;鎌モード
[Statedef 4000]
type    = S
movetype= I
physics = S
poweradd= 0
velset = 0,0
anim = 4000
ctrl = 0
sprpriority = 0

[State 230, 3]
type = varset
trigger1 = Time = 0
v = 20
value = 1

[State 230, 3]
type = varset
trigger1 = Animtime = 0
v = 21
value = 0

[State 1020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;鎌モードキャンセル
[Statedef 4001]
type    = S
movetype= I
physics = S
poweradd= 0
velset = 0,0
anim = 4001
ctrl = 0
sprpriority = 0

[State 230, 3]
type = varset
trigger1 = Time = 0
v = 20
value = 0

[State 1020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

-----------------------------------------------------------------
;鎌投げ
[Statedef 1200]
type    = S
movetype= I
physics = S
poweradd= 0
velset = 0,0
anim = 1201
ctrl = 0
sprpriority = 0

[State 1300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1300, 飛び道具];HitDefに飛び道具専用のパラメータを加えたようなものが「Projectile」
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;立ち必殺飛び道具（Standing, Special Projectile）
damage = 50 ;Var(5)をここなどに代入すれば活かされる
getpower = 30,10
animtype = Hard
pausetime = 0,12
;-----------------------------------Projectile専用のパラメータ
offset = 0,-60                ;飛び道具を発射する位置（Ｘ軸,Ｙ軸）
velocity = 5,0 ;飛び道具の移動速度（Ｘ軸,Ｙ軸）
accel = 0,0                  ;飛び道具の加速度(float)（Ｘ軸,Ｙ軸）
projID = 1200                  ;飛び道具のＩＤナンバー（NumProjIDなどで判断）
projanim = 1200                ;飛び道具のアニメ（アクションナンバー）
projhitanim = 1200             ;飛び道具がヒットした時のアニメ（アクションナンバー）
projremanim = -1             ;飛び道具が消える時のアニメ（アクションナンバー）
projscale = 1,1                ;飛び道具の大きさ（Ｘ軸,Ｙ軸）※現在２倍
projshadow = 0,0,0             ;飛び道具の影の色合い（赤,緑,青）※現在影無し
projhits = 1                   ;飛び道具のヒット数（２以上なら多段ヒットになる）
projmisstime = 1               ;飛び道具の連続でヒットしない間隔　※projhitsが２以上の時のみ
projpriority = 3               ;飛び道具の攻撃優先度・相手のProjectileよりも高いと消しながら進む
projremovetime = -1            ;飛び道具の消えるまでの時間（フレーム）※-1なら当たるか画面外に出るまで消えない
;-----------------------------------これ以外にまだまだある。docsフォルダ参照。
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 4 ;Projectileの場合はここで設定しないとヒットした時ジャグルが消費しない
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
pausemovetime = 1000

[State 230, 3]
type = varset
trigger1 = AnimTime = 0
v = 20
value = 0

[State 1020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;鎌投げ上
[Statedef 1210]
type    = S
movetype= I
physics = S
poweradd= 0
velset = 0,0
anim = 1201
ctrl = 0
sprpriority = 0

[State 1300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1300, 飛び道具];HitDefに飛び道具専用のパラメータを加えたようなものが「Projectile」
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP ;立ち必殺飛び道具（Standing, Special Projectile）
damage = 70 ;Var(5)をここなどに代入すれば活かされる
getpower = 30,10
animtype = Hard
pausetime = 0,12
;-----------------------------------Projectile専用のパラメータ
offset = 0,-60                ;飛び道具を発射する位置（Ｘ軸,Ｙ軸）
velocity = 1,-20 ;飛び道具の移動速度（Ｘ軸,Ｙ軸）
accel = 0,1.2                  ;飛び道具の加速度(float)（Ｘ軸,Ｙ軸）
projID = 1200                  ;飛び道具のＩＤナンバー（NumProjIDなどで判断）
projanim = 1200                ;飛び道具のアニメ（アクションナンバー）
projhitanim = 1200             ;飛び道具がヒットした時のアニメ（アクションナンバー）
projremanim = -1             ;飛び道具が消える時のアニメ（アクションナンバー）
projscale = 1,1                ;飛び道具の大きさ（Ｘ軸,Ｙ軸）※現在２倍
projshadow = 0,0,0             ;飛び道具の影の色合い（赤,緑,青）※現在影無し
projhits = 1                   ;飛び道具のヒット数（２以上なら多段ヒットになる）
projmisstime = 1               ;飛び道具の連続でヒットしない間隔　※projhitsが２以上の時のみ
projpriority = 3               ;飛び道具の攻撃優先度・相手のProjectileよりも高いと消しながら進む
projremovetime = -1            ;飛び道具の消えるまでの時間（フレーム）※-1なら当たるか画面外に出るまで消えない
;-----------------------------------これ以外にまだまだある。docsフォルダ参照。
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 4 ;Projectileの場合はここで設定しないとヒットした時ジャグルが消費しない
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
pausemovetime = 1000

[State 230, 3]
type = varset
trigger1 = AnimTime = 0
v = 20
value = 0

[State 1020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;ダッシュ鎌振り
[Statedef 1000]
type    = S
movetype= I
physics = S
poweradd= ifelse(var(50)=1,0,30)
velset = 0
anim = 1000
ctrl = 0
sprpriority = 2

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 20, 1]
type = VelAdd
trigger1 = 1
x = 1.3
y = 0

[State 1300, ステート変更]
type = ChangeState
trigger1 = p2BodyDist X < 2
value = 1001
ctrl = 0

[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;超必殺技
[Statedef 1001]
type    = S
movetype= A
physics = S
poweradd= ifelse(var(50)=1,0,30)
velset = 0,0
anim = 1001
ctrl = 0
sprpriority = 2

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 0, 3

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = up
damage    = 50
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = 0,-8
air.velocity = -2.5,-4
fall = 1

[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;ダッシュ鎌振り空中
[Statedef 1100]
type    = A
movetype= I
physics = A
poweradd= ifelse(var(50)=1,0,30)
velset = 0
anim = 1000
ctrl = 0
sprpriority = 2

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 20, 1]
type = VelAdd
trigger1 = 1
x = 1.3
y = 0

[State 1300, ステート変更]
type = ChangeState
trigger1 = p2BodyDist X < 2
value = 1101
ctrl = 0

;超必殺技
[Statedef 1101]
type    = A
movetype= A
physics = A
poweradd= ifelse(var(50)=1,0,30)
velset = 0,0
anim = 1101
ctrl = 0
sprpriority = 2

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 0, 3

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = up
damage    = 60
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 50
ground.velocity = -5,0
air.velocity = 0,20
fall = 1