; サンプルキャラクター『カンフーマン』のコンスタンツとステートのファイルです。
;===========================================================================
; コンスタンツ（定数）
;===========================================================================
;---------------------------------------------------------------------------
; ここがキャラの心臓部とも言うべき場所。
; １キャラ単位のライフや大きさなど、標準のステータスを予め決めておく部分。
; このコーナー自体省略出来ません。
;---------------------------------------------------------------------------
; 基本データ
;---------------------------------------------------------------------------
[Data]
life              = 1000   ;ライフ（体力ゲージ）最大値
power             = 3000   ;パワーゲージ最大値（オプション・デフォルトは3000=Lv.3）
attack            = 100    ;攻撃力（デフォルトは１００％）
defence           = 100    ;防御力（デフォルトは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      = 60     ;横に倒れている時間（フレーム）
airjuggle         = 15     ;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   = 60     ;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(22)～Var(59)までを全て次のラウンドへ持ち越せる）
; 　②FloatPersistIndex = 18（FVar(17)～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。
; 　（「**」には『PersistIndexで設定した数字から１を引いたアドレス』が該当）
; 　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。
; 
;---------------------------------------------------------------------------
; 改訂前の和訳ＫＦＭではPersistIndexの解釈が無茶苦茶間違ってました。
; 大変失礼致しました。(人・ω・｀)ごめんなさい
; 今回はちゃんと調べて正確な情報を載せてるんで安心してください（苦笑
;---------------------------------------------------------------------------
; サイズ
;---------------------------------------------------------------------------
[Size]
xscale           = 0.45       ;キャラの横の大きさ（絶対値・float）
yscale           = 0.45       ;キャラの縦の大きさ（絶対値・float）
ground.back      = 15      ;地上にいる時の「後方の物理的な幅」
ground.front     = 16      ;地上にいる時の「前方の物理的な幅」
air.back         = 12      ;空中にいる時の「後方の物理的な幅」
air.front        = 12      ;空中にいる時の「前方の物理的な幅」
height           = 60      ;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      = 160     ;相手がガード態勢に入る最低の距離
proj.attack.dist = 90      ;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,-90  ;キャラの標準の頭の座標（Bind系で適用される）
mid.pos          = -5,-60  ;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    = -2.2        ;後退速度（Ｘ軸・[Statedef 20]に適用される）
run.fwd      = 4.6,0       ;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,-8.4      ;垂直ジャンプの速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
jump.back    = -2.55       ;後方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
jump.fwd     = 2.5         ;前方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
runjump.back = -2.55,-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  = 4,-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,-8.1      ;空中垂直ジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 45]に適用される）
airjump.back = -2.55       ;空中後方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）
airjump.fwd  = 2.5         ;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          = .44      ;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）

;===========================================================================
; ステート
;===========================================================================
;---------------------------------------------------------------------------
; ここからはキャラのそれぞれの行動（ステート）を設定する。
; 番号（ステートナンバー）に気を付ければ良いだけで、
; 行動の決め方もステートの数も作りたいキャラによって自由。
;
; 本来ステートは別のファイルとして扱っているものだけど、
; このようにコンスタンツファイルと一緒にまとめる事も可能。
;
; ステートの基本的な設定はおまけフォルダの「テンプレート.txt」を参照。
;===========================================================================
; 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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;勝利ポーズ分岐（common1.cnsには無いけど、これもコモンステート）
[Statedef 180]
type = S

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
;勝利ポーズ（礼をする）
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 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 191, アニメ変更];バトル画面に切り替わった瞬間のフェードインの時、アニメを固定している
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 191, 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


;--------------------------------------------------------
;ペル子さん通常技用（kfmの完全コピペなので後から要修正）
;--------------------------------------------------------

;--------------------------------------------------------
;立ち弱攻撃
;--------------------------------------------------------
[Statedef 200]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2
facep2 = 1

;音は今の所鳴らさない
;[State 200, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 1
;value = 0, 0

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA ;立ち通常打撃（Standing, Normal Attack）
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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


;--------------------------------------------------------
;中・強で内容同じ。要修正
;--------------------------------------------------------
;立ち中攻撃
;--------------------------------------------------------
[Statedef 210]
type    = S
movetype= A
physics = S
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

;[State 210, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 2
;value = 0, 4

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4

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

;--------------------------------------------------------
;立ち近中攻撃
;--------------------------------------------------------
[Statedef 215]
type    = S
movetype= A
physics = S
poweradd= 65
ctrl = 0
velset = 0,0
anim = 215
sprpriority = -1

;[State 215, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 2
;value = 0, 4

[State 215, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 35
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 215, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;--------------------------------------------------------
;立ち強攻撃
;--------------------------------------------------------
[Statedef 220]
type    = S
movetype= A
physics = S
poweradd= 65
ctrl = 0
velset = 5,0
anim = 220
sprpriority = -1

[State 220, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0  ;この場合キャラの幅を一時的に前に１５ピクセル伸ばす事になる。
              ;値の意味は「前方のピクセル増減量,後方のピクセル増減量」

;[State 220, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 2
;value = 0, 4

[State 220, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4

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

;--------------------------------------------------------
;立ち近強攻撃
;--------------------------------------------------------
[Statedef 225]
type    = S
movetype= A
physics = S
poweradd= 65
ctrl = 0
velset = 0,0
anim = 225
sprpriority = -1

;[State 225, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 2
;value = 0, 4

[State 225, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 225, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;--------------------------------------------------------
;しゃがみ弱
;--------------------------------------------------------
[Statedef 400]
type    = C
movetype= A
physics = C
poweradd= 22
ctrl = 0
anim = 400
sprpriority = 2

;[State 400, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 1
;value = 0, 0

[State 400, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 0
sparkxy = -10,-8
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 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
poweradd= 22
ctrl = 0
anim = 410
sprpriority = 2

;[State 410, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 1
;value = 0, 0

[State 410, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
attr = C, NA
damage    = 35
animtype  = medium
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 0
sparkxy = -10,-8
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 10
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

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

;--------------------------------------------------------
;しゃがみ強
;--------------------------------------------------------
[Statedef 420]
type    = C
movetype= A
physics = C
poweradd= 70
ctrl = 0
anim = 420
sprpriority = 2

;[State 420, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 2
;value = 0, 2

[State 420, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 1
sparkxy = -5,-10
hitsound   = 5,2
guardsound = 6,0
ground.type = Trip ;この攻撃を食らうと相手は吹っ飛べば「転ぶアニメ」になる
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 420, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;--------------------------------------------------------
;ジャンプ弱
;--------------------------------------------------------
[Statedef 600]
type    = A
movetype= A
physics = A
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

;[State 600, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 1
;value = 0, 0

[State 600, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA ;空中通常打撃（Air, Normal Attack）
damage    = 20
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 = -10,-58
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

;--------------------------------------------------------
;ジャンプ中
;--------------------------------------------------------
[Statedef 610]
type    = A
movetype= A
physics = A
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

;[State 610, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 2
;value = 0, 1

[State 610, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

;--------------------------------------------------------
;ジャンプ強
;--------------------------------------------------------
[Statedef 620]
type    = A
movetype= A
physics = A
poweradd= 65
ctrl = 0
anim = 620
sprpriority = 2

;[State 620, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 2
;value = 0, 1

[State 620, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4


;--------------------------------------------------------
;地上投げ
;--------------------------------------------------------
[Statedef 800]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 800
sprpriority = 1

[State 800, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1,Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 801
p2stateno = 805
guard.dist = 0
fall = 1

[State 800, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;地上投げ自分
[Statedef 801]
type     = S
movetype = A
physics  = N
juggle   = 1
ctrl     = 0
anim     = 801
poweradd = 0
sprpriority = 3

[State 801, 幅]
type = Width
trigger1 = time = 0
edge = 50,50
player = 50,50

[State 801, 相手位置1]
Type = TargetBind
trigger1 = time <= 10
Pos = 40, 0

;[State 801, 声]
;type = PlaySnd
;trigger1 = time = 0
;value = 100, 3

;[State 801, 音]
;type = PlaySnd
;trigger1 = Time = 10
;trigger2 = Time = 15
;trigger3 = Time = 20
;trigger4 = Time = 25
;trigger5 = Time = 30
;trigger6 = Time = 35
;value = 20, 0

;[State 801, エフェクト1]
;type = Explod
;trigger1 = Time = 10
;trigger2 = Time = 15
;trigger3 = Time = 20
;trigger4 = Time = 25
;trigger5 = Time = 30
;trigger6 = Time = 35
;anim = 10033
;pos = 10, -50
;postype = p1
;scale = 1, 1
;random = 10, 50
;removetime = -2
;sprpriority = 5

;[State 801, エフェクト1]
;type = Explod
;trigger1 = Time = 10
;trigger2 = Time = 15
;trigger3 = Time = 20
;trigger4 = Time = 25
;trigger5 = Time = 30
;trigger6 = Time = 35
;anim = 10034
;pos = 40, -50
;postype = p1
;scale = 1.5, 1
;random = 30, 50
;removetime = -2
;sprpriority = 5

[State 801, ヒットカウント]
type = HitAdd
trigger1 = Time = 10
trigger2 = Time = 15
trigger3 = Time = 20
trigger4 = Time = 25
trigger5 = Time = 30
trigger6 = Time = 35
value = 1

[State 801, ダメージ]
type = TargetLifeAdd
trigger1 = Time = 10
trigger2 = Time = 15
trigger3 = Time = 20
trigger4 = Time = 25
trigger5 = Time = 30
trigger6 = Time = 35
value = -4
kill = 0

;[State 801, エフェクト1]
;type = Explod
;trigger1 = Time = 45
;anim = 10001
;pos = 40, -50
;postype = p1
;scale = 1.5, 1.5
;random = 10, 10
;removetime = -2
;sprpriority = 5

;[State 801, エフェクト2]
;type = Explod
;trigger1 = Time = 45
;anim = 10032
;pos = 40, -50
;postype = p1
;scale = 1.5, 1.5
;random = 10, 10
;removetime = -2
;sprpriority = 5

;[State 801, 音]
;type = PlaySnd
;trigger1 = Time = 45
;value = 25, 1
;freqmul = 2

[State 801, ヒットカウント]
type = HitAdd
trigger1 = Time = 45
value = 1

[State 801, ダメージ]
type = TargetLifeAdd
trigger1 = Time = 45
value = -116
kill = 1

[State 801, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;地上投げ相手
[Statedef 805]
type     = S
movetype = H
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 801, 幅]
type = Width
trigger1 = time = 0
edge = 50,50
player = 50,50

[State 805, アニメ変更]
Type = ChangeAnim2
trigger1 = time = 0
value = 805

[State 805, 点滅]
type = palfx
trigger1 = time >= 10
time = 1
add = -100,-20,60
sinadd = 120,120,120,12
color = 0
invertall = 1

[State 805, ステート変更]
type = ChangeState
trigger1 = Time >= 50
value = 806

[Statedef 806]
type     = A
movetype = H
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 806, アニメ変更]
Type = ChangeAnim2
trigger1 = time = 0
value = 806

[State 805, 点滅]
type = palfx
trigger1 = time = 0
time = 20
add = -100,-20,60
sinadd = 120,120,120,12
color = 0
invertall = 1

[State 806, 動き]
type = Velset
trigger1 = time = 0
x = -2
y = -3

[State 806, 重力]
type = veladd
trigger1 = 1
Y = 0.3

[State 806, バウンド]
type = selfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100


;--------------------------------------------------------
;空中投げ
;--------------------------------------------------------
[Statedef 850]
type     = A
movetype = A
physics  = N
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 850
sprpriority = 1

[State 850, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NT
hitflag = AF
priority = 1,Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 851
p2stateno = 855
guard.dist = 0
fall = 1

[State 850, 降下開始]
type = statetypeset
trigger1 = animelem = 4
movetype = I
physics = A

;地上投げ自分
[Statedef 851]
type     = A
movetype = A
physics  = N
juggle   = 1
ctrl     = 0
anim     = 851
poweradd = 0
sprpriority = 3

[State 851, 幅]
type = Width
trigger1 = time = 0
edge = 50,50
player = 50,50

[State 851, 相手位置1]
Type = TargetBind
trigger1 = time <= 10
Pos = 40, 0

;[State 851, 声]
;type = PlaySnd
;trigger1 = time = 0
;value = 100, 3

;[State 851, 音]
;type = PlaySnd
;trigger1 = Time = 10
;trigger2 = Time = 15
;trigger3 = Time = 20
;trigger4 = Time = 25
;trigger5 = Time = 30
;trigger6 = Time = 35
;value = 20, 0

;[State 851, エフェクト1]
;type = Explod
;trigger1 = Time = 10
;trigger2 = Time = 15
;trigger3 = Time = 20
;trigger4 = Time = 25
;trigger5 = Time = 30
;trigger6 = Time = 35
;anim = 10033
;pos = 10, -50
;postype = p1
;scale = 1, 1
;random = 10, 50
;removetime = -2
;sprpriority = 5

;[State 851, エフェクト1]
;type = Explod
;trigger1 = Time = 10
;trigger2 = Time = 15
;trigger3 = Time = 20
;trigger4 = Time = 25
;trigger5 = Time = 30
;trigger6 = Time = 35
;anim = 10034
;pos = 40, -50
;postype = p1
;scale = 1.5, 1
;random = 30, 50
;removetime = -2
;sprpriority = 5

[State 851, ヒットカウント]
type = HitAdd
trigger1 = Time = 10
trigger2 = Time = 15
trigger3 = Time = 20
trigger4 = Time = 25
trigger5 = Time = 30
trigger6 = Time = 35
value = 1

[State 851, ダメージ]
type = TargetLifeAdd
trigger1 = Time = 10
trigger2 = Time = 15
trigger3 = Time = 20
trigger4 = Time = 25
trigger5 = Time = 30
trigger6 = Time = 35
value = -4
kill = 0

;[State 851, エフェクト1]
;type = Explod
;trigger1 = Time = 45
;anim = 10001
;pos = 40, -50
;postype = p1
;scale = 1.5, 1.5
;random = 10, 10
;removetime = -2
;sprpriority = 5

;[State 851, エフェクト2]
;type = Explod
;trigger1 = Time = 45
;anim = 10032
;pos = 40, -50
;postype = p1
;scale = 1.5, 1.5
;random = 10, 10
;removetime = -2
;sprpriority = 5

;[State 851, 音]
;type = PlaySnd
;trigger1 = Time = 45
;value = 25, 1
;freqmul = 2

[State 851, ヒットカウント]
type = HitAdd
trigger1 = Time = 45
value = 1

[State 851, ダメージ]
type = TargetLifeAdd
trigger1 = Time = 45
value = -116
kill = 1

[State 851, 降下開始]
type = statetypeset
trigger1 = animelem = 12
movetype = I
physics = A

;地上投げ相手
[Statedef 855]
type     = A
movetype = H
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 851, 幅]
type = Width
trigger1 = time = 0
edge = 50,50
player = 50,50

[State 855, アニメ変更]
Type = ChangeAnim2
trigger1 = time = 0
value = 855

[State 855, 点滅]
type = palfx
trigger1 = time >= 10
time = 1
add = -100,-20,60
sinadd = 120,120,120,12
color = 0
invertall = 1

[State 855, ステート変更]
type = ChangeState
trigger1 = Time >= 50
value = 856

[Statedef 856]
type     = A
movetype = H
physics  = N
juggle   = 1
velset   = 0,0
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 856, アニメ変更]
Type = ChangeAnim2
trigger1 = time = 0
value = 856

[State 855, 点滅]
type = palfx
trigger1 = time = 0
time = 20
add = -100,-20,60
sinadd = 120,120,120,12
color = 0
invertall = 1

[State 856, 動き]
type = Velset
trigger1 = time = 0
x = -2
y = -3

[State 856, 重力]
type = veladd
trigger1 = 1
Y = 0.3

[State 856, バウンド]
type = selfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100




;--------------------------------------------------------
;Ａシュテルンブレッヒャー
;--------------------------------------------------------
[Statedef 1100]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 20
sprpriority = 2

;音は今の所鳴らさない
;[State 1100, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 1
;value = 0, 0

[State 1100]
type = Helper
trigger1 = AnimElem = 3
stateno = 11100
id = 11100
ownpal　=　1
pos = 0,0

[State 1100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;－－－Ａシュテルンブレッヒャー弾－－－
[Statedef 11100]
type = U
movetype = A
physics = N
ctrl = 0
anim = 11100
sprpriority = 3
velset = 0,0

[State 11100, 本体被弾時のフラグ]
type = Varset
trigger1 = Time = 0
var(1) = parent,stateno

[State 11100, ヒット定義]
type = HitDef
trigger1 = hitcount < 6
attr = S, SP
damage = 8, 0
animtype = back
fall = 1
getpower = 4, 1
givepower = 50, 20
guardflag = HLA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 20

[State 11100, 終了行動]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,stateno != var(1)
trigger3 = MoveReversed
;trigger4 = MoveGuarded

;--------------------------------------------------------
;Ｂシュテルンブレッヒャー
;--------------------------------------------------------
[Statedef 1110]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1110
poweradd = 20
sprpriority = 2

;音は今の所鳴らさない
;[State 1110, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 1
;value = 0, 0

[State 1110]
type = Helper
trigger1 = AnimElem = 3
stateno = 11110
id = 11110
ownpal　=　1
pos = 0,0

[State 1110, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;－－－Ｂシュテルンブレッヒャー弾－－－
[Statedef 11110]
type = U
movetype = A
physics = N
ctrl = 0
anim = 11110
sprpriority = 3
velset = 0,0

[State 11110, 本体被弾時のフラグ]
type = Varset
trigger1 = Time = 0
var(1) = parent,stateno

[State 11110, ヒット定義]
type = HitDef
trigger1 = hitcount < 6
attr = S, SP
damage = 8, 0
animtype = back
fall = 1
getpower = 4, 1
givepower = 50, 20
guardflag = HLA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 20

[State 11110, 終了行動]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,stateno != var(1)
trigger3 = MoveReversed
;trigger4 = MoveGuarded


;--------------------------------------------------------
;Ｃシュテルンブレッヒャー
;--------------------------------------------------------
[Statedef 1120]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1120
poweradd = 20
sprpriority = 2

;音は今の所鳴らさない
;[State 1120, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 1
;value = 0, 0

[State 1120]
type = Helper
trigger1 = AnimElem = 3
stateno = 11120
id = 11120
ownpal　=　1
pos = 0,0

[State 1120, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;－－－Ｃシュテルンブレッヒャー弾－－－
[Statedef 11120]
type = U
movetype = A
physics = N
ctrl = 0
anim = 11120
sprpriority = 3
velset = 0,0

[State 11120, 本体被弾時のフラグ]
type = Varset
trigger1 = Time = 0
var(1) = parent,stateno

[State 11120, ヒット定義]
type = HitDef
trigger1 = hitcount < 6
attr = S, SP
damage = 8, 0
animtype = back
fall = 1
getpower = 4, 1
givepower = 50, 20
guardflag = HLA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 20

[State 11120, 終了行動]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,stateno != var(1)
trigger3 = MoveReversed
;trigger4 = MoveGuarded

;--------------------------------------------------------
;空中シュテルンブレッヒャー
;--------------------------------------------------------
[Statedef 1130]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 1130
poweradd = 20

;音は今の所鳴らさない
;[State 1130, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 1
;value = 0, 0

[State -1]
Type     = VelSet
Trigger1 = Time = [1,44]
X        = 0
Y        = 0

[State 1130]
type = Helper
trigger1 = AnimElem = 3
stateno = 11130
id = 11130
ownpal　=　1
pos = 0,0

;－－－空中シュテルンブレッヒャー弾－－－
[Statedef 11130]
type = U
movetype = A
physics = N
ctrl = 0
anim = 11130
sprpriority = 3
velset = 0,0

[State 11130, 本体被弾時のフラグ]
type = Varset
trigger1 = Time = 0
var(1) = parent,stateno

[State 11130, ヒット定義]
type = HitDef
trigger1 = hitcount < 6
attr = S, SP
damage = 8, 0
animtype = back
fall = 1
getpower = 4, 1
givepower = 50, 20
guardflag = HLA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 20

[State 11130, 終了行動]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,stateno != var(1)
trigger3 = MoveReversed
;trigger4 = MoveGuarded

;--------------------------------------------------------
;Ａスツーカ改
;--------------------------------------------------------
[Statedef 1200]
type = S
physics = N
movetype = A
anim = 1200
ctrl = 0
velset = 0, 0
sprpriority = 1
poweradd = 50

[State 1200, 空中ステートに移行]
type = statetypeset
trigger1 = animelem = 2
statetype = A
physics = N

[State 1200, 移動開始]
type = velset
trigger1 = animelem = 2
x = 7
y = -7

[State 1200, ヒット定義]
type = HitDef
trigger1 = animelem = 2
attr = A, SA
damage = 80, 10
animtype = back
fall = 1
getpower = 50, 20
givepower = 50, 20
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.31, -7.27
airguard.velocity = -4, -8
air.type = High
air.velocity = -4.31, -7.27
air.hittime = 120

[State 1200, 降下開始]
type = statetypeset
trigger1 = animelem = 6
movetype = I
physics = A

;--------------------------------------------------------
;Ｂスツーカ改
;--------------------------------------------------------
[Statedef 1210]
type = S
physics = N
movetype = A
anim = 1210
ctrl = 0
velset = 0, 0
sprpriority = 1
poweradd = 50

[State 1210, 空中ステートに移行]
type = statetypeset
trigger1 = animelem = 2
statetype = A
physics = N

[State 1210, 移動開始]
type = velset
trigger1 = animelem = 2
x = 9
y = -5

[State 1210, ヒット定義]
type = HitDef
trigger1 = animelem = 2
attr = A, SA
damage = 80, 10
animtype = back
fall = 1
getpower = 50, 20
givepower = 50, 20
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.31, -7.27
airguard.velocity = -4, -8
air.type = High
air.velocity = -4.31, -7.27
air.hittime = 120

[State 1210, 降下開始]
type = statetypeset
trigger1 = animelem = 6
movetype = I
physics = A

;--------------------------------------------------------
;Ｃスツーカ改
;--------------------------------------------------------
[Statedef 1220]
type = S
physics = N
movetype = A
anim = 1220
ctrl = 0
velset = 0, 0
sprpriority = 1
poweradd = 50

[State 1220, 空中ステートに移行]
type = statetypeset
trigger1 = animelem = 2
statetype = A
physics = N

[State 1220, 移動開始]
type = velset
trigger1 = animelem = 2
x = 10

[State 1220, ヒット定義]
type = HitDef
trigger1 = animelem = 2
attr = A, SA
damage = 80, 10
animtype = Up
fall = 1
getpower = 50, 20
givepower = 50, 20
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.31, -7.27
airguard.velocity = -4, -8
air.type = High
air.velocity = -4.31, -7.27
air.hittime = 120

[State 1220, 着地]
type = statetypeset
trigger1 = animelem = 6
statetype = S
movetype = I
physics = S

[State 1220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------
;空中Ａスツーカ改
;--------------------------------------------------------
[Statedef 1250]
type = A
physics = N
movetype = A
anim = 1250
ctrl = 0
velset = 0, 0
sprpriority = 1
poweradd = 50

[State 1250, 移動開始]
type = velset
trigger1 = animelem = 2
x = 7
y = 7

[State 1250, ヒット定義]
type = HitDef
trigger1 = animelem = 2
attr = A, SA
damage = 80, 10
animtype = back
fall = 1
getpower = 50, 20
givepower = 50, 20
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.31, -7.27
airguard.velocity = -4, -8
air.type = High
air.velocity = -4.31, -7.27
air.hittime = 120

[State 1250, 着地準備]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > -10
value = 1299

;--------------------------------------------------------
;空中Ｂスツーカ改
;--------------------------------------------------------
[Statedef 1260]
type = A
physics = N
movetype = A
anim = 1260
ctrl = 0
velset = 0, 0
sprpriority = 1
poweradd = 50

[State 1260, 移動開始]
type = velset
trigger1 = animelem = 2
x = 9
y = 5

[State 1260, ヒット定義]
type = HitDef
trigger1 = animelem = 2
attr = A, SA
damage = 80, 10
animtype = back
fall = 1
getpower = 50, 20
givepower = 50, 20
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.31, -7.27
airguard.velocity = -4, -8
air.type = High
air.velocity = -4.31, -7.27
air.hittime = 120

[State 1260, 着地準備]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > -10
value = 1299

;--------------------------------------------------------
;スツーカ着地
;--------------------------------------------------------
[Statedef 1299]
type = S
physics = S
movetype = I
anim = 1299
ctrl = 0
velset = 10, 0
sprpriority = 1
movehitpersist = 1

[State 1299, Y座標調整]
type = posset
trigger1 = 1
y = 0

[State 1299, ステート移行]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------
;空中Ｃスツーカ改
;--------------------------------------------------------
[Statedef 1270]
type = A
physics = N
movetype = A
anim = 1270
ctrl = 0
velset = 0, 0
sprpriority = 1
poweradd = 50

[State 1270, 移動開始]
type = velset
trigger1 = animelem = 2
x = 9

[State 1270, ヒット定義]
type = HitDef
trigger1 = animelem = 2
attr = A, SA
damage = 80, 10
animtype = back
fall = 1
getpower = 50, 20
givepower = 50, 20
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4.31, -7.27
airguard.velocity = -4, -8
air.type = High
air.velocity = -4.31, -7.27
air.hittime = 120

[State 1270, 降下開始]
type = statetypeset
trigger1 = animelem = 6
movetype = I
physics = A

;--------------------------------------------------------
;Ａグレイプニル
;--------------------------------------------------------
[Statedef 1300]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 20
sprpriority = 2

;音は今の所鳴らさない
;[State 1300, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 1
;value = 0, 0

[State 1300]
type = Helper
trigger1 = AnimElem = 2
stateno = 11300
id = 11300
ownpal　=　1
pos = 80,0

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

;--------------------------------------------------------
;Ｂグレイプニル
;--------------------------------------------------------
[Statedef 1310]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 20
sprpriority = 2

;音は今の所鳴らさない
;[State 1310, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 1
;value = 0, 0

[State 1310]
type = Helper
trigger1 = AnimElem = 2
stateno = 11300
id = 11300
ownpal　=　1
pos = 160,0

[State 1310, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------
;Ｃグレイプニル
;--------------------------------------------------------
[Statedef 1320]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 20
sprpriority = 2

;音は今の所鳴らさない
;[State 1320, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 1
;value = 0, 0

[State 1320]
type = Helper
trigger1 = AnimElem = 2
stateno = 11300
id = 11300
ownpal　=　1
pos = 240,0

[State 1320, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;－－－グレイプニル弾－－－
[Statedef 11300]
type = U
movetype = A
physics = N
ctrl = 0
anim = 11300
sprpriority = 3
velset = 0,0

[State 11300, エフェクト1]
type = Explod
trigger1 = AnimElem = 1
anim = 11301
scale = 0.45,0.45
pos = 0,0
postype = p1
sprpriority = 2
ownpal = 1
bindtime = 68
removeongethit = 0
ignorehitpause = 0

;--------------------------------------------------------
;半透明処理が上手くいかないので保留
;[State 11300, エフェクト2]
;type = Explod
;trigger1 = AnimElem = 1
;anim = 11302
;scale = 0.45,0.45
;pos = 0,0
;postype = p1
;sprpriority = 4
;ownpal = 1
;bindtime = 68
;removeongethit = 0
;ignorehitpause = 0
;--------------------------------------------------------

[State 11300, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 12
attr = S, SP
damage = 12, 0
animtype = up
fall = 0
getpower = 12, 6
givepower = 50, 20
guardflag = HLA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0, -4
airguard.velocity = -3, -3
air.type = High
air.velocity = 0, -4
air.hittime = 20

[State 11300, 終了行動]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = MoveReversed

;--------------------------------------------------------
;Ａラーンスネッツ
;--------------------------------------------------------
[Statedef 1400]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 20
sprpriority = 2

;音は今の所鳴らさない
;[State 1400, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 1
;value = 0, 0

[State 1400]
type = Helper
trigger1 = AnimElem = 2
stateno = 11400
id = 11400
ownpal　=　1
pos = 0, -150
;postype = p1
;keyctrl = 0

[State 1400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;－－－Ａラーンスネッツ弾－－－
[Statedef 11400]
type = U
movetype = A
physics = N
ctrl = 0
anim = 11400
sprpriority = 3
velset = 2, 5

[State 11400, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 30, 8
animtype = medium
air.animtype = medium
fall = 0
getpower = 12, 6
givepower = 50, 20
guardflag = HLA
hitflag = MLF
priority = 3, Hit
pausetime = 0, 5
guard.pausetime = 0, 5
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5, 0
airguard.velocity = -5, -3
air.type = High
air.velocity = -5, -3
air.hittime = 30

[State 11400, 終了行動]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = pos y > -10

;--------------------------------------------------------
;Ｂラーンスネッツ
;--------------------------------------------------------
[Statedef 1410]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 20
sprpriority = 2

;音は今の所鳴らさない
;[State 1410, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 1
;value = 0, 0

[State 1410]
type = Helper
trigger1 = AnimElem = 2
stateno = 11410
id = 11410
ownpal　=　1
pos = 0, -150
;postype = p1
;keyctrl = 0

[State 1410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;－－－Ｂラーンスネッツ弾－－－
[Statedef 11410]
type = U
movetype = A
physics = N
ctrl = 0
anim = 11400
sprpriority = 3
velset = 5,5

[State 11410, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 30, 8
animtype = medium
air.animtype = medium
fall = 0
getpower = 12, 6
givepower = 50, 20
guardflag = HLA
hitflag = MLF
priority = 3, Hit
pausetime = 0, 5
guard.pausetime = 0, 5
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5, 0
airguard.velocity = -5, -3
air.type = High
air.velocity = -5, -3
air.hittime = 30

[State 11410, 終了行動]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = pos y > -10

;--------------------------------------------------------
;Ｃラーンスネッツ
;--------------------------------------------------------
[Statedef 1420]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 20
sprpriority = 2

;音は今の所鳴らさない
;[State 1420, 音を鳴らす]
;type = PlaySnd
;trigger1 = Time = 1
;value = 0, 0

[State 1420]
type = Helper
trigger1 = AnimElem = 2
stateno = 11420
id = 11420
ownpal　=　1
pos = 0, -150
;postype = p1
;keyctrl = 0

[State 1420, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;－－－Ｃラーンスネッツ弾－－－
[Statedef 11420]
type = U
movetype = A
physics = N
ctrl = 0
anim = 11400
sprpriority = 3
velset = 5, 3

[State 11420, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 30, 8
animtype = medium
air.animtype = medium
fall = 0
getpower = 12, 6
givepower = 50, 20
guardflag = HLA
hitflag = MLF
priority = 3, Hit
pausetime = 0, 5
guard.pausetime = 0, 5
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5, 0
airguard.velocity = -5, -3
air.type = High
air.velocity = -5, -3
air.hittime = 30

[State 11420, 終了行動]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = pos y > -10




;---------------------------------------------------------------------------
; ※２：AssertSpecial
;
; 　他のコントローラでは設定出来ない『特殊な効果』を指定する命令。
; 　設定したトリガーが有効になってる間だけ一時的に適用される。
;
; 　適用出来るパラメータはこのコントローラを一つ設置する場合、最大３つまで。
; 　書式としては「flag」「flag2」「flag3」を順に加えていく形。
; 　flag2とflag3はオプション。ではその特殊効果を全て紹介。
;
; 　Intro          = イントロ（試合開始前の登場演出アクション）の状態になる。イントロステート専用。
; 　Invisible      = 自分の姿を消す。しかし残像（AfterImage）は消せない。
; 　RoundNotOver   = 現在のラウンドを過ぎない。勝利ポーズ専用。
; 　NoBarDisplay   = ライフバーを非表示にする。
; 　NoBG           = ステージの奥の画像を非表示にし、「真っ黒の背景」にする。
; 　NoFG           = ステージの手前の画像を非表示にする。
; 　NoStandGuard   = 立ちガードが出来なくなる。
; 　NoCrouchGuard  = しゃがみガードが出来なくなる。
; 　NoAirGuard     = 空中ガードが出来なくなる。
; 　NoAutoTurn     = 自動で振り向かない。
; 　NoJuggleCheck  = ジャグルをチェックしない。（ジャグルポイントが減らなくなる）
; 　NoKOSnd        = ＫＯ時の音声（11,0）を鳴らさないようにする。
; 　NoKOSlow       = ＫＯ時のスローモーションを無効にする。（ＫＯ直前に有効にしないといけない）
; 　NoShadow       = 自分の影を消す。
; 　GlobalNoShadow = 画面中に存在する全てのプレイヤー（ヘルパーとProjectileも含む）の影を消す。
; 　NoMusic        = 演奏しているＢＧＭを止める。（プラグインによってはＢＧＭがバグるので要注意）
; 　NoWalk         = 歩かない。（前か後ろのキーを入力中コントロールが可能の時に勝手に[Statedef 20]にならない）
; 　TimerFreeze    = タイムカウント（制限時間）を停止する。
; 　UnGuardable    = 自分の全ての攻撃が『ガード不可』になる。
;


;===========================================================================
; 常時監視ステート（－２）
;===========================================================================
;---------------------------------------------------------------------------
; 通常の食らい状態（Statedef 5000～5199間）でも、
; 相手に（「P2StateNo」や「TargetState」等で）制御を奪われても、
; 常に登録したステートコントローラが有効になります。
; サブシステム等を制御する時に重宝するでしょう。
;---------------------------------------------------------------------------

[Statedef -2]

[State -2, クリップボード]
type = DisplayToClipboard
trigger1 = 1
text = "Cancel=%d, Throw=%d, Button=%d, Body-Distance X=%d,Y=%d \n"
params = var(1),var(2),var(5),floor(P2BodyDist X),floor(P2BodyDist Y)

[State -2, クリップボード（追加専用）]
type = AppendToClipboard
trigger1 = 1
text = "Position X=%d,Y=%d, Velocity X=%f,Y=%f, Hit=%d \n"
params = floor(Pos X),floor(Pos Y),(Vel X),(Vel Y),(MoveHit)

;===========================================================================
; 準常時監視ステート（－３）
;===========================================================================
;---------------------------------------------------------------------------
; こちらは通常の食らい状態以外の「P2StateNo」や「TargetState」等で制御された、
; 作成者が任意に指定した相手側の食らいステートに限り、
; 登録したステートコントローラが有効にはなりません。
; －１や－２と上手く使い分けて行きましょう。
;---------------------------------------------------------------------------

[Statedef -3]

;-----------------------------------
;ここは「ジャンプ」か「バックステップ」をした後に
;着地する音を鳴らす設定をしています。

[State -3, 音を鳴らす]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52  ;着地ステート
trigger2 = stateno = 106 ;バックステップ後の着地ステート
value = 40, 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ■最後に『コモンステート』について■
; コモンステートとは、全キャラ共通の基本動作のステートです。
; 通常は特に変更しない限り、M.U.G.E.N本体のdataフォルダにある
;「common1.cns（コモンステートファイル）」を使います。
;
; しかし、もしもあなたのキャラのステートファイルでcommon1.cnsと同じ番号の
; 基本動作のステートを作った場合は処理が上書きされ、
; common1.cns側の同じ番号のステートは無効になります。
;
; common1.cnsのプログラム優先度は最低に属しているので、
; ステートの作成には番号に注意しないといけません。
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
