;---------------------------------------------------------------------------
; 基本データ
;---------------------------------------------------------------------------
[Data]
life              = 1000   ;ライフ（体力ゲージ）最大値
power             = 5000   
attack            = 90    
defence           = 100    
fall.defence_up   = 50     ;横に倒れている時に一時的に加える防御力（％）
liedown.time      = 35     ;横に倒れている時間（フレーム）
airjuggle         = 40     ;ジャグルポイント限界値（「小ネタ.txt」参照）
sparkno           = 2      ;デフォルトのヒットスパーク（fightfxから）
guard.sparkno     = 40     ;デフォルトのガードスパーク（fightfxから）
KO.echo           = 0      ;ＫＯ時の音声（11,0）にエコーを掛けるか否か（0=掛けない,1=掛ける）
volume            = 0      ;キャラの標準の音量（最小-255・最大255）
IntPersistIndex   = 50     ;次のラウンドへ持ち越せる「Var」のアドレスの範囲を決める（※１）
FloatPersistIndex = 40     ;次のラウンドへ持ち越せる「FVar」のアドレスの範囲を決める（※１）

;---------------------------------------------------------------------------
; ※１：変数のラウンド持ち越し方法
;
; 　変数を次のラウンドへ持ち越したい場合は、↑の
; 　「IntPersistIndex」と「FloatPersistIndex」を使う。
; 　そのやり方はM.U.G.E.Nの説明書にすら載ってないので、ここで例を元に解説。
;
; 　①IntPersistIndex = 23　（Var(23)～Var(59)までを全て次のラウンドへ持ち越せる）
; 　②FloatPersistIndex = 18（FVar(18)～FVar(39)までを全て次のラウンドへ持ち越せる）
;
; 　つまり「Var(**)（Fvar(**)）以降全ての変数を持ち越す」という命令になる。
; 　それ以前のアドレスの変数は全て持ち越さなくなる。
;
; 　全ての変数を持ち越さない場合は、
; 　IntPersistIndexは60以上、FloatPersistIndexは40以上にしておこう。
;
; 　×これはダメ×
; 　　①IntPersistIndex = 10,15,20,25　（15,20,25の部分は意味無し）
; 　　②FloatPersistIndex = 4,16 　　　（16の部分は意味無し）
; 　　これらは最初の数字以外全て無効。
; 
;---------------------------------------------------------------------------
; サイズ
;---------------------------------------------------------------------------
[Size]
xscale           = 1     ;キャラの横の大きさ（絶対値・float）
yscale           = 1     ;キャラの縦の大きさ（絶対値・float）
ground.back      = 20      ;地上にいる時の「後方の物理的な幅」
ground.front     = 18      ;地上にいる時の「前方の物理的な幅」
air.back         = 15      ;空中にいる時の「後方の物理的な幅」
air.front        = 25     ;空中にいる時の「前方の物理的な幅」
height           = 70      ;キャラの物理的な高さ（高いほど相手は飛び越しにくくなる）
attack.dist      = 250     ;相手がガード態勢に入る最低の距離
proj.attack.dist = 250      ;自分の「Projectile」に対して相手がガード態勢に入る最低の距離
proj.doscale     = 0       ;xscaleとyscaleを「Projectile」にも影響させるか否か（0=させない・1=させる）
head.pos         = 5,-115  ;キャラの標準の頭の座標（Bind系で適用される）
mid.pos          = 5,-65  ;キャラの標準の体中心の座標（Bind系で適用される）
shadowoffset     = 0       ;影のＹ軸方向の位置座標
draw.offset      = 0,0     ;キャラの表示座標（Ｘ軸,Ｙ軸）

;---------------------------------------------------------------------------
; 移動速度
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 2.4         ;前進速度（Ｘ軸・[Statedef 20]に適用される）
walk.back    = -1.9        ;後退速度（Ｘ軸・[Statedef 20]に適用される）
run.fwd      = 8,0         ;前方に走る速度（Ｘ軸,Ｙ軸・[Statedef 100]に適用される）
run.back     = -4.5,-3.8   ;後方に走る速度（Ｘ軸,Ｙ軸・[Statedef 105]に適用される）
jump.neu     = 0,-11.0     ;垂直ジャンプの速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
jump.back    = -3          ;後方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
jump.fwd     = 4,-8.1         ;前方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
runjump.back = -3,-8.1     ;後方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
runjump.fwd  = 5.5,-8.1      ;前方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
airjump.neu  = 0,-9.1      ;空中垂直ジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 45]に適用される）
airjump.back = -3       ;空中後方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）
airjump.fwd  = 3         ;空中前方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）

;---------------------------------------------------------------------------
; 運動関係
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 1        ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度（Ｙ軸）
yaccel          = .65      ;Ｙ軸加速度（重力）
stand.friction  = .85      ;立っている時の摩擦係数（ステートのPhysicsが「S」の時）
crouch.friction = .82      ;しゃがんでいる時の摩擦係数（ステートのPhysicsが「C」の時）
;===========================================================================
; 基本行動
;===========================================================================
;---------------------------------------------------------------------------
;タイムオーバー（負けた時）
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1 ;トリガーを何も書かず「1」にする事により、『無条件で常に実行させる命令』になる。
value = SCA
time = 1

[state 1310]
type = destroyself
triggerall = ishelper
trigger1 = 1
;---------------------------------------------------------------------------
;勝利ポーズ
[Statedef 180]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 180, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State -2, 勝利ラウンド数]
type = varadd
trigger1 = time = 1 
v = 58
value = 1

[state 1310]
type = destroyself
triggerall = ishelper
trigger1 = 1
;----------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

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

[State a]
type = AssertSpecial
trigger1 = time <= 80
flag = roundnotover

[state 1310]
type = destroyself
triggerall = ishelper
trigger1 = 1

;----------------------------------------------------
; PREINTRO
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State -2, 対沙耶イントロ]
type       = ChangeState
triggerall   = palno != 12
trigger1   = enemynear,name  = "saya"
trigger1   = roundstate = 0&&time = 1
value = 193

;イントロ分岐
[State -2, イントロ分岐]
type    = varrandom
trigger1= roundstate = 0&&time = 0
v       = 44
range   = 100
ignorehitpause = 1

[State -2, 対｢雪｣イントロ]
type       = ChangeState
triggerall   = palno != 12
triggerall = roundstate = 0&&time = 1
trigger1   = enemynear,name = "Yuki"
trigger2   = enemynear,name = "Nayuki Minase"
value = 195

[State -2, 汎用イントロ①]
type       = ChangeState
triggerall   = palno != 12
triggerall = enemy,name != "Yuki"||enemy,name != "Nayuki Minase"
trigger1   = var(44) = [0,35]
trigger1= roundstate = 0&&time = 1
value = 191

[State -2, 汎用イントロ②]
type       = ChangeState
triggerall   = palno != 12
triggerall = enemynear,name != "Yuki"||enemynear,name != "Nayuki Minase"
trigger1   = var(44) = [36,70]
trigger1= roundstate = 0&&time = 1
value = 192

[State -2, 汎用イントロ③]
type       = ChangeState
triggerall   = palno != 12
triggerall = enemynear,name != "Yuki"||enemynear,name != "Nayuki Minase"
trigger1   = var(44) = [71,100]
trigger1= roundstate = 0&&time = 1
value = 193

[State -2, 12P]
type       = ChangeState
triggerall = roundstate = 0&&time = 1
trigger1   = palno = 12
value = 196

[state 1310]
type = destroyself
triggerall = ishelper
trigger1 = 1
;---------------------------------------------------------------------------
;イントロ（試合開始前の登場演出アクション）
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State a, 判断helper]
type     = helper
trigger1 = time = 0
name     = "seisai"
stateno  = 199
postype  = p1
Pos      = 0,0
OwnPal   = 1

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
trigger1 = 1
value    = SCA

[State 190, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 190, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 190, エフェクト]
type = Explod
trigger1 = animelemtime(1) = 0
anim = 191
postype = p1
pos = -126, -243
removetime = 220
persistent = 0
sprpriority = -9999

[State 190, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 90
value = 140, 1
volume = 255

[State 190, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 128
value = 191, 0
volume = 255

[State 190, 揺らす]
type = envshake
trigger1 = time = 128
time = 15
freq = 60
ampl = -8

[state 1310]
type = destroyself
triggerall = ishelper
trigger1 = 1
;---------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State a, 判断helper]
type     = helper
trigger1 = time = 0
name     = "seisai"
stateno  = 199
postype  = p1
Pos      = 0,0
OwnPal   = 1

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
trigger1 = 1
value    = SCA

[State 190, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 190, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 190, エフェクト]
type = Explod
trigger1 = animelemtime(14) = 0
anim = 197
postype = p1
pos = -101, -88
persistent = 0
sprpriority = -9999
vel         = -7,4

[state 1310]
type = destroyself
triggerall = ishelper
trigger1 = 1
;---------------------------------------------------------------------------
[Statedef 193]
type = S
ctrl = 0
anim = 194
velset = 0,0

[State a, 判断helper]
type     = helper
trigger1 = time = 0
name     = "seisai"
stateno  = 199
postype  = p1
Pos      = 0,0
OwnPal   = 1

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
trigger1 = 1
value    = SCA

[State 190, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 190, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 190, 沙耶]
type = helper
trigger1 = animelemtime(1) = 0
ID       = 193
pos      = -10,0
stateno  = 194
name     = "saya"
postype  = p1
ownpal   = 1

[State 0, 0]
type        = Explod
trigger1    = animelemtime(1) = 50
postype     = p1
pos         = 0,0
anim        = 1125
sprpriority = 10

[State 1100, 音を鳴らす]
type     = PlaySnd
trigger1 = animelemtime(2) = 0
value    = 1000, 0

[State 190, エフェクト]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 197
postype = p1
pos = -101, -88
persistent = 0
sprpriority = -9999
vel         = -7,4

[state 1310]
type = destroyself
triggerall = ishelper
trigger1 = 1
;------------------------
[Statedef 194,沙耶helper]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 190,1 ]
type     = velset
trigger1 = time = [94,155]
x        = -0.5

[State 190,2 ]
type     = velset
trigger1 = time = 156
trigger2 = time = 215
x        = 0

[State 190,3 ]
type     = velset
trigger1 = time = [172,214]
trigger2 = time = [297,337]
x        = -2

[State 190, ]
type     = destroyself
trigger1 = animtime = 0
trigger2 = time >317
;------------------------
[Statedef 195,雪イントロ]
type = S
ctrl = 0
anim = 196
velset = 0,0

[State a, 判断helper]
type     = helper
trigger1 = time = 0
name     = "seisai"
stateno  = 199
postype  = p1
Pos      = 0,0
OwnPal   = 1

[State 1000, 相手の特定の攻撃属性無効]
type     = NotHitBy
trigger1 = 1
value    = SCA

[State 190, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 190, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 190, エフェクト]
type = Explod
trigger1   = animelemtime(3) = 5
anim       = 195
postype    = p2
pos        = -20, 0
facing     = 1
persistent = 0
sprpriority = -9999

[state 1310]
type = destroyself
triggerall = ishelper
trigger1 = 1
;------------------------
[Statedef 196,12P]
type = S
ctrl = 0
anim = 196
velset = 0,0

[State 190, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag  = Intro ;イントロの状態
flag2 = noBG

[State a,制御文法]
type        = explod
trigger1    = animelemtime(1) = 20
anim        = 2610
postype     = left
pos         = -140,50
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,制御文法]
type        = explod
trigger1    = animelemtime(1) = 25
anim        = 2611
postype     = left
pos         = -140,20
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,制御文法]
type        = explod
trigger1    = animelemtime(1) = 80
anim        = 2612
postype     = left
pos         = -140,120
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,制御文法]
type        = explod
trigger1    = animelemtime(1) = 85
anim        = 2613
postype     = left
pos         = -140,90
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State 190, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[state 1310]
type = destroyself
triggerall = ishelper
trigger1 = 1
;---------------------------------------------------------------------------
[Statedef 199]
type        = S
movetype    = I
physics     = S
ctrl        = 0
anim        = 199
sprpriority = 2

[state a,制裁]
type       = HitOverride
trigger1   = 1
attr = SCA,NP,SP,HP,NA,SA,HA,NT,ST,HT
slot = 2
stateno = 2209
time     = 1

[State 2200, ステート変更]
type       = destroyself
trigger1   = parent,stateno = 0
;---------------------------------------------------------------------------
[Statedef 5999]
type        = S
movetype    = I
physics     = S
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 5150
sprpriority = 2

[State 190, 特殊効果]
type = AssertSpecial
trigger1 = time <= 70
flag = roundnotover

[State 190, a]
type     = nothitby
trigger1 = 1
value    = SCA

[State 1100, 音を鳴らす]
type     = PlaySnd
trigger1 = animelemtime(8) = 0
value    = 1000, 0

[State 190, エフェクト]
type = Explod
trigger1   = animelemtime(5) = 0
anim       = 5999
postype    = p1
pos        = -30, 0
facing     = 1
persistent = 0
sprpriority = 6

[state 1310]
type = destroyself
triggerall = ishelper
trigger1 = 1
;---------------------------------------------------------------------------
;立ち弱
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 30
sprpriority = 2
facep2 = 1

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 120, 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr              = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage            = floor(12*fvar(10)*fvar(11)), 0
animtype          = Light ;相手のリアクションアニメーション指定
guardflag         = MA
hitflag           = MAF
priority          = 3, Hit
pausetime         = 4, 4
sparkno           = 1 ;後で変更
sparkxy           = -1, -80
hitsound          = S120, 0 ;後で変更
guardsound        = 6, 0
guard.ctrltime    = 8
ground.type       = High
ground.slidetime  = 8
ground.hittime    = 10
ground.velocity   = -3
airguard.velocity = -1.9,-.8
air.type          = High
air.velocity      = -1.4,-3
air.hittime       = 10
fall.recovertime  = 20

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------
;立ち強
[Statedef 205]
type    = S
movetype = A
physics = S
juggle  = 2
poweradd = 35
ctrl = 0
velset = 0,0
anim = 205
sprpriority = 2

[State 205, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 7
value = 120, 1

[State 205, 移動]
type = velset
trigger1 = time = [0,4]
x = 5
y = 0

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 205, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr             = S, NA
animtype         = Medium
damage           = floor(20*fvar(10)*fvar(11)),0
hitflag          = MAF
guardflag        = MA
priority         = 4
pausetime        = 8,8
sparkno          = 1 ;後で
sparkxy          = -5,-80
hitsound         = S205, 1 ;後で
guardsound       = 6,0
ground.type      = High
ground.slidetime = 8
ground.hittime   = 14
guard.ctrltime   = 8
air.hittime      = 14
ground.velocity  = -5.5
air.velocity     = -2.5,-4
fall.recovertime = 20

[State 205, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------
;立ち弱斬
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 6
value = 100, 0

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = animtime = 0
value = 80,-14 

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3|| AnimElem = 4
attr             = S, NA
hitflag          = MAFP
animtype         = Hard
damage           = floor(33*fvar(10)*fvar(11)),0
guardflag        = MA
pausetime        = 12,12
sparkno          = S6020
sparkxy          = -1,-60
hitsound         = S130, 0
guardsound       = 6,0
ground.type      = High
ground.slidetime = 9
ground.hittime   = 17
guard.ctrltime   = 9
air.hittime      = 17
ground.velocity  = -5.5
air.velocity     = -2.5,-4
fall.recovertime = 20
persistent       = 0

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------
;立ち強斬
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0
anim = 215
sprpriority = -1

[State 215, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 215, 0

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 215, 物理的なキャラの幅]
type = Width
trigger1 = animelem = 1|| animelem = 2
value = -3,10

[State 215, 物理的なキャラの幅]
type = Width
trigger1 = time = [5,30]
value = 100,30

[State 215, 物理的なキャラの幅]
type = Width
trigger1 = animelem = 10
value = 60,10

[State 215, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr             = S, NA
hitflag          = MAFP
animtype         = Hard
damage           = floor(42*fvar(10)*fvar(11)),0
guardflag        = MA
pausetime        = 12,12
sparkno          = S6010
sparkxy          = -1,-80
hitsound         = S130, 0
guardsound       = 6,0
ground.type      = High
air.type         = trip
ground.slidetime = 12
ground.hittime   = 20
guard.ctrltime   = 10
air.hittime      = 20
ground.velocity  = -5.5
air.velocity     = -10,18
fall.recovertime = 20

[State 215, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------
;中段
[Statedef 220]
type    = S
movetype = A
physics = S
juggle  = 2
poweradd = 50
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

[State 205, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 7
value = 205, 0

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 205, 移動]
type = velset
trigger1 = time = [15,19]
x = 3
y = 0

[State 220, 物理的なキャラの幅]
type = Width
trigger1 = time = [17,35]
value = 25,0

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr             = A, NA
animtype         = Medium
damage           = floor(22*fvar(10)*fvar(11)),0
hitflag          = MAF
guardflag        = HA
priority         = 4
pausetime        = 8,8
sparkno          = 1 ;後で
sparkxy          = -5,-40
hitsound         = S205, 1 ;後で
guardsound       = 6,0
ground.type      = High
ground.slidetime = 10
ground.hittime   = 25
guard.ctrltime   = 12
air.hittime      = 25
ground.velocity  = -3.5
air.velocity     = -2.5,4
fall.recovertime = 20

[State 220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------
;エリアル始動
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0
anim = 225
sprpriority = -1

[State 225, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 215, 0

[State 225, 物理的なキャラの幅]
type = Width
trigger1 = time = [3,24]
value = 28,0

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 225, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr             = S, NA
hitflag          = MAFP
animtype         = Hard
damage           = floor(35*fvar(10)*fvar(11)),0
guardflag        = MA
pausetime        = 12,12
sparkno          = S6010
sparkxy          = -1,-80
hitsound         = S130, 0
guardsound       = 6,0
ground.type      = High
ground.slidetime = 8
ground.hittime   = 25
guard.ctrltime   = 8
air.hittime      = 25
ground.velocity  = -1,-10
air.velocity     = -2.5,-1
fall.recovertime = 60
fall             = 1

[State 225, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------
;しゃがみ弱
[Statedef 300]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 300
sprpriority = 2
facep2 = 1

[State 300, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 120, 1

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 300, ヒット定義]
type = HitDef
trigger1 = animelem = 2
attr             = C, NA ;しゃがみ通常打撃（Crouching, Normal Attack）
damage           = floor(9*fvar(10)*fvar(11)),0
priority         = 3
animtype         = Light
hitflag          = MAF
guardflag        = MA
pausetime        = 6,6
sparkno          = 1
sparkxy          = -1,-42
hitsound         = S120, 0
guardsound       = 6,0
ground.type      = Low
ground.slidetime = 4
ground.hittime   = 9
guard.ctrltime   = 7
air.hittime      = 9
ground.velocity  = -4
air.velocity     = -1.5,-3
fall.recovertime = 20

[State 300, コントロール]
type = CtrlSet
trigger1 = Time = 8
value = 1

[State 300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11 ;しゃがむステートへ（コモンステート）

;------------------------------------------------
;しゃがみ中
[Statedef 305]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 30
ctrl = 0
anim = 305
sprpriority = 2

[State 305, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5
value = 120, 1

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 305]
type = HitDef
trigger1 = AnimElem = 3
attr             = C, NA
damage           = floor(15*fvar(10)*fvar(11)),0
animtype         = Medium
hitflag          = MAF
guardflag        = LA
pausetime        = 8,8
sparkno          = 1
sparkxy          = -6,-5
hitsound         = S120, 0
guardsound       = 6,0
guard.ctrltime   = 10
ground.type      = High
ground.slidetime = 12
ground.hittime   = 14
air.hittime      = 14
ground.velocity  = -3.3
air.velocity     = -3,-4
fall.recovertime = 20

[State 305, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-----------------------------------
;しゃがみ弱斬
[Statedef 310]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 50
ctrl = 0
anim = 310
sprpriority = 2

[State 310, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 110, 0

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 310, ヒット定義]
type = HitDef
trigger1 = animelem = 4
attr             = C, NA
hitflag          = MAFP
damage           = floor(30*fvar(10)*fvar(11)),0
animtype         = medium
hitflag          = MAFD
guardflag        = M
pausetime        = 12,12
sparkno          = S6000
sparkxy          = -4,-40
hitsound         = S130, 0
guardsound       = 6, 0
ground.type      = low
ground.slidetime = 10
ground.hittime   = 14
air.hittime      = 35
ground.velocity  = -2.2,0
guard.velocity   = -5
guard.ctrltime   = 10
air.velocity     = -1,-8

[State 310, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;-----------------------------------
;しゃがみ強斬
[Statedef 315]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 70
ctrl = 0
anim = 315
sprpriority = 2

[State 315, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 215, 0

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 315, ヒット定義]
type = HitDef
trigger1 = animelem = 4
attr             = C, NA
damage           = floor(38*fvar(10)*fvar(11)),0
animtype         = hard
hitflag          = MAFDP
guardflag        = LA
pausetime        = 12,12
sparkno          = S6020
sparkxy          = -1,-10
hitsound         = S130, 0
guardsound       = 6, 0
ground.type      = low
ground.slidetime = 10
ground.hittime   = 18
air.hittime      = 18
ground.velocity  = -3,-2
air.velocity     = -1.2,-3
guard.velocity   = -5
guard.ctrltime   = 12
air.velocity     = -2,-3
down.velocity    = -5,0
down.hittime     = 20
fall = 1

[State 310, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------
;ジャンプ弱
[Statedef 400]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 25
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 120, 1

[State 110, 移動速度]
type = VelSet
trigger1 = time = 1
trigger1 = vel X <= -10
x = vel X/2
y = 0

[State 110, 移動速度]
type = VelSet
trigger1 = time = 1
trigger1 = vel X >= 10
x = vel X/2
y = 0

[State 400, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr             = A, NA ;空中通常打撃（Air, Normal Attack）
damage           = floor(8*fvar(10)*fvar(11)),0
guardflag        = HA ;相手はしゃがみガードが出来ない
priority         = 3
pausetime        = 7,8
sparkno          = 0
sparkxy          = -4,-60
hitsound         = S120, 0
guardsound       = 6, 0
guard.ctrltime   = 4
ground.type      = High
ground.slidetime = 5
ground.hittime   = 8
air.hittime      = 8
ground.velocity  = -4
air.velocity     = -1.3,-3
fall.recovertime = 8

[State 400, コントロール]
type = changestate
trigger1 = AnimTime = 0
ctrl = 1
value = 50
;-----------------------------
;ジャンプ中
[Statedef 405]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 40
ctrl = 0
anim = 405
sprpriority = 2

[State 405, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 120, 1

[State 110, 移動速度]
type = VelSet
trigger1 = time = 1
trigger1 = vel X <= -10
x = vel X/2
y = 0

[State 110, 移動速度]
type = VelSet
trigger1 = time = 1
trigger1 = vel X >= 10
x = vel X/2
y = 0

[State 405, ヒット定義]
type = HitDef
trigger1 = animelem = 3
attr             = A, NA
damage           = floor(16*fvar(10)*fvar(11)),0
guardflag        = HA
priority         = 4
pausetime        = 12,12
sparkno          = 1
sparkxy          = -5,-71
hitsound         = S120, 0
guardsound       = 6, 0
guard.ctrltime   = 6
animtype         = Med
ground.type      = High
ground.slidetime = 8
ground.hittime   = 10
air.hittime      = 10
ground.velocity  = -4
air.velocity     = -3,-4
fall.recovertime = 15

[State 400, コントロール]
type = changestate
trigger1 = AnimTime = 0
ctrl = 1
value = 50
;-----------------------------
;ジャンプ弱斬
[Statedef 410]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 3
value = 100, 0

[State 110, 移動速度]
type = VelSet
trigger1 = time = 1
trigger1 = vel X <= -10
x = vel X/2
y = 0

[State 110, 移動速度]
type = VelSet
trigger1 = time = 1
trigger1 = vel X >= 10
x = vel X/2
y = 0

[State 410, ヒット定義]
type = HitDef
trigger1 = animelem = 3
attr             = A, NA
hitflag          = MAFP
damage           = floor(33*fvar(10)*fvar(11)),0
guardflag        = HA
priority         = 4
pausetime        = 12,12
sparkno          = S6020
sparkxy          = -1,-62
hitsound         = S130, 0
guardsound       = 6, 0
guard.ctrltime   = 11
animtype         = Med
ground.type      = High
ground.slidetime = 17
ground.hittime   = 12
air.hittime      = 12
ground.velocity  = -5
air.velocity     = -3,-4
fall.recovertime = 30

[State 410, コントロール]
type = changestate
trigger1 = AnimTime = 0
ctrl = 1
value = 50
;-----------------------------
;ジャンプ強斬
[Statedef 415]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 415
sprpriority = 2

[State 415, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 9
value = 215, 0

[State 110, 移動速度]
type = VelSet
trigger1 = time = 1
trigger1 = vel X <= -10
x = vel X/2
y = 0

[State 110, 移動速度]
type = VelSet
trigger1 = time = 1
trigger1 = vel X >= 10
x = vel X/2
y = 0

[State 415, ヒット定義]
type = HitDef
trigger1 = animelem = 3||animelem = 4
attr             = A, NA
hitflag          = MAFP
damage           = floor(40*fvar(10)*fvar(11)),0
guardflag        = HA
priority         = 4
pausetime        = 12,12
sparkno          = S6010
sparkxy          = -8,-80
hitsound         = S130, 0
guardsound       = 6, 0
guard.ctrltime   = 8
animtype         = Med
ground.type      = High
ground.slidetime = 17
ground.hittime   = 15
air.hittime      = 15
ground.velocity  = -5
air.velocity     = -9,7
air.type         = trip
fall.recovertime = 30
fall.recover     = 0
persistent       = 0

[State 410, コントロール]
type = changestate
trigger1 = AnimTime = 0
ctrl = 1
value = 50
;-----------------------------------------------------------------
;投げ
[Statedef 500,通常投げ]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 500
sprpriority = 2

[State 500, ヒット定義（投げ用）]
type = HitDef
trigger1 = animelem = 2
attr = S, NT ;立ち通常投げ（Standing, Normal Throw）
hitflag = M  
priority = 1, Miss
sparkno = -1  ;-1だからヒットスパークは表示しない
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 501
p2stateno = 502
guard.dist = 0 ;相手のガード態勢に入る距離を０にしてるので、ガード不可
fall = 1
ID   = 500

[State 500, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------
[Statedef 501];投げ成立
type    = S
movetype= A
physics = N
anim = 501
poweradd = 60

[State 501, 音を鳴らす];掴み用
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
value = 120, 0

[State 501, 掴んだ相手の位置１];TargetBindで相手を一時的に拘束
type = TargetBind
trigger1 = AnimElem = 1
time = 8
pos = 60, 0
ID = 500

[State 501, 音を鳴らす];似非打撃音
type = PlaySnd
trigger1 = AnimElemtime(4) = 0
value = 260, 0

[State 501, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElemtime(4) = 0
ID    = 500
value = -60

[State 501, ポーズ]
type = Pause
trigger1 = animelemtime(4) = 0
time = 12
movetime = 1

[State 501, 揺れ]
type = EnvShake
trigger1 = animelemtime(4) = 0
time = 9
freq = 90
ampl = 30
phase = 0

[State 501, 物理的なキャラの幅]
type = Width
trigger1 = time = [5,27]
player = 7,75

[State 501, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------
[Statedef 502];投げられた相手のステート
type    = A
movetype= H
physics = S
poweradd = 40

[State 502, ];投げ中に他の攻撃が入らないように
type = NotHitBy
trigger1 = 1
value = SCA

[State 502, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = time = 0
value = 502

[State 502, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 20
value = 5050

[State 502, 移動速度]
type = Veladd
trigger1 = time = 8
x = -10
y = -1

[State 502,]
type = statetypeset
trigger1 = time = 8
physics = N

[State 502,]
type = statetypeset
trigger1 = time = 10
physics = A

[State 502, 相手ステートに戻す]
type = SelfState
trigger1 = time > 13
value = 5035
;-----------------------------------------------------------------
;空中投げ
[Statedef 510,空中投げ]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 510
sprpriority = 2

[State 110, 移動速度]
type = VelSet
trigger1 = time = 1
trigger1 = vel X <= -10
x = vel X/2
y = 0

[State 110, 移動速度]
type = VelSet
trigger1 = time = 1
trigger1 = vel X >= 10
x = vel X/2
y = 0

[State 510, ヒット定義（投げ用）]
type = HitDef
trigger1 = animelem = 2
attr = S, NT ;立ち通常投げ（Standing, Normal Throw）
hitflag = AF  
priority = 1, Miss
sparkno = -1  ;-1だからヒットスパークは表示しない
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 511
p2stateno = 512
guard.dist = 0 ;相手のガード態勢に入る距離を０にしてるので、ガード不可
fall = 1
ID   = 510

[State 510, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 50
ctrl = 1
;----------------------------
[Statedef 511];投げ成立
type    = A
movetype= A
physics = N
anim = 511
poweradd = 60

[State 511, 音を鳴らす];掴み用
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
value = 120, 0

[State 511, ポーズ]
type = Pause
trigger1 = time = 1
time = 9
movetime = 1

[State 511, 固定]
type = BindToTarget
trigger1 = time < 6
ID = 510
pos = 30,8

[State 511, ポーズ]
type = Pause
trigger1 = animelemtime(4) = 0
time = 9
movetime = 1

[State 511, 揺れ]
type = EnvShake
trigger1 = animelemtime(4) = 0
time = 12
freq = 90
ampl = 30
phase = 0

[State 511, 掴んだ相手の位置１];TargetBindで相手を一時的に拘束
type = TargetBind
trigger1 = animelemtime(1) = 0
time = 6
pos = 40, -40
ID = 510

[State 511, 音を鳴らす];似非打撃音
type = PlaySnd
trigger1 = AnimElemtime(4) = 0
value = 260, 0

[State 511, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElemtime(4) = 0
ID    = 510
value = -80

[State 1001, 4]
type     = velset
trigger1 = time = 0
x        = 0
y        = 0

[State 511, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;--------------------------
[Statedef 512];投げられた相手のステート
type    = A
movetype= H
physics = N
poweradd = 40

[State 512, ];投げ中に他の攻撃が入らないように
type = NotHitBy
trigger1 = 1
value = SCA

[State 512, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = time = 0
value = 512

[State 512, 移動速度]
type = VelSet
trigger1 = time > 6 
x = 1
y = 18

;[State 512, 移動速度]
;type = VelSet
;trigger1 = pos Y < 0
;y = 0

[State 502, 相手ステートに戻す]
type = SelfState
trigger1 = time > 7
trigger1 = pos Y <= 0
value = 5100
