;===========================================================================
; 通常攻撃技
;===========================================================================
;===========================================================================
;立ち攻撃
;===========================================================================
;立ち5弱
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 200
poweradd = 46
sprpriority = 2
facep2 = 1

[State 200, 0]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = S0,0
channel = 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 = ceil(24*Fvar(3)), 0
animtype = Light
guardflag = M
hitflag = MAF
priority = 1, Hit
pausetime = 6,6
sparkno = -1
sparkxy = -5,-60
hitsound = S1,0
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 5,5
guard.hittime = 10
guard.ctrltime = 10
ground.slidetime = 10
ground.type = High
ground.hittime  = 13
ground.velocity = -2.9,0
airguard.velocity = -1.9,-0.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 13
fall.recovertime = 25

[State 200]
type = Helper
trigger1 = movehit
id = 10000
stateno = 10000
postype = p2
pos = 0,-68
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 200,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.06
ignorehitpause = 1

[State 1100,AT]
type = VarAdd
trigger1 = MoveHit
fvar(3) = -0.06
ignorehitpause = 1

[State 200,AT]
type = VarSet
trigger1 = Var(5)%10 = 0
trigger1 = MoveContact
var(5) = Var(5)+1
ignorehitpause = 1

[State 200, 1]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 200, 2]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 200, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち5中
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 61
ctrl = 0
anim = 210
sprpriority = -1

[State 210,0]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Medium
damage    = 42
guardflag = M
pausetime = 8,8
sparkno = -1
sparkxy = -5,-57
hitsound   = S1,1
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 6,6
guard.hittime = 14
guard.ctrltime = 14
ground.slidetime = 14
ground.type = High
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2.5,-4
air.hittime = 18
fall.recovertime = 35

[State 210]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 0,-68
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 210,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.05
ignorehitpause = 1

[State 210,AT]
type = VarSet
trigger1 = Var(5)/10%10 = 0
trigger1 = MoveContact
var(5) = Var(5)+10
ignorehitpause = 1

[State 210, 1]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 210, 2]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 210, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;立ち5中派生
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 65
ctrl = 0
anim = 215
sprpriority = -1

[State 215]
Type = VelSet
Trigger1 = animelem = 1
X = 4.9

[State 215]
Type = VelSet
Trigger1 = animelem = 5
X = 0

[State 215, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = S1100,0

[State 215,0]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 215,エフェクト]
type = Explod
trigger1 = AnimElem = 4
anim = 216
IgnoreHitPause = 1
Persistent = 0
ID = 216
pos = 12,-4
postype = p1
sprpriority = 3
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State 215, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Medium
damage    = 33
guardflag = M
pausetime = 15,15
sparkno = -1
sparkxy = -5,-58
hitsound   = S1,5
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 8,8
guard.hittime = 21
guard.ctrltime = 21
guard.cornerpush.veloff = -1.9
ground.slidetime = 21
ground.type = High
ground.hittime  = 24
ground.velocity = 0,-11.4
air.velocity = -0,-10.6
air.hittime = 24
fall = 1
fall.recovertime = 55

[State 215]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 0,-68
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 215]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 0,-68
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 215,AT]
type = VarSet
trigger1 = MoveHit
fvar(8) = 1
ignorehitpause = 1

[State 215,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.09
ignorehitpause = 1

[State 215,AT]
type = Varset
trigger1 = MoveHit
trigger1 = fvar(10) = 0
trigger1 = fvar(0) >= 0.80
fvar(0) = 0.70
ignorehitpause = 1

[State 215, 1]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 215, 2]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 215, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち4中
[Statedef 219]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 63
ctrl = 0
anim = 219
sprpriority = -1

[State 219]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2,4

[State -1]
Type = VelSet
Trigger1 = Time = 2
X = 3.4
Y = -6.1

[State -1]
Type = VelSet
Trigger1 = Time = 12
Y = 0

[state -1]
Type = StatetypeSet
Trigger1 = Time = 2
statetype = A
physics = A

[State 219,0]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 219, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype  = up
damage    = ceil(fvar(2)*38),0
guardflag = MA
pausetime = 8,8
sparkno = -1
sparkxy = -5,-70
hitsound   = S1,1
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 10,10
guard.hittime = 14
guard.ctrltime = 14
guard.cornerpush.veloff = -2.1
ground.slidetime = 14
ground.type = High
ground.hittime  = 24
ground.velocity = -1.5,-4.6
air.velocity = -1.5,-4.6
air.hittime = 24
fall = 1
fall.recover = 0

[State 219]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 0,-62
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 219,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.08
ignorehitpause = 1

[State 1100,AT]
type = VarAdd
trigger1 = MoveHit
fvar(2) = -0.4
ignorehitpause = 1

[State 219,AT]
type = VarSet
trigger1 = Var(5)/100%10 = 0
trigger1 = MoveContact
var(5) = Var(5)+100
ignorehitpause = 1

[State 219, 1]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 219, 2]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 219, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 219, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 220
ctrl = 1

;---------------------------------------------------------------------------
;4b終了
[Statedef 220]
type    = A;空中
physics = A;接地したら着地ステートに
ctrl = 1;コントロール可能
anim = 220

[State 220,1]
type = VelAdd
trigger1 = 1
y = 0.5*Const(movement.yaccel)

[State 220,2]
type = ChangeAnim;(アニメを変える)
trigger1 = Pos Y >= 0;(接地、あるいは地面より深く落ちたら)
trigger1 = Vel Y > 0;(落下中)
value = 52;(着地ステートへ移動)
ctrl = 0

;---------------------------------------------------------------------------
;立ち6中
[Statedef 217]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 62
ctrl = 0
anim = 217
sprpriority = -1

[State 217]
Type = VelSet
Trigger1 = animelem = 4
X = 2.1

[State 217,0]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 217, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = M
pausetime = 9,9
sparkno = -1
sparkxy = -10,-63
hitsound   = S1,2
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 10,10
guard.hittime = 17
guard.ctrltime = 17
guard.cornerpush.veloff = -6.2
ground.slidetime = 17
ground.type = Low
ground.hittime  = 18
ground.velocity = -3.2,0
air.hittime  = 25
air.velocity = -2.5,-1.8
fall.recovertime = 36

[State 217]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 0,-60
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 217,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.06
ignorehitpause = 1

[State 217,AT]
type = VarSet
trigger1 = Var(5)/1000%10 = 0
trigger1 = MoveContact
var(5) = Var(5)+1000
ignorehitpause = 1

[State 217, 1]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 217, 2]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 217, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 217, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち5強
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 88
ctrl = 0
anim = 230
sprpriority = 2

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value =S2,6

[State -1]
Type = VelSet
Trigger1 = Time = 8
X = 13.7

[State 230,0]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 230,エフェクト]
type = Explod
trigger1 = AnimElem = 6
anim = 231
IgnoreHitPause = 1
bindtime = -1
Persistent = 0
ID = 231
pos = -5,3
postype = p1
sprpriority = 3
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem  = 4
attr = S, NA
animtype  = Medium
damage    = 64
guardflag = M
pausetime = 10,10
sparkno = -1
sparkxy = -7,-55
hitsound   = S1,5
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 12,12
guard.hittime = 20
guard.ctrltime = 20
guard.cornerpush.veloff = -6.1
ground.slidetime = 20
ground.type = Low
ground.hittime  = 23
ground.velocity = -3.2,0
air.velocity = -2.0,-5.3
air.hittime  = 29
fall.recovertime = 43

[State 230]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 0,-50
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 230]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 0,-47
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 230,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.08
ignorehitpause = 1

[State 230,AT]
type = VarSet
trigger1 = Var(5)/10000%10 = 0
trigger1 = MoveContact
var(5) = Var(5)+10000
ignorehitpause = 1

[State 230, 1]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 230, 2]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 230, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち6強
[Statedef 232]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 90
ctrl = 0
anim = 232
sprpriority = 2

[State 232]
Type = VelSet
Trigger1 = Time = 9
X = 9.8

[State 232]
type = PlaySnd
trigger1 = AnimElem = 7
channel = 0
value = S2,4

[State 232,0]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 232,エフェクト]
type = Explod
trigger1 = AnimElem = 6
anim = 233
bindtime = -1
IgnoreHitPause = 1
Persistent = 0
ID = 233
pos = 8,0
postype = p1
scale = 0.8,0.8
sprpriority = 3
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State 232, ヒット定義]
type = HitDef
trigger1 = AnimElem  = 5
attr = S, NA
animtype  = Medium
damage    = 68
guardflag = M
pausetime = 10,10
sparkno = -1
sparkxy = -7,-65
hitsound   = S1,2
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 12,12
guard.hittime = 17
guard.ctrltime = 17
guard.cornerpush.veloff = -4.3
ground.slidetime = 17
ground.type = High
ground.hittime  = 18
ground.velocity = -3.2,0
air.velocity = -2.2,-2.5
air.hittime  = 18
fall.recovertime = 45

[State 232]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 0,-60
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 232,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.08
ignorehitpause = 1

[State 232,AT]
type = VarSet
trigger1 = Var(5)/100000%10 = 0
trigger1 = MoveContact
var(5) = Var(5)+100000
ignorehitpause = 1

[State 232]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 232]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 232]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 232]
type = RemoveExplod
trigger1 = AnimTime = 0
ID = 233

[State 232]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
しゃがみ攻撃
;===========================================================================
;しゃがみ弱
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 41
ctrl = 0
anim = 400
sprpriority = 2

[State 400]
type = PlaySnd
trigger1 = animelem = 2
value = S0,0
channel = 1

[State 400,0]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 400, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype  = light
damage    = ceil(24*Fvar(3))
guardflag = L
pausetime = 4,4
sparkno = -1
sparkxy = -8,-34
hitsound = S1,0
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 5,5
guard.hittime = 12
guard.ctrltime = 12
ground.slidetime = 12
ground.type = Low
ground.hittime = 15
ground.velocity = -2.7,0
air.hittime = 15
air.velocity = -2.7,-1.6
fall.recover = 0

[State 400]
type = Helper
trigger1 = movehit
id = 10000
stateno = 10000
postype = p2
pos = 0,-60
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 400,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.06
ignorehitpause = 1

[State 1100,AT]
type = VarAdd
trigger1 = MoveHit
fvar(3) = -0.09
ignorehitpause = 1

[State 400,AT]
type = VarSet
trigger1 = Var(6)%10 = 0
trigger1 = MoveContact
var(6) = Var(6)+1
ignorehitpause = 1

[State 400, 1]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 400, 2]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 400, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ中
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 67
ctrl = 0
anim = 410
sprpriority = 2

[State 430]
type = PlaySnd
trigger1 = AnimElem = 4
channel = 0
value = S2,5

[State 410]
Type = VelSet
Trigger1 = animelem = 3
X = 4.5

[State 410,0]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 410, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
animtype  = medium
damage    = 50
guardflag = L
pausetime = 7,7
sparkno = -1
sparkxy = -5,-22
hitsound   = S1,6
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 8,8
guard.hittime = 16
guard.ctrltime = 16
guard.cornerpush.veloff = -5.9
ground.slidetime = 16
ground.type = Low
ground.hittime  = 19
ground.velocity = -2.8,0
air.hittime = 19
air.velocity = -1.8,-2.2
fall.recover = 0

[State 410]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 0,-36
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 410]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 0,-36
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 410,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.05
ignorehitpause = 1

[State 410,AT]
type = VarSet
trigger1 = Var(6)/10%10 = 0
trigger1 = MoveContact
var(6) = Var(6)+10
ignorehitpause = 1

[State 410, 1]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 410, 2]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 410, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;しゃがみ強
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 90
ctrl = 0
anim = 430
sprpriority = 2

[State 430]
type = PlaySnd
trigger1 = AnimElem = 4
channel = 0
value = S2,3

[State -1]
Type = VelSet
Trigger1 = Time = 9
X = 15.9

[State 430,0]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 430, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
animtype  = medium
damage    = 68
guardflag = L
pausetime = 8,8
sparkno = -1
sparkxy = -2,-15
hitsound   = S1,2
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 12,12
guard.hittime = 23
guard.ctrltime = 23
guard.cornerpush.veloff = -6.3
ground.slidetime = 23
ground.type = Trip
ground.hittime  = 18
ground.velocity = -2.1,-3.8
air.hittime = 19
air.velocity = -2.1,-3.2
fall = 1
fall.recover = 0

[State 430]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 0,-32
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 430,AT]
type = Varset
trigger1 = MoveHit
fvar(10) = 1
ignorehitpause = 1

[State 430,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.09
ignorehitpause = 1

[State 430,AT]
type = VarSet
trigger1 = Var(6)/100%10 = 0
trigger1 = MoveContact
var(6) = Var(6)+100
ignorehitpause = 1

[State 430, 1]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 430, 2]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 430, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;空中弱
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 47
ctrl = 0
anim = 600
sprpriority = 1

[State 600]
type = VelSet
trigger1 = Vel X > 4
x = 4

[State 600]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 600, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
animtype  = Light
damage    = 33
guardflag = HA
pausetime = 6,6
sparkno = -1
sparkxy = -5,-55
hitsound   =S1,0
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 6,6
guard.hittime = 11
guard.ctrltime = 11
ground.slidetime = 11
ground.type = High
ground.hittime  = 10
ground.velocity = -2.4,0
air.hittime = 10
air.velocity = -2.4,-1.2
air.fall = 1
fall.recovertime = 28

[State 600]
type = Helper
trigger1 = movehit
id = 10000
stateno = 10000
postype = p2
pos = 2,-40
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 600,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.08
ignorehitpause = 1

[State 600,AT]
type = VarSet
trigger1 = Var(7)%10 = 0
trigger1 = MoveContact
var(7) = Var(7)+1
ignorehitpause = 1

[State 600, 1]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 600, 2]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 600, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 600, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 44
ctrl = 1

;---------------------------------------------------------------------------
;空中中
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 70
ctrl = 0
anim = 610
sprpriority = 1

[State 610]
type = VelSet
trigger1 = Vel X > 4
x = 4

[State 610]
type = RemoveExplod
trigger1 = time = 0
ID = 622

[State 610,エフェクト]
type = Explod
trigger1 = AnimElem = 3
anim = 612
IgnoreHitPause = 0
Persistent = 0
ID = 612
pos = 20,-5
postype = p1
sprpriority = 3
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State 610,0]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 610, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = A, NA
animtype  = medium
damage    = ceil(39*Fvar(6))
guardflag = HA
pausetime = 8,8
sparkno = -1
sparkxy = -5,-30
hitsound   = S1,5
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 8,8
guard.hittime = 14
guard.ctrltime = 14
ground.slidetime = 14
ground.type = High
ground.hittime  = 18
ground.velocity = -1.8,0
air.hittime = 18
air.velocity = -1.8,-3.5
air.fall = 1
fall.recovertime = 33

[State 610]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 0,-56
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 610]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 0,-58
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 610,AT]
type = VarAdd
trigger1 = MoveHit
trigger1 = fvar(8) = 0
fvar(0) = -0.04
ignorehitpause = 1

[State 610,AT]
type = VarAdd
trigger1 = MoveHit
trigger1 = fvar(0) >= 0.3
trigger1 = fvar(8) = 1
trigger1 = fvar(14) = 0
fvar(0) = -0.06
ignorehitpause = 1

[State 610,AT]
type = VarAdd
trigger1 = MoveHit
fvar(5) = 1
ignorehitpause = 1

[State 610,AT]
type = VarAdd
trigger1 = fvar(5) > 4
fvar(6) = -0.7
ignorehitpause = 1

[State 610,AT]
type = VarSet
trigger1 = Var(7)/10%10 = 0
trigger1 = MoveContact
var(7) = Var(7)+10
ignorehitpause = 1

[State 610, 1]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 610, 2]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 610, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 610, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 44
ctrl = 1

;---------------------------------------------------------------------------
;空中強
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 93
ctrl = 0
anim = 620
sprpriority = 1

[State 620]
type = VelSet
trigger1 = Vel X > 4
x = 4

[State 620]
type = RemoveExplod
trigger1 = time = 0
ID = 612

[State 620,エフェクト]
type = Explod
trigger1 = AnimElem = 3
anim = 622
IgnoreHitPause = 0
Persistent = 0
ID = 612
pos = 25,-13
postype = p1
sprpriority = 3
removeongethit = 1
pausemovetime = 9999
supermovetime = 9999

[State 620,0]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 620, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
animtype  = hard
damage    = ceil(62*Fvar(6))
guardflag = HA
pausetime = 10,10
sparkno = -1
sparkxy = -5,-78
hitsound   = S1,6
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 10,10
guard.hittime = 17
guard.ctrltime = 17
ground.slidetime = 17
ground.type = High
ground.hittime  = 18
ground.velocity = -2.4,0
air.hittime = 18
air.velocity = -2.2,-4.8
air.fall = 1
fall.recovertime = 36

[State 620]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 0,-36
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 620]
type = Helper
trigger1 = movehit
id = 10010
stateno = 10010
postype = p2
pos = 0,-36
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 620,AT]
type = VarAdd
trigger1 = MoveHit
trigger1 = fvar(8) = 0
fvar(0) = -0.06
ignorehitpause = 1

[State 620,AT]
type = VarAdd
trigger1 = MoveHit
trigger1 = fvar(0) >= 0.3
trigger1 = fvar(8) = 1
trigger1 = fvar(14) = 0
fvar(0) = -0.09
ignorehitpause = 1

[State 620]
type = VarAdd
trigger1 = MoveHit
fvar(5) = 1
ignorehitpause = 1

[State 610,AT]
type = VarAdd
trigger1 = fvar(5) > 4
fvar(6) = -0.7
ignorehitpause = 1

[State 620,AT]
type = VarSet
trigger1 = Var(7)/100%10 = 0
trigger1 = MoveContact
var(7) = Var(7)+100
ignorehitpause = 1

[State 620, 1]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 620, 2]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 620, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 620, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 44
ctrl = 1

;---------------------------------------------------------------------------
;悪いね弱
[Statedef 625]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 64
ctrl = 0
anim = 625
sprpriority = 4

[State -1]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State -1]
Type = VelSet
Trigger1 = animelem = 2
X = 2.2
Y = 8.6

[State 625,0]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 625,0]
type = PlaySnd
trigger1 = animelem = 2
value =S2,0
channel = 0

[State 625, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype  = hard
damage    = ceil(32*Fvar(7))
guardflag = HA
pausetime = 10,10
sparkno = -1
sparkxy = -5,-45
hitsound   = S1,2
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 8,8
guard.hittime = 14
guard.ctrltime = 14
guard.cornerpush.veloff = -1.5
ground.slidetime = 14
ground.type = High
ground.hittime  = 20-ceil(12*Fvar(12))
ground.velocity = -2.4,0
air.velocity = -2.4,0
air.fall = 1
air.hittime = 19
fall.recovertime = 30

[State 625]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 2,-49
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 625,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.05
ignorehitpause = 1

[State 625,AT]
type = VarAdd
trigger1 = MoveHit
fvar(7) = -0.6
ignorehitpause = 1

[State 625]
type = varset
trigger1 = MoveHit
fvar(12) = 1
ignorehitpause = 1

[State 625, 1]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 625, 2]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 625, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 625, ステート変更]
type = ChangeState
trigger1 = Pos Y >= 0;(接地、あるいは地面より深く落ちたら)
trigger1 = Vel Y > 0;(落下中)
value = 44
ctrl = 1

;---------------------------------------------------------------------------
;悪いね中
[Statedef 626]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 79
ctrl = 0
anim = 625
sprpriority = 4

[State -1]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State -1]
Type = VelSet
Trigger1 = animelem = 2
X = 4.0
Y = 8.6

[State 626,0]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 626,0]
type = PlaySnd
trigger1 = animelem = 2
value =S2,0
channel = 0

[State 626, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype  = hard
damage    = ceil(32*Fvar(7))
guardflag = HA
pausetime = 10,10
sparkno = -1
sparkxy = -5,-45
hitsound   = S1,2
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 8,8
guard.hittime = 15
guard.ctrltime = 15
guard.cornerpush.veloff = -1.9
ground.slidetime = 15
ground.type = High
ground.hittime  = 20-ceil(12*Fvar(12))
ground.velocity = -2.4,0
air.velocity = -2.4,0
air.fall = 1
air.hittime = 19
fall.recovertime = 30

[State 626]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 2,-49
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 626,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.05
ignorehitpause = 1

[State 626,AT]
type = VarAdd
trigger1 = MoveHit
fvar(7) = -0.6
ignorehitpause = 1

[State 626]
type = varset
trigger1 = MoveHit
fvar(12) = 1
ignorehitpause = 1

[State 626, 1]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 626, 2]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 626, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 626, ステート変更]
type = ChangeState
trigger1 = Pos Y >= 0;(接地、あるいは地面より深く落ちたら)
trigger1 = Vel Y > 0;(落下中)
value = 44
ctrl = 1

;---------------------------------------------------------------------------
;悪いね強
[Statedef 627]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 92
ctrl = 0
anim = 625
sprpriority = 4

[State -1]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State -1]
Type = VelSet
Trigger1 = animelem = 2
X = 4.8
Y = 8.6

[State 627,0]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 627,0]
type = PlaySnd
trigger1 = animelem = 2
value =S2,0
channel = 0

[State 627, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype  = hard
damage    = ceil(32*Fvar(7))
guardflag = HA
pausetime = 10,10
sparkno = -1
sparkxy = -5,-45
hitsound   = S1,2
guard.sparkno = S10800
guardsound = S0,4
guard.pausetime = 8,8
guard.hittime = 15
guard.ctrltime = 15
ground.slidetime = 15
guard.cornerpush.veloff = -2.2
ground.type = High
ground.hittime  = 20-ceil(12*Fvar(12))
ground.velocity = -2.4,0
air.velocity = -2.4,0
air.fall = 1
air.hittime = 19
fall.recovertime = 30

[State 627]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 2,-49
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 627,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.05
ignorehitpause = 1

[State 627,AT]
type = VarAdd
trigger1 = MoveHit
fvar(7) = -0.6
ignorehitpause = 1

[State 627]
type = varset
trigger1 = MoveHit
fvar(12) = 1
ignorehitpause = 1

[State 627, 1]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 627, 2]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 627, 3]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 627, ステート変更]
type = ChangeState
trigger1 = Pos Y >= 0;(接地、あるいは地面より深く落ちたら)
trigger1 = Vel Y > 0;(落下中)
value = 44
ctrl = 1

;---------------------------------------------------------------------------
;空中攻撃終了
[Statedef 44]
type    = A;空中
physics = A;接地したら着地ステートに
ctrl = 1;コントロール可能
anim = 44

[State 44, 2]
type = ChangeAnim;(アニメを変える)
trigger1 = Anim = 44;(111の時に発動)
trigger1 = Animtime = 0;(アニメが終了したら発動)
value = 44;(垂直ジャンプのアニメ)
;---------------------------------------------------------------------------
;===========================================================================
; 投げ技
;===========================================================================
;---------------------------------------------------------------------------
; エレクバイトが「作るのが退屈と感じる時もあるよ」って言ってるけど、
; 作り出したら意外とハマって楽しくなる投げ技。
; 投げる相手の正確な座標取りは面倒臭いけどね（コラ
; 投げ用のHitDefはテンプレートと見比べて確認すればわかるはず。
;---------------------------------------------------------------------------
;地上掴み
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NT ;立ち通常投げ（Standing, Normal Throw）
hitflag = M- ;マイナスが付加されてるので相手が食らい中の時は掴めない
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 = 810
p2stateno = 820
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

[State 800]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 2,-32
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;地上掴み成功
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 145

[State 810, 変数];「holdfwd」のコマンドが入力されているかどうかを判断する
type = VarSet
trigger1 = Time = 0
var(2) = command = "holdfwd"

[State 810, 音を鳴らす];掴み用
type = PlaySnd
trigger1 = AnimElem = 2
value =S1,1

[State 810, 掴んだ相手の位置１];TargetBindで相手を一時的に拘束
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 35, -35  ;自分の軸位置から相手の軸をX=28・Y=0の位置にする

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0 ;画面端を押す幅を変える（オレンジの線）

[State 810, 掴んだ相手の位置２]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(4) < 0
pos = 35, -40

[State 810, 掴んだ相手の位置２]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 33, -68

[State 810, 掴んだ相手の位置３]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 19, -83

[State 810, 振り返る];Var(2)が有効な時
type = Turn
trigger1 = var(2)
trigger1 = AnimElem = 8

[State 810, 軸位置移動];Var(2)が有効な時
type = PosAdd
trigger1 = var(2)
trigger1 = AnimElem = 8
x = -37

[State 810, 掴んだ相手の向き];Var(2)が有効な時
type = TargetFacing
trigger1 = var(2)
trigger1 = AnimElem = 8
value = -1

[State 810, 掴んだ相手の位置４]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 17, -87

[State 810, 掴んだ相手の位置５]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
pos = 14, -90

[State 810, 掴んだ相手の位置６]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
pos = 0, -90

[State 810, 掴んだ相手の位置７]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = -16, -70

[State 810, 掴んだ相手の位置８]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
pos = -19, -65

[State 810, 掴んだ相手の位置９]
type = TargetBind
trigger1 = AnimElemTime(11) >= 0 && AnimElemTime(12) < 0
pos = -35, -42

[State 810, 掴んだ相手の位置１０]
type = TargetBind
trigger1 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0
pos = -38, -23

;相手が食らい状態の時のみ機能するTarget系コントローラ
[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElem = 14
value = ceil(-152*fvar(0))

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 14
value = 821

[State 810]
type = PlaySnd
trigger1 = AnimElem = 14
channel = 0
value = S2,1

[State 810, 振り返る]
type = Turn
trigger1 = AnimElem = 17

[State 810, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 17
x = -10

[State 810]
type = VarAdd
trigger1 = AnimElem = 17
fvar(4) = -0.5
ignorehitpause = 1

[State 836, 速度加算]
type = Velset
trigger1 = AnimElem = 8
x = -2

[State 836, 速度加算]
type = Velset
trigger1 = AnimElem = 19
x = 0

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;投げ技(相手ステート)
;===========================================================================
;---------------------------------------------------------------------------
;相手側１
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 820

[State 820, 相手ステートに戻す]
type = SelfState
trigger1 = time > 60
value = 5050

;---------------------------------------------------------------------------
相手側２
[Statedef 821]
type    = A
movetype= H
physics = N
poweradd = 40

[State 821, 速度加算];重力
type = Velset
trigger1 = time = 0
y = 10

[State 821, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;===========================================================================
;空中投げ
;===========================================================================
;空中投げ
[Statedef 825]
type    = A
movetype= A
physics = A
juggle  = 0
velset = 0,0
ctrl = 0
anim = 825
sprpriority = 2

[State 836, 速度加算]
type = Velset
trigger1 = time = 0
x = 1
y = -1

[State 825, ヒット定義（投げ用）]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NT
hitflag = AF
priority = 1, Miss
sparkno = -1
hitsound   = S1,1 
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 830
p2stateno = 835
guard.dist = 0 
fall = 1

[State 825, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 44
ctrl = 1

;---------------------------------------------------------------------------
;空中投げ成功
[Statedef 830]
type    = S
movetype= A
physics = N
anim = 830
poweradd = 158

[State 830]
type = VarSet
trigger1 = fvar(0) > 0.1
trigger1 = fvar(8) = 1
trigger1 = fvar(9) = 0
fvar(0) = 0.1
ignorehitpause = 1

[State 830]
type = VarSet
trigger1 = fvar(0) > 0.2
trigger1 = fvar(8) = 0
trigger1 = fvar(9) = 1
fvar(0) = 0.15
ignorehitpause = 1

[State 830]
type = VarSet
trigger1 = fvar(0) > 0.1
trigger1 = fvar(8) = 1
trigger1 = fvar(9) = 1
fvar(0) = 0.1
ignorehitpause = 1

[State 830]
type = VarSet
trigger1 = fvar(0) < 0.45
trigger1 = fvar(11) = 1
fvar(0) = 0.4
ignorehitpause = 1

[State 830]
type = VarSet
trigger1 = fvar(8) = 0
trigger1 = fvar(9) = 0
trigger1 = fvar(0) < 0.85
fvar(0) = 0.4
ignorehitpause = 1

[State 836, 速度加算]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 830, 変数]
type = VarSet
trigger1 = Time = 0
var(2) = command = "holdfwd"

[State 830, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElemTime(1) < 0
pos = 35, -55

[State 830, 掴んだ相手の位置２]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(6) < 0
pos = 35, -55

;相手が食らい状態の時のみ機能するTarget系コントローラ
[State 830,掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = ceil(-121*fvar(0))

[State 830]
type = PlaySnd
trigger1 = AnimElem = 6
channel = 1
value = S1,2

[State 830]
type = PlaySnd
trigger1 = AnimElem = 6
channel = 0
value = S2,1

[State 830]
type = Helper
trigger1 = AnimElem = 6
id = 10005
stateno = 10005
postype = p2
pos = 2,-26
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 830, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 7
value = 836

[State 830]
type = velset
trigger1 = animelem = 7
x = -2.2
y = -5.4

[State 830]
type = veladd
trigger1 = animelemtime(7) >= 0
y = Const(movement.yaccel)

[State 830, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 920
ctrl = 0

;===========================================================================
;投げ技(相手ステート)
;===========================================================================
;---------------------------------------------------------------------------
;相手側１
[Statedef 835]
type    = A
movetype= H
physics = N
velset = 0,0

[State 835, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 835

[State 835, 相手ステートに戻す]
type = SelfState
trigger1 = time > 60
value = 5050

;---------------------------------------------------------------------------
相手側２
[Statedef 836]
type    = A
movetype= H
physics = N
poweradd = 40

[State 836, 速度加算]
type = Velset
trigger1 = time = 0
x = -6
y = 10

[State 836, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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