
;---------------------------------------------------------------------------
; 立ち・弱・パンチ・の動作
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 210                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 20                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;立ち状態で、通常の攻撃(ｓは立ち、ｎは通常、aは攻撃を表す)
damage = 23, 0                   ;ダメージ量（左が当たった時、右はガードした時）
animtype = Light                 ;当てた時の相手のポーズ（light/midium/hard/back）から選択
guardflag = MA                   ;ガードできる状態（ｍaは全ての状態でガード可能）
hitflag = MAF                    ;当てる事のできる条件
priority = 3, Hit                ;攻撃の優先権（0弱い　4通常　7強い
pausetime = 8, 8                 ;攻撃が当たった時の硬直時間（左が自分、右が相手）
sparkno = s6000                     ;ヒットエフェクトのスプライトステート（無ければ0）
guard.sparkno = s6002 
sparkxy = -10, -36               ;ヒットエフェクトを表示する場所（相手の座標で）
hitsound = s6,0          
guardsound = s7,0               
ground.type = High               ;相手のくらった場所（High：頭、体, Low：足, Trip：足払い）
ground.slidetime = 5             ;相手が後にすべる時間
ground.hittime  = 12             ;コンボが繋がる時間（高くしすぎない事）
ground.velocity = -4             ;地上で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
airguard.velocity = -1.9,-.8     ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.type = High                  ;空中で相手がくらった場所（上と同じ）
air.velocity = -1.4,-3           ;空中で攻撃をくらった場合の相手の移動状況（ｘとｙで小数点可）
air.hittime = 12                 ;空中でコンボが繋がる時間

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = s0, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1300, random%3

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち・強・パンチ・の動作

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1200, random%4

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = s6001                       
guard.sparkno = s6002
sparkxy = -10,-30
hitsound = s6,1          
guardsound = s7,1 
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 210, 3]
type = ChangeAnim
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 210
elem = 6

; 下のステートで表示順位を２にして相手より手前にしています。
[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;空中・弱・パンチ
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 640
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s6000                      
guard.sparkno = s6002 
sparkxy = -10,-58
hitsound   = s6,0
guardsound = s7,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1



;---------------------------------------------------------------------------
;空中・強・パンチ
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s6001                      
guard.sparkno = s6002 
sparkxy = -10,-40
hitsound   = s6,1
guardsound = s7,1
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

