -10,-37
hitsound   = S1,1
guardsound = S2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5 

[State 230, チェンジ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 遠距離立ち強キック

[Statedef 240]
type     = S
movetype = A
physics  = S
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 240
sprpriority = 2

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = Random < 500
value = 5,1

[State 240, 効果音]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 1

[State 240, 攻撃設定]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 12,12
sparkno = S2002
sparkxy = -10,-60
hitsound   = S7,0
guardsound = S2,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
fall.recover = 1
fall.recovertime = 80

;[State 240, 軸位置移動]
;type = PosAdd
;trigger1 = AnimElem = 7
;x = 12

[State 240, チェンジ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち強キック

[Statedef 245]
type     = S
movetype = A
physics  = S
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 245
sprpriority = 2

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Random < 500
value = 5,1

[State 240, 効果音]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1

[State 240, 攻撃設定]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 12,12
sparkno = S2002
sparkxy = -10,-60
hitsound   = S6,1
guardsound = S2,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
fall.recover = 1
fall.recovertime = 80

;[State 240, 軸位置移動]
;type = PosAdd
;trigger1 = AnimElem = 7
;x = 12

[State 240, チェンジ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
[Statedef 251];吹き飛ばし
type = S
movetype = A
physics = S
anim = 250
velset = 0
ctrl = 0

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 1

[State 230, 3]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random < 500
value = 5,2

[State 240, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
x = 7

[State 231, hitdef]
type = Hitdef
Triggerall = p2stateno != 5040
trigger1 = Time = 0
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
damage = 70,0
sparkno = s2002
guard.sparkno = s2004
sparkxy = -10,-75
hitsound = S10,5
guardsound = S2,1
ground.type = high
priority = 7, Hit
pausetime = 12,12
ground.slidetime = 20
ground.hittime = 15
ground.velocity = -4,-6
air.velocity = -3.5,-8
guard.velocity = -4
guard.pausetime = 11,11
guard.slidetime = 10
guard.hittime = 22
guard.ctrltime = 20
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
air.juggle = 4
yaccel = .4
fall = 1
fall.recovertime = 35
air.fall = 1
getpower = 50

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; レバー攻撃
[Statedef 260]
type     = S
movetype = A
physics  = S
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 255
sprpriority = -1

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random < 500
value = 5,2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0

[State 210, 効果音]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 210, 攻撃設定]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,17
sparkno = S2002
sparkxy = -10,-70
hitsound   = S6,1
guardsound = S2,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -5.5
air.velocity = -2.5,-4
fall.recover = 1
fall.recovertime = 80

[State 210, チェンジ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 屈み弱パンチ

[Statedef 400]
type     = C
movetype = A
physics  = C
poweradd = 15
ctrl     = 0
anim     = 400
sprpriority = 2

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Random < 500
value = 5,0

[State 400, 効果音]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, 攻撃設定]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
priority  = 3
animtype  = Light
hitflag = MA
guardflag = M
pausetime = 10,11
sparkno = S2000
sparkxy = -10,-42
hitsound   = S6,0
guardsound = S2,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-3

[State 400, コントロールセット]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 400, チェンジ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; 屈み強パンチ

[Statedef 410]
type     = C
movetype = A
physics  = C
poweradd = 50
ctrl     = 0
anim     = 410
sprpriority = 2

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = Random < 500
value = 5,1

[State 410, 効果音]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 1

[State 410, ]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 36
animtype  = Medium
hitflag = MA
guardflag = MA
pausetime = 12,12
sparkno = S2002
sparkxy = -10,-83
hitsound   = S6,1
guardsound = S2,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-4
fall.recover = 1
fall.recovertime = 80

[State 410, チェンジ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 屈み弱キック

[Statedef 430]
type     = C
movetype = A
physics  = C
poweradd = 22
ctrl     = 0
anim     = 430
sprpriority = 2

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = Random < 500
value = 5,0

[State 430, 効果音]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 430, 攻撃設定]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 12,13
sparkno = S2001
sparkxy = -10,-8
hitsound   = S1,1
guardsound = S2,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430, チェンジ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 屈み強キック

[Statedef 440]
type     = C
movetype = A
physics  = C
poweradd = 70
ctrl     = 0
anim     = 440
sprpriority = 2

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = Random < 500
value = 5,2

[State 440, 効果音]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 1

[State 440, 攻撃設定]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S2002
sparkxy = -5,-10
hitsound   = S7,0
guardsound = S2,1
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 440, チェンジ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; ジャンプ弱パンチ

[Statedef 600]
type     = A
movetype = A
physics  = A
poweradd = 11
ctrl     = 0
anim     = 600
sprpriority = 2

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500
value = 5,0

[State 600, 効果音]
type = PlaySnd
trigger1 = Time = 3
value = 0, 0

[State 600, 攻撃設定]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S2000
sparkxy = -10,-58
hitsound   = S6,0
guardsound = S2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
ground.cornerpush.veloff = -3.9
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.2
airguard.cornerpush.veloff = 0

;[State 600, コントロールセット]
;type = CtrlSet
;trigger1 = Time = 17
;value = 1

;---------------------------------------------------------------------------
; ジャンプ強パンチ

[Statedef 610]
type     = A
movetype = A
physics  = A
poweradd = 65
ctrl     = 0
anim     = 610
sprpriority = 2

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random < 500
value = 5,1

[State 610, 効果音]
type = PlaySnd
trigger1 = Time = 6
value = 0, 1

[State 610, 攻撃設定]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S2002
sparkxy = -10,-55
hitsound   = S6,1
guardsound = S2,1
animtype = Medium
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
ground.cornerpush.veloff = -5.2
guard.cornerpush.veloff = -6.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

;---------------------------------------------------------------------------
; ジャンプ弱キック

[Statedef 630]
type     = A
movetype = A
physics  = A
poweradd = 20
ctrl     = 0
anim     = 630
sprpriority = 2

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500
value = 5,1

[State 630, 効果音]
type = PlaySnd
trigger1 = Time = 5
value = 0, 0

[State 630, 攻撃設定]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = S2001
sparkxy = -5,-35
hitsound   = S1,1
guardsound = S2,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
ground.cornerpush.veloff = -3.9
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.2
airguard.cornerpush.veloff = 0

;---------------------------------------------------------------------------
; ジャンプ強キック
[Statedef 640]
type     = A
movetype = A
physics  = A
poweradd = 65
ctrl     = 0
anim     = 640
sprpriority = 2

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500
value = 5,2 

[State 640, 効果音]
type = PlaySnd
trigger1 = Time = 5
value = 0, 1

[State 640, 攻撃設定]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 50
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S2002
sparkxy = -10,-40
hitsound   = S7,0
guardsound = S2,1
animtype = Medium
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4
ground.cornerpush.veloff = -5.2
guard.cornerpush.veloff = -6.5
air.cornerpush.veloff = -5.2
airguard.cornerpush.veloff = -6.5

;--------------------------------------------------------------------------
[Statedef 650];ジャンプ吹き飛ばし
type = A
movetype = A
physics = A
anim = 650
juggle = 14
ctrl = 0

[State 240, 1]
type = PlaySnd
trigger1 = Time = 11
trigger1 = random < 500
value = 5,2

[State 240, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,1

[State 640, 3]
type = HitDef
triggerall = p2stateno != 5040
trigger1 = Time = 0
attr = S, NA
animtype = Hard
damage = 70,0
guardflag = MA
pausetime = 12,13
sparkno = s2002
guard.sparkno = s2004
sparkxy = -5,-55
hitsound = S10,5
guardsound = S2,1
ground.type = High
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -5,-4
air.velocity = -3.5,-4
fall = 1
fall.recover = 0
getpower = 50

[State 640, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50


;---------------------------------------------------------------------------
; 投げ掴みモーション

[Statedef 800];y
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2064
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
ID = 800
attr = S, NT
hitflag = M-
priority = 1, Miss
hitsound = s13, 0
sparkno = -1 
numhits = 0
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1
fall.recover = 0

[State 800, 2]
type = ChangeState
Trigger1 = time = 1
value = 215

;---------------------------------------------------------------------------
; 投げ成功モーション

[Statedef 810]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 2065
poweradd = 0
sprpriority = 2

[State 810, 2]
type = explod
trigger1 = animelem = 2
anim = 2005
pos = 75,-75
ownpal = 1
sprpriority = 3

[State 191,3];爆発
type = projectile
trigger1 = animelem = 10
projanim = 2027
postype = p1
offset = 60,5
projremovetime = 36
projsprpriority = 11
shadow = 0,0,0
pausemovetime = 9999999
supermovetime = 9999999
projpausemovetime = 9999999
projsupermovetime = 9999999
ownpal = 1
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 810, 2]
type = EnvShake
Trigger1 = animelem = 10
time = 14
ampl = 8

[State 810, 1]
type = width
trigger1 = animelemtime(1) >= 0 && animelemtime(5) < 1
edge = 80,0

[State 810, 1]
type = TargetBind
trigger1 = animelem = 1
pos = 75,0
ID = 800

[State 810, 1]
type = TargetBind
trigger1 = animelem = 5
pos = 64,0
ID = 800

[State 810, 1]
type = Turn
trigger1 = animelem = 5 && prevstateno = 850

[State 810, 1]
type = Targetstate
trigger1 = animelem = 5 && prevstateno = 850
value = 823
ID = 800

[State 810, 1]
type = TargetBind
trigger1 = animelem = 6
pos = 41,0
ID = 800

[State 810, 1]
type = TargetBind
trigger1 = animelem = 7
pos = 35,0
ID = 800

[State 810, 1]
type = TargetBind
trigger1 = animelem = 8
pos = 30,0
ID = 800

[State 810, 1]
type = TargetBind
trigger1 = animelem = 9
pos = 39,0
ID = 800

[State 810, 1]
type = TargetBind
trigger1 = animelem = 10
pos = 57,0
ID = 800

[State 810, 1]
type = Targetstate
trigger1 = animelemtime(10) = 16
value = 821
ID = 800

[State 810, 1]
type = TargetLifeAdd
trigger1 = animelem = 10
value = -90

;[State 810, 音]
;type = PlaySnd
;trigger1 = animelem = 8
;value = s0, var(21)

;[State 810, 音]
;type = PlaySnd
;trigger1 = animelem = 8
;value = s4000,3
;channel = 0

[State 810, 音]
type = PlaySnd
trigger1 = animelem = 10
value = s13,1

[State 810, 1]
type = Explod
trigger1 = animelem = 10
anim = 2002
pos = 58,-57
ownpal = 1
sprpriority = 10

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


;---------------------------------------------------------------------------
; 相手側の投げられモーション１

[Statedef 820]
type    = S
movetype= H
physics = N
sprpriority = -2

[State 820, 1]
type = ChangeAnim2
Trigger1 = time = 0
value = 2066

[Statedef 821]
type    = A
movetype= H
physics = N
sprpriority = 1

[State 821, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 821, 1]
type = Velset
Trigger1 = Time = 0
x = -7
y = -4.4

[State 821, 2]
type = VelAdd
trigger1 = time >= 0
y = .56

[State 821, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 821, 2]
type = ChangeAnim
trigger1 = anim = 5030 && animtime = 0 && SelfAnimExist(5035)
value = 5035

[State 5050, 1]
type = ChangeAnim
trigger1 = anim = 5035 && animtime = 0
trigger2 = anim = 5030 && animtime = 0 && !SelfAnimExist(5035)
value = 5050

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 25 && time > 0
value = 822

;---------------------------------------------------------------------------------
[Statedef 822];相手２
type    = A
movetype= H
physics = N
sprpriority = -2

[State 5101, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2067

[State 5101, 4]
type = VelSet
trigger1 = Time = 0
x = -4.3
y = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5101, 5]
type = Velmul
trigger1 = 1
x = .92

[State 5101, 4]
type = VelSet
trigger1 = Time = 22
x = 0
y = 0

[State 5101, 1]
type = ChangeAnim
trigger1 = time = 22
value = 5110

[State 5110, 11] ;If just died
type = SelfState
triggerall = !alive
trigger1 = time = 22
value = 5150

[State 5101, 6]
type = SelfState
trigger1 = alive && Time = 25 + const(data.liedown.time) 
value = 5120

;---------------------------------------------------------------------------------
[Statedef 823];相手３
type    = S
movetype= H
physics = N
sprpriority = -2

[State 823, 1]
type = ChangeAnim2
Trigger1 = time = 0
value = 2068

[State 823, 1]
type = Turn
trigger1 = time = 0

;---------------------------------------------------------------------------
; 投げ掴みモーション

[Statedef 830];b
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2064
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
ID = 800
attr = S, NT
hitflag = M-
priority = 1, Miss
hitsound = s13, 0
sparkno = -1 
numhits = 0
p2facing = 1
p1stateno = 831
p2stateno = 832
fall = 1
fall.recover = 0

[State 800, 2]
type = ChangeState
Trigger1 = time = 1
value = 215

;---------------------------------------------------------------------------
; 投げ成功モーション

[Statedef 831]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 2065
poweradd = 0
sprpriority = 2

[State 1000, 0]
type = Turn
trigger1 = time = 0

[State 810, 2]
type = explod
trigger1 = animelem = 2
anim = 2005
pos = 75,-75
ownpal = 1
sprpriority = 3

[State 191,3];爆発
type = projectile
trigger1 = animelem = 10
projanim = 2026
postype = p1
offset = 60,5
projremovetime = 33
projsprpriority = 11
shadow = 0,0,0
pausemovetime = 9999999
supermovetime = 9999999
projpausemovetime = 9999999
projsupermovetime = 9999999
ownpal = 1
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 810, 2]
type = EnvShake
Trigger1 = animelem = 10
time = 14
ampl = 8

[State 810, 1]
type = width
trigger1 = animelemtime(1) >= 0 && animelemtime(5) < 1
edge = 80,0

[State 810, 1]
type = TargetBind
trigger1 = animelem = 1
pos = 75,0
ID = 800

[State 810, 1]
type = TargetBind
trigger1 = animelem = 5
pos = 64,0
ID = 800

[State 810, 1]
type = Turn
trigger1 = animelem = 5 && prevstateno = 850

[State 810, 1]
type = Targetstate
trigger1 = animelem = 5 && prevstateno = 850
value = 823
ID = 800

[State 810, 1]
type = TargetBind
trigger1 = animelem = 6
pos = 41,0
ID = 800

[State 810, 1]
type = TargetBind
trigger1 = animelem = 7
pos = 35,0
ID = 800

[State 810, 1]
type = TargetBind
trigger1 = animelem = 8
pos = 30,0
ID = 800

[State 810, 1]
type = TargetBind
trigger1 = animelem = 9
pos = 39,0
ID = 800

[State 810, 1]
type = TargetBind
trigger1 = animelem = 10
pos = 57,0
ID = 800

[State 810, 1]
type = Targetstate
trigger1 = animelemtime(10) = 16
value = 821
ID = 800

[State 810, 1]
type = TargetLifeAdd
trigger1 = animelem = 10
value = -90

;[State 810, 音]
;type = PlaySnd
;trigger1 = animelem = 8
;value = s0, var(21)

;[State 810, 音]
;type = PlaySnd
;trigger1 = animelem = 8
;value = s4000,3
;channel = 0

[State 810, 音]
type = PlaySnd
trigger1 = animelem = 10
value = s10,8

[State 810, 1]
type = Explod
trigger1 = animelem = 10
anim = 2002
pos = 58,-57
ownpal = 1
sprpriority = 10

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

[Statedef 832]
type    = S
movetype= H
physics = N
sprpriority = -2

[State 820, 1]
type = ChangeAnim2
Trigger1 = time = 0
value = 2066

[State 1000, 0]
type = Turn
trigger1 = time = 0

;---------------------------------------------------------------------------------
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2064
sprpriority = 2

[State 850, 1]
type = HitDef
Trigger1 = Time = 0
ID = 800
attr = S, NT
hitflag = M-
priority = 1, Miss
hitsound = s13, 0
sparkno = -1 
numhits = 0
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1
fall.recover = 0

[State 850, 2]
type = ChangeState
Trigger1 = time = 1
value = 245


;---------------------------------------------------------------------------
; 空中投げ

;[Statedef 850]
;type     = A
;movetype = A
;physics  = A
;juggle   = 4
;poweradd = 50
;ctrl     = 0
;anim     = 850
;sprpriority = 2

;[State 850, 攻撃設定]
;type = HitDef
;trigger1 = Time = 0
;trigger1 = Pos Y < -15
;attr = A, NT
;hitflag = A-
;priority = 1, Miss
;sparkno = -1
;p1sprpriority = 1
;p2sprpriority = 0
;p1facing = 1
;p2facing = 1
;p1stateno = 860
;p2stateno = 870
;guard.dist = 0
;fall = 1

;[State 850, 効果音]
;type = PlaySnd
;trigger1 = Time = 2
;value = 0, 1

;[State 850, 攻撃設定];空中強攻撃
;type = HitDef
;trigger1 = Time = 2
;attr = A, NA
;damage = 72
;guardflag = HA
;priority = 4
;pausetime = 12,12
;sparkno = 1
;sparkxy = -10,-55
;hitsound   = 5,3
;guardsound = 6,0
;animtype = Medium
;ground.type = High
;ground.slidetime = 17
;ground.hittime  = 17
;ground.velocity = -5
;air.velocity = -3,-4

;---------------------------------------------------------------------------
; 空中投げ成功モーション

[Statedef 860]
type     = A
movetype = A
physics  = N
poweradd = 10
anim = 860

[State 860, 前を押しているか]
type = VarSet
trigger1 = Time = 0
var(2) = command = "holdfwd"

[State 860, 減速]
type = VelMul
trigger1 = Time = [0,20]
trigger1 = Vel X > 1 || Vel X < -1 ;速いうちは
x = 0.94                           ;減速力を高めに

[State 860, 減速]
type = VelMul
trigger1 = Time = [0,30]
trigger1 = Vel X = [-1,1]          ;遅くなったら
x = 0.99                           ;徐々に減速

[State 860, 上下移動]
type = VelMul
trigger1 = Time = [0,20]
trigger1 = Vel Y <= -1 || Vel Y >= 2
y = 0.91

[State 860, 上下移動]
type = VelMul
trigger1 = Time = [0,29]
trigger1 = Vel Y > -1 || Vel Y < 2
trigger1 = Pos Y < -10
y = 0.99

[State 860, 上下移動]
type = VelMul
trigger1 = Time = [0,30]
trigger1 = Vel Y > -1
trigger1 = Pos Y >= -10       ;地面付近では
y = 0.2                       ;急減速

[State 810, 掴んだ時の効果音]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 860, 声]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,0

[State 860, 放り投げた時の効果音]
type = PlaySnd
trigger1 = AnimElem = 5
value = 800, 0

[State 860, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(7) < 0
edge = 50,0

[State 860, ターン]
type = Turn
trigger1 = var(2)
trigger1 = AnimElem = 1

[State 860, 移動]
type = PosAdd
trigger1 = var(2)
trigger1 = AnimElem = 1
x = -37

[State 860, 相手もターン]
type = TargetFacing
trigger1 = var(2)
trigger1 = AnimElem = 1
value = -1

[State 860, 掴んだ相手の位置1]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 41, -60

[State 860, 掴んだ相手の位置2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 25, -75

[State 860, 掴んだ相手の位置3]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 15, -90

[State 860, 掴んだ相手の位置4]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = -5, -96

[State 860, 掴んだ相手の位置5]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = -14, -90

[State 860, 掴んだ相手の位置6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -50, -50

[State 860, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -60

[State 860, 掴んだ相手のステートをチェンジ]
type = TargetState
trigger1 = AnimElem = 6
value = 871

[State 860, 振り返る]
type = Turn
trigger1 = AnimElem = 7

[State 860, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 10
x = -8

[State 860, 軽い重力]
type = VelAdd
trigger1 = AnimElemTime(7) >= 1 && AnimElemTime(9) < 2
y = 0.22

[State 860, 元の重力]
type = VelAdd
trigger1 = AnimElemTime(9) >= 2
y = 0.4

[State 860, チェンジ]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; 相手側の投げられモーション１

[Statedef 870]
type     = A
movetype = H
physics  = N
velset   = 0,0

[State 870, 制御した相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 870

[State 870, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050

;---------------------------------------------------------------------------
; 相手側の投げられモーション２

[Statedef 871]
type     = A
movetype = H
physics  = N
poweradd = 40

[State 871, 飛ぶ]
type = VelSet
trigger1 = Time = 0
x = ifelse(p2dist x <= 0,2.8,-2.8);後ろから掴むと逆方向に飛ぶので、(仮)補正
y = -7

[State 871, 速度加算]
type = VelAdd
trigger1 = 1
y = .4

[State 871, チェンジ]
type = ChangeState
triggerall = Time > 30
triggerall = Vel Y > 0
triggerall = Pos Y = [-20,-1];下の落下ダメージの関係で少し制限あり
triggerall = Alive
triggerall = CanRecover
trigger1 = command = "recovery"
value = 5200

[State 871, 制御解除]
type = SelfState
triggerall = Time > 30
triggerall = Vel Y > 0
triggerall = Alive
triggerall = CanRecover
trigger1 = command = "recovery"
value = 5210

[State 871, 落ちた相手の体力ゲージの増減]
type = LifeAdd
trigger1 = Vel Y > 0
trigger1 = Pos Y > -1
value = floor(-vel y) ;受身を取らず落下した場合、高い所から落ちるほどダメージ追加
persistent = 0

[State 871, 相手のステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;この下、一行以上空ける事！


