
;站轻拳
[Statedef 200]
type     = S                 ;キャラの状態を指定
                             ;S=立ち　C=しゃがみ　A=空中　L=倒れている　U=前のステートの状態を引き継ぐ
movetype = A                 ;キャラの行動内容を指定 I=何もしない　A=攻撃している　H=攻撃を食らっている
physics  = S                 ;キャラの物理的な体勢
                             ;S=立ち　C=しゃがみ　A=空中　N=重力や摩擦の影響を受けない　U=前のステートの体勢を引き継ぐ
juggle   = 0                 ;攻撃を当てた時に溜まるジャグルポイントの設定
velset   = 0,0               ;移動初速度の設定（このステートでは0,0なので移動せず止まります）
ctrl     = 0                 ;コントロールの可否（0=キー操作不可?1=キー操作可能）
anim     = 200               ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 0                ;パワーゲージの増加量を設定
sprpriority = 2              ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます

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

[State 0, 速度]
type = VelSet
triggerall = var(59) >= 1
trigger1 = PrevStateNo = [200,640]
trigger1 = AnimElem = 1
x = 5
ignorehitpause = 1
persistent = 1

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

[State 200, ヒット定義]
type = HitDef                ;攻撃ヒット定義（Hit Definition）のステートコントローラ
trigger1 = !MoveContact          ;攻撃判定ボックスがあればアニメーション３番目のコマで適用されます
attr = S, NA                 ;攻撃属性: これは Standing, Normal Attack（立ち通常攻撃）、重要項目です
damage = 35, 0               ;相手に与えるダメージ（ヒットした時,ガードされた時）
animtype = Light             ;当たった時の相手のアニメの種類: Light, Medium, Hard, Back, Up, DiagUp
guardflag = H               ;相手が立ち?しゃがみ?空中どのガードが出来るかを決めます（MiddleAir 全部ガードされます）
hitflag = MAF                ;相手がどの状態の時で攻撃を当てられるかを決めます（MiddleAirFall）
priority = 3, Hit            ;攻撃優先度: 0 (最低) 7 (最高) 4がデフォルト?種類はHit/Miss/Dodge (デフォルト：Hit)
pausetime = 10,10             ;攻撃を当てた時の自分と相手の硬直時間（自分,相手）
guard.hittime = 20
guard.ctrltime = 20
sparkno = s4000              ;ヒットスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
guard.sparkno = s4100        ;ガードスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
sparkxy = -15, -63           ;ヒットスパークの位置（Ｘ軸,Ｙ軸）
hitsound = S2,0+random%2     ;ヒットサウンド（Sを付けると自分のSNDファイルから）
guardsound = s3,0            ;ガードサウンド（Sを付けないとMUGENデフォルトから）
ground.type = High           ;当たった時の地上の相手のアニメの属性　High：頭、体, Low：足, Trip：足払い
ground.slidetime = 8         ;当たった時の地上の相手がのけぞる時間
ground.hittime  = 10         ;当たった時の地上の相手のやられ状態の時間
ground.velocity = -4.5,0     ;当たった時の地上の相手の初速度（Ｘ軸,Ｙ軸）
airguard.velocity = -1.9,-.8 ;ガードされた時の空中の相手の初速度 (デフォルト：(air.xvel*1.5, air.yvel/2))
air.type = Low               ;当たった時の空中の相手のアニメの属性: High, Low, Trip (デフォルト：ground.typeと同じになる)
air.velocity = -1.4,-3       ;当たった時の空中の相手の初速度（Ｘ軸,Ｙ軸）
air.hittime = 12             ;当たった時の空中の相手のやられ状態の時間

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = random < 600
value = 0,random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 4,0

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(5) >= 0
movetype = I 

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0 ;アニメーション時間が０、つまりアニメが終了した時に有効になります。
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離站轻拳
[Statedef 205]
type     = S
movetype = A
physics  = S
juggle   = 0
ctrl     = 0
anim     = 205
poweradd = 0
sprpriority = 2

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

[State 0, 速度]
type = VelAdd
triggerall = var(59) >= 1
trigger1 = PrevStateNo = [200,640]
trigger1 = AnimElem = 1
x = 5
ignorehitpause = 1
persistent = 1

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

[State 0, Y轴归零]
type = PosSet
trigger1 = AnimElem = 2,<=0
y = 0
ignorehitpause = 1
persistent = 1

[State 0, Y轴速度归零]
type = VelSet
trigger1 = AnimElem = 2,<=0
y = 0
ignorehitpause = 1
persistent = 1

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

[State 200, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = S, NA
damage = 35, 0
animtype = Medium
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
guard.hittime = 20
guard.ctrltime = 20
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15, -60
hitsound = S2,0+random%2
guardsound = S3,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = Low
air.velocity = -1.4,-3
air.hittime = 12

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = random < 600
value = 0,random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 4,0

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(5) >= 0
movetype = I 

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

;站重拳
[Statedef 210]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 210
sprpriority = 2

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

[State 0, 速度]
type = VelSet
triggerall = var(59) >= 1
trigger1 = PrevStateNo = [200,640]
trigger1 = AnimElem = 1
x = 5
ignorehitpause = 1
persistent = 1

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

[State 200, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = S, NA
damage = 50, 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
guard.hittime = 20
guard.ctrltime = 20
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15,-53
hitsound = S2,2+random%2
guardsound = S3,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -7.5
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-4
air.hittime = 12

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random < 600
value = 0,2+random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 4,0

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(8) >= 0
movetype = I 

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

;近距離站重拳
[Statedef 215]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 215
sprpriority = 2

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

[State 0, 速度]
type = VelAdd
triggerall = var(59) >= 1
trigger1 = PrevStateNo = [200,640]
trigger1 = AnimElem = 1
x = 5
ignorehitpause = 1
persistent = 0

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

[State 0, Y轴归零]
type = PosSet
trigger1 = AnimElem = 2,<=0
y = 0
ignorehitpause = 1
persistent = 1

[State 0, Y轴速度归零]
type = VelSet
trigger1 = AnimElem = 2,<=0
y = 0
ignorehitpause = 1
persistent = 1

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

[State 200, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = S, NA
damage = 50, 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
guard.hittime = 20
guard.ctrltime = 20
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15,-51
hitsound = S2,2+random%2
guardsound = S3,1
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -6.3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-4
air.hittime = 12

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random < 600
value = 0,2+random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 8
value = 4,0

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(9) >= 0
movetype = I 

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

;站轻脚
[Statedef 230]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 230
sprpriority = 2

;---------------------------------------------------------------------------
;宽度设置

[State 0, 宽度设置]
type = Width
trigger1 = 1
edge = 20,0
player = 10,0
ignorehitpause = 1
persistent = 1

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

[State 0, 速度]
type = VelSet
triggerall = var(59) >= 1
trigger1 = PrevStateNo = [200,640]
trigger1 = AnimElem = 1
x = 5
ignorehitpause = 1
persistent = 1

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

[State 200, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = S, NA
damage = 35, 0
animtype = Light
hitflag = MAF
guardflag = H
priority = 3, Hit
pausetime = 10,10  
guard.hittime = 20
guard.ctrltime = 20
sparkno = s4000
guard.sparkno = s4110
sparkxy = -15, -60
hitsound = S2,4+random%2
guardsound = S3,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -2.3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
guard.dist = 90

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = random < 600
value = 0,random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 4,1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(7) >= 0
movetype = I 

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

;---------------------------------------------------------------------------
; 近距離站轻脚
[Statedef 235]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 235
sprpriority = 2

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

[State 0, 速度]
type = VelSet
triggerall = var(59) >= 1
trigger1 = PrevStateNo = [200,640]
trigger1 = AnimElem = 1
x = 5
ignorehitpause = 1
persistent = 1

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

[State 200, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = S, NA
damage = 35, 0
animtype = Medium
hitflag = MAF
guardflag = L
priority = 3, Hit
pausetime = 10,10
guard.hittime = 20
guard.ctrltime = 20
sparkno = s4000
guard.sparkno = s4110
sparkxy = -15, -25
hitsound = S2,4+random%2
guardsound = S3,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -2.3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2,-5
air.hittime = 12

;---------------------------------------------------------------------------
;状态控制

[State 0, 状态控制]
type = TargetState
triggerall = (palno <= 2) && (helper(40100),var(15) = 0)
triggerall = var(59) >= 1
triggerall = NumTarget
triggerall = (enemynear(var(58)),statetype = A)
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

[State 0, 状态控制]
type = TargetState
triggerall = (palno >=3 ) || (helper(40100),var(15) = 1)
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = random < 600
value = 0,random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 4,1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(6) >= 0
movetype = I 

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

;站重脚
[Statedef 240]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 240
sprpriority = 2

;---------------------------------------------------------------------------
;宽度设置

[State 0, 宽度设置]
type = Width
trigger1 = 1
edge = 30,0
player = 15,0
ignorehitpause = 1
persistent = 1

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

[State 0, 速度]
type = VelSet
triggerall = var(59) >= 1
trigger1 = PrevStateNo = [200,640]
trigger1 = AnimElem = 1
x = 5
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;位置设置

[State 0, 位置移动01]
type = PosAdd
trigger1 = AnimElem = 2,=0
x = 24
ignorehitpause = 1
persistent = 0

[State 0, 位置移动02]
type = PosAdd
trigger1 = AnimElem = 14,=0
x = -24
ignorehitpause = 1
persistent = 0

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

[State 200, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = S, NA
damage = 50, 0
animtype  = Hard
hitflag = MAF
guardflag = H
priority = 3, Hit
pausetime = 12,12  
guard.hittime = 20
guard.ctrltime = 20
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15, -60
hitsound = S2,6+random%2
guardsound = S3,1
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -7.0
air.type = Low
air.velocity = -2.0,-5
yaccel = .45
air.hittime = 20

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random < 600
value = 0,2+random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 7
value = 4,1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(9) >= 0
movetype = I 

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

;近距離站重脚
[Statedef 245]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 245
sprpriority = 2

;---------------------------------------------------------------------------
;宽度设置

[State 0, 宽度设置]
type = Width
trigger1 = 1
edge = 20,0
player = 10,0
ignorehitpause = 1
persistent = 1

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

[State 0, 速度]
type = VelAdd
triggerall = var(59) >= 1
trigger1 = PrevStateNo = [200,640]
trigger1 = AnimElem = 1
x = 5
ignorehitpause = 1
persistent = 0

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

[State 0, Y轴归零]
type = PosSet
trigger1 = AnimElem = 2,<=0
y = 0
ignorehitpause = 1
persistent = 1

[State 0, Y轴速度归零]
type = VelSet
trigger1 = AnimElem = 2,<=0
y = 0
ignorehitpause = 1
persistent = 1

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

[State 200, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = S, NA
damage = 50, 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 12,12 
guard.hittime = 20
guard.ctrltime = 20
sparkno = s4010
guard.sparkno = s4100
sparkxy = -15, -70
hitsound = S2,6+random%2
guardsound = S3,1
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -4,0
air.type = Low
air.velocity = -2.0,-5
yaccel = .45
air.hittime = 20

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = random < 600
value = 0,2+random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 6
value = 4,1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(8) >= 0
movetype = I 

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

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

;蹲轻拳
[Statedef 400]
type     = C
movetype = A
physics  = C
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 400
sprpriority = 2

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

[State 0, 速度]
type = VelSet
triggerall = var(59) >= 1
trigger1 = PrevStateNo = [200,640]
trigger1 = AnimElem = 1
x = 5
ignorehitpause = 1
persistent = 1

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = random < 600
value = 0,random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 4,0

[State 400, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = C, NA
damage    = 35
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,10
guard.hittime = 20
guard.ctrltime = 20
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15,-42
hitsound = S2,0+random%2
guardsound = S3,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 14
ground.velocity = -3
air.velocity = -2.5,-5

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(5) >= 0
movetype = I 

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

;蹲重拳
[Statedef 410]
type     = C
movetype = A
physics  = C
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 410
sprpriority = 2

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

[State 0, 速度]
type = VelSet
triggerall = var(59) >= 1
trigger1 = PrevStateNo = [200,640]
trigger1 = AnimElem = 1
x = 5
ignorehitpause = 1
persistent = 1

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random < 600
value = 0,2+random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 4,0

[State 400, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = C, NA
damage    = 50
priority  = 3
animtype  = Medium
hitflag = MAF
guardflag = L
pausetime = 12,12
guard.hittime = 20
guard.ctrltime = 20
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15,-42
hitsound = S2,2+random%2
guardsound = S3,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5
air.velocity = -2.5,-5

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(7) >= 0
movetype = I 

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

;蹲重拳-演出用
[Statedef 412]
type     = C
movetype = I
physics  = C
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 412
sprpriority = 2

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

[State 0, 速度]
type = VelSet
triggerall = var(59) >= 1
trigger1 = PrevStateNo = [200,640]
trigger1 = AnimElem = 1
x = 5
ignorehitpause = 1
persistent = 1

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random < 600
value = 0,2+random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 4,0

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(7) >= 0
movetype = I 

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

;蹲轻脚
[Statedef 420]
type     = C
movetype = A
physics  = C
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 420
sprpriority = 2

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

[State 0, 速度]
type = VelSet
triggerall = var(59) >= 1
trigger1 = PrevStateNo = [200,640]
trigger1 = AnimElem = 1
x = 5
ignorehitpause = 1
persistent = 1

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = random < 600
value = 0,random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 4,1

[State 200, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = S, NA
damage = 35, 0
animtype  = Medium
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.hittime = 20
guard.ctrltime = 20
sparkno = s4000
guard.sparkno = s4110
sparkxy = -15,-10
hitsound = S2,4+random%2
guardsound = S3,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -3.0
air.type = Low
air.velocity = -2.5,-5
air.hittime = 12

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(5) >= 0
movetype = I 

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

;蹲重脚
[Statedef 430]
type     = C
movetype = A
physics  = C
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 430
sprpriority = 2

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

[State 0, 速度]
type = VelSet
triggerall = var(59) >= 1
trigger1 = PrevStateNo = [200,640]
trigger1 = AnimElem = 1
x = 5
ignorehitpause = 1
persistent = 1

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random < 600
value = 0,2+random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 4,1

[State 440, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = C, NA
damage    = 50
hitflag = MAF
guardflag = L
pausetime = 12,12
guard.hittime = 20
guard.ctrltime = 20
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15,-10
hitsound = S2,6+random%2
guardsound = S3,1
ground.type = Trip
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -3,-4.5
air.velocity = -3,-4.5
guard.velocity = -7
fall = 1

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State -2, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 7
value = -1

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(7) >= 0
movetype = I 

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 跳轻拳
[Statedef 600]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 600
sprpriority = 2

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = random < 600
value = 0,random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = 4,0

[State 600, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = , NA   
damage    = 30
guardflag = HA 
priority = 3
pausetime = 10,10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -10,-54
hitsound = S2,0+random%2
guardsound = S3,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

;跳重拳
[Statedef 610]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 610
sprpriority = 3

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random < 600
value = 0,2+random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 4,0

[State 610, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = , NA
damage = 50
guardflag = H
priority = 4
pausetime = 12,12
guard.hittime = 20
guard.ctrltime = 20
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15,-85
hitsound = S2,2+random%2
guardsound = S3,1
animtype = Hard
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -3,-4
air.type = Low
air.hittime = 14
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 920]
type = StateTypeSet
trigger1 = animelemtime(6) >= 0
movetype = I 

;跳轻脚
[Statedef 620]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 620
sprpriority = 2

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = random < 600
value = 0,random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = 4,1

[State 630, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = , NA
damage = 30
guardflag = HA
priority = 5
pausetime = 10,10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15,-48
hitsound = S2,4+random%2
guardsound = S3,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = -4
air.velocity = -2,-3

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(5) >= 0
movetype = I 

;碎头击
[Statedef 625]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 625
sprpriority = 2

[State 0, 下落]
type = VelSet
trigger1 = Vel X <= 2
trigger1 = AnimElem = 2,=0
x = 2
ignorehitpause = 1
persistent = 0

[State 0, 下落]
type = VelSet
trigger1 = AnimElem = 2,=0
y = 6
ignorehitpause = 1
persistent = 0

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 1
value = 0,3
channel = 4

[State 640, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = , NA
damage    = 35
animtype = Medium
hitflag = MAF
guardflag = H
priority = 4
pausetime = 6,6
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15,-30
hitsound = S2,2+random%2
guardsound = S3,0
ground.type = High
air.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -2.0
air.velocity = -2,-5

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State -2, TargetState]
type = ChangeState
triggerall = var(59) <= 0
trigger1 = command != "holddown"
trigger1 = animelemtime(2) >= 0
trigger1 = movecontact
value = 626

;碎头击击中弹起
[Statedef 626]
type    = A
movetype= I
physics = N
juggle  = 0
ctrl = 0
anim = 626
sprpriority = 5

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(2) = 0
x = 3.0
y = -10.0

[State -2, Gravity]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 626, 灰尘]
type = Explod
trigger1 = AnimElem = 2,=0
trigger1 = enemynear(var(58)),statetype = A
anim = 628
pos = 0,-20
postype = p1
facing = 1
sprpriority = 2
bindtime = 1
ownpal = 1
scale = 0.25,0.25

[State -2, CtrlSet]
type = CtrlSet
trigger1 = var(59) <= 0
trigger1 = animelemtime(2) = 0
value = 1

[State 610, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

;跳重脚
[Statedef 630]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 630
sprpriority = 2

;---------------------------------------------------------------------------
;转身
[State 0, 转身]
type = Turn
triggerall = ((enemynear(var(58)),pos X)-pos X)*facing < 0
trigger1 = animelem = 1,=0
ignorehitpause = 1
persistent = 1

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

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random < 600
value = 0,2+random%2
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = 4,1

[State 640, ヒット定義]
type = HitDef
trigger1 = !MoveContact
attr = , NA
damage    = 50
animtype = Hard           
hitflag = MAF
guardflag = H
priority = 4
pausetime = 12,13
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15,-32
hitsound = S2,6+random%2
guardsound = S3,1
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.velocity = -2,-5

;---------------------------------------------------------------------------
;状态控制
[State 0, 状态控制]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

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

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(7) >= 0
movetype = I 

;---------------------------------------------------------------------------
;CD反击
[Statedef 780]
type = S
movetype = A
physics = S
ctrl = 0
anim = 780
velset = 0,0
sprpriority = 2

;---------------------------------------------------------------------------
;转身
[State 0, 转身]
type = Turn
triggerall = ((enemynear(var(58)),pos X)-pos X)*facing < 0
trigger1 = animelem = 1,=0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;时停

[State 0, 时停]
type = SuperPause
trigger1 = Animelem = 1,=0
time = 15
anim = -1
sound = -1
pos = 0,0
movetime = 15
darken = 0
p2defmul = 1
poweradd = cond((helper(40100),var(15)>=1),0,cond((palno <=2),-500,0))
unhittable = 0
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;保护

[State 0, 保护]
type = NotHitBy
trigger1 = (var(59) <= 0) || ((var(59) >= 1) && (helper(40100),var(15) = 0))
trigger1 = AnimELem = 12,<=0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
ignorehitpause = 1
persistent = 1

[State 0, 保护]
type = NotHitBy
trigger1 = (helper(40100),var(15) >= 1)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 5
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;状态变更

[State 0, 状态改变]
type = StateTypeSet
trigger1 = (helper(40100),var(15) = 0)
trigger1 = AnimELem = 12,>=2
movetype = I
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;ZOOM缩放

[State 0, 镜头缩放]
type = Helper
Trigger1 = AnimElem = 1,=1
name = "zoom"
stateno = 42000
ID = 42000
facing = 1
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
size.proj.doscale = ID
size.shadowoffset = 0 ;特效颜色 1:白 2:黑 
size.ground.back = 11 ; （1：P1但不跟随）（2：P2但不跟随）（11: 跟随P1）（21: 跟随P2）
size.mid.pos = -20,-5 ;在人物的相对的距离
size.ground.front = 0
size.height = 30;50 ;中间停顿时间
size.air.back = 2200 ;(放大的倍数:越小越大)
size.head.pos = 9,8 ;(镜头向人物的移动速度),(镜头返回屏幕中间的速度)
size.air.front = 0 ;放大特效 1 开 0 关
size.xscale = 0 ;特效出现时刻
size.yscale = 0 ;特效出现时间
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;残影

[state -2, 残影]
type = AfterImage
Trigger1 = Animelem = 1,=0
time = 22
Length = 6
FrameGap = 1
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 0,40,130
palmul = 0.5,0.5,0.5
TimeGap = 1
trans = add

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

[State 780, 攻击判定]
type = HitDef
trigger1 = !MoveContact
attr = , NA
animtype  = hard
hitflag = MAF
guardflag = 
damage    = 20,20
pausetime = 16,18
sparkno = s4010
guard.sparkno = s4110
sparkxy = -10,-55*Const(size.yscale)
hitsound = S2,3
guardsound = S3,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 26
ground.velocity = -12,0
air.velocity = -5,-4.6
fall = 0
fall.recover = 0
kill = 1
envshake.time = 18
envshake.ampl = 10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

;---------------------------------------------------------------------------
;位置控制

[State 0, 位置控制]
type = TargetBind
triggerall = NumTarget
triggerall = enemynear(var(58)),statetype = A
trigger1 = movehit = 1
time = 1
id = -1
pos = ((enemynear(var(58)),pos X)-pos X)*facing,-15
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;状态控制

[State 0, 状态控制-空中]
type = TargetState
triggerall = var(59) <= 0
triggerall = NumTarget
triggerall = enemynear(var(58)),statetype = A
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

[State 0, 状态控制-AI用]
type = TargetState
triggerall = var(59) >= 1
triggerall = NumTarget
trigger1 = movehit = 1
value = 4480
ID = -1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;特效

[State 0, 特效01]
type = Explod
trigger1 = AnimElem = 1,=0
anim = 782
ID = 782
pos = 0,0
postype = back
facing = 1
bindtime = 1
removetime = -2
scale = 999,999
sprpriority = -3
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 特效01]
type = Explod
trigger1 = AnimElem = 10,=0
anim = 781
ID = 781
pos = 42*Const(size.xscale),-55*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.5
sprpriority = 25
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 灰尘]
type = Explod
trigger1 = AnimElem = 9,=0
anim = 8400
ID = 8400
pos = -10*Const(size.xscale),-5*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.9,0.9
sprpriority = 35
ontop = 0
ownpal = 0
removeongethit = 0
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;复合音效

[State 0, 挥动音效]
type = PlaySnd
trigger1 = AnimElem = 10,=0
value = S1400,2
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 打击音效]
type = PlaySnd
trigger1 = movehit = 1
value = S1400,3
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;动作音效

[State 0, 挥动音效]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = S5200,0
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 挥动音效]
type = PlaySnd
trigger1 = AnimElem = 1,=0
value = S1,6
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 挥动音效]
type = PlaySnd
trigger1 = AnimElem = 9,=0
value = S1,3
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;人物音效

[State 0, 人物音效]
type = PlaySnd
trigger1 = AnimElem = 8,=0
value = S1000,0
volumescale = 100
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;AI用
[State 0, AI用]
type = ChangeState
triggerall = var(59) >= 1
triggerall = enemynear(var(58)),statetype != A
triggerall = AnimElem =11,>=0
trigger1 = movehit
value = 100
ctrl = 0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;前跑
[State 0, 前跑]
type = ChangeState
triggerall = var(59) <= 0
triggerall = command = "holdfwd"
triggerall = AnimElem =11,>=0
trigger1 = movehit
value = 100
ctrl = 1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
[State 0, 状态转出]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 投げ
[Statedef 800]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 800
sprpriority = 2

; hitflagのパラメータの後に「-」を付けると、やられ状態の相手には攻撃を当てる事が出来なくなります。
; これは打撃攻撃から掴む連続技にならないようにするためです。
;
; priorityが低く設定されているのは出来るだけ通常攻撃よりも攻撃優先度を低くするためです。
; "Miss" や "Dodge"だと相手のpriorityによっては阻止されたり空振りする事になります。
; が、投げが通常攻撃よりも強くなると、後でとんでもない事になるので注意しましょう。

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = !MoveContact
attr = , NT          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
hitflag = MAF          ;相手がやられ状態ではない地上の時でしか掴む事が出来ません
priority = 1, Miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1      ;-1にすればヒットスパークが表示しなくなります
p1sprpriority = 2     ;攻撃が当たった時に自分の画像表示優先度を1にします
p2sprpriority = 1     ;攻撃が当たった時に相手の画像表示優先度を0にします
p1facing = ifelse((command="b" && var(59) = 0) ||(backedgebodydist < 40 && random < 750 && var(59)),1,-1) ;攻撃が当たった時の自分の向き ★６
p2facing = -1          ;攻撃が当たった時の相手の向き
p1stateno = 810       ;自分のステート変更
p2stateno = 820       ;相手を制御するステートに行かせる
guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）
fall = 1              ;1にすれば相手がダウン状態になる
numhits = 0

;★６：「ifelse文」
;「もし■■■だったら●●●、そうでなかったら▲▲▲」という、特殊な分岐を指定する記述です。
;　これもどのステートコントローラでも使える条件式です。
;　↑で実際に使われているパラメータを日本語で表すと、
;『もしholdfwdのコマンドを入力しているなら-1（向きを逆）に、そうでなかったら1（向きをそのまま）にセットする』
;　という事になります。
;　●●●と▲▲▲にはさらにifelseを追加し分岐を細かく増やす事も出来ますが、
;　最終的には数値や数式だけしかセットする事が出来ません。

[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT
time = 2

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------
;投げ１?投げている（自分）
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810

[State 0, 续]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1
persistent = 1

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

[State 0, 朝向修复]
type = Turn
triggerall = var(59) >= 1 
trigger1 = AnimElem = 1,=0
ignorehitpause = 1
persistent = 1

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

[State 0, 修复状态]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 1,>=0
trigger1 = AnimElem = 1,<=2
trigger1 = enemynear(var(58)),stateno != 820
value = 820
ID = -1
ignorehitpause = 1
persistent = 0

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

;投げ抜け
[State 800, ChangeState]
type = ChangeState
triggerall = var(59) <= 0
trigger1 = numtarget
trigger1 = target,stateno = 5940
value = 5945

[State 1200, 9]
type = Width
trigger1 = animelemtime(11) < 0
edge = 80,0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 810,0
channel = 0

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 2
value = 800,0

[State 810, 壒傪柭傜偡]
type = playsnd
trigger1 = animelem = 7
value = 870,0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(-20*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = ceil(-20*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = ceil(-20*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = ceil(-20*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = ceil(-10*const(size.xscale)), ceil(-50*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = 0, ceil(-60*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
pos = ceil(15*const(size.xscale)), ceil(-55*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8
pos = ceil(15*const(size.xscale)), ceil(-15*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9
pos = ceil(30*const(size.xscale)), 0

[State 810, Explod]
type = Explod
trigger1 = animelem = 9
anim = 8300
postype = p2
pos = 0,0
persistent = 0
velocity = 0, 0
accel = 0, 0
sprpriority = 3

[State 5110, fall]
type = Explod
trigger1 = animelem = 9
anim = 8430
pos = 0,0
postype = p2
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1

[State 5110, fall]
type = Explod
trigger1 = animelem = 9
anim = 8430
pos = 0,0
postype = p2
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1

[State -2, Hitadd]
type = Hitadd
trigger1 = animelem = 9
value = 1

[State -2, Poweradd]
type = Poweradd
trigger1 = animelem = 9
value = 48

[State -2, Poweradd]
type = TargetPoweradd
trigger1 = animelem = 9
value = 48

[State -2, TargetLifeadd]
type = TargetLifeadd
trigger1 = animelem = 9
value = -ceil(fvar(10)*0.100)
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 0

[State 5110, 6]
type = PlaySnd
trigger1 = animelem = 9
value = S810,1

[State 810, Envshake]
type = Envshake
trigger1 = animelem = 9,=1
time = 15
freq = 80
ampl = -8

[State 1120, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
x = 25
y = -10

[State 1120, VelSet]
type = VelSet
trigger1 = animelemtime(11) = 0
x = 3.0
y = -8.5

[State 1120, VelAdd]
type = VelAdd
trigger1 = animelemtime(11) >= 0
y = .60

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(11) >= 0
statetype = A

[State 1200, 3]
type = ChangeState
trigger1 = AnimelemTime(11) >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 815

;天落投着地
[Statedef 815]
type    = S
movetype = I
physics = N
anim = 815
ctrl = 0

[State -2, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S52,0

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = -10,0
postype = p1
facing = 1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 5110, fall]
type = Explod
trigger1 = Time = 0
anim = 8430
pos = 10,0
postype = p1
facing = -1
sprpriority = -100
bindtime = 1
ownpal = 1
scale = 0.5,0.5

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[state -2, NotHitby]
type = NotHitby
trigger1 = 1
value = SCA

[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;投げ１?投げられている（相手の動作）動作
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

;投げ抜け
[State 800, ChangeState]
type = ChangeState
triggerall = Enemynear,var(59) <= 0
trigger1 = time < 10
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = command = "y"
value = 5940

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 1200, 3]
type = ChangeAnim
trigger1 = animtime = 0
value = 5110
persistent = 0

[State 920]
type = StateTypeSet
trigger1 = anim = 5110
statetype = L

[State 1200, 3]
type = ChangeState
trigger1 = time = 85
value = 24950

;---------------------------------------------------------------------------
;强震击
[Statedef 960]
type    = S                      ;状态: S-站立, C-蹲, A-空中, L-倒地
movetype= I                      ;招式种类: A-攻击, I-非攻击, H-受击
physics = S                      ;物理: S-站立, C-蹲, A-空中
;常用的控制器:
velset = 0,0                     ;设定速度 (x,y) (不写这行则不改变速度)
ctrl = 0                         ;设定可控与否 (不写这行则不改变ctrl)
anim = 960                       ;改变动作 (不写这行则不改变anim)
sprpriority = 2                  ;设定p1的贴图优先度到2 (在前面)

;---------------------------------------------------------------------------
;无敌
[State 0, 无敌]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;转身
[State 0, 转身]
type = Turn
triggerall = ((enemynear(var(58)),pos X)-pos X)*facing < 0
trigger1 = animelem = 1,=0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;宽度调整

[State 0, 宽度调整]
type = Width
trigger1 = AnimElem = 3,<=0
edge = 60,0
ignorehitpause = 
persistent =

;---------------------------------------------------------------------------
;碰撞体积
[State 0, 碰撞体积]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;攻击范围
[State 0, 攻击范围]
type = AttackDist
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;速度设置

[State 0, X轴速度01]
type = VelSet
trigger1 = AnimElem = 3,>=1
trigger1 = AnimElem = 5,<=0
x = -15
ignorehitpause = 1
persistent = 1

[State 0, X轴速度02]
type = VelSet
trigger1 = AnimElem = 6,=0
x = 5
ignorehitpause = 1
persistent = 1

[State 0, X轴速度03]
type = VelSet
trigger1 = projhit960 = 1
trigger2 = AnimElem = 8,=0
x = 0
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;续
[State 0, 续]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA
ignorehitpause = 1
persistent = 1

[State 0, 状态控制]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 7,>=2
trigger1 = AnimElem = 8,<=5
trigger1 = (EnemyNear(var(58)),Movetype != H) || (EnemyNear(var(58)),statetype != S) || (EnemyNear(var(58)),stateno = 85) || (EnemyNear(var(58)),stateno = 962)
value = 967
ID = -1
ignorehitpause = 1
persistent = 1

[State 0, 模拟打击暂停]
type = Pause
trigger1 = projhit960 = 1
time = 10
movetime = 0
pausebg = 0
ignorehitpause = 1
persistent = 1

[State 0, 改变p2位置]
type = TargetBind
trigger1 = projhit960 = 1
time = 1
id = -1
pos = 55,0
ignorehitpause = 1
persistent = 1

[State 810, 投技音效]
type = playsnd
trigger1 = animelem = 1
value = 800,0
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 0, 音效]
type = PlaySnd
trigger1 = animelem = 6
value = S0,3
volumescale = 100
ignorehitpause = 1
persistent = 0

[State 810, 第一帧位置改变]
type = TargetBind
trigger1 = AnimElem = 1
pos = ceil(20*const(size.xscale)), 0

[State 810, 第二帧位置改变]
type = TargetBind
trigger1 = AnimElem = 2
pos = ceil(20*const(size.xscale)), 0

[State 0, 状态改变]
type = TargetState
triggerall = NumTarget
trigger1 = AnimElem = 1,=0
value = 962
ID = -1
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;弹幕攻击判定
[State 960]
type = Projectile
trigger1 = animelem = 7,=1
projID = 960
projanim = 965
projremove = 1
projpriority = 50
projedgebound = 10000
projstagebound = 10000
projhitanim = 965
projremanim = 965
projsprpriority = 99999999999
projshadow = 0,0,0
projremovetime = 5
offset = 0,0
velocity = 0, 0
attr = S, NA
animtype = Hard
damage = 50,0
hitflag = MAFD
guardflag = 
hitsound   = s2,3
guardsound = -1
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = 0
air.velocity = 0,0
envshake.time = 12
envshake.ampl = 8
envshake.phase = 120
p2stateno = 967
kill = 1

;---------------------------------------------------------------------------
;打击火花

[State 0, 打击火花01]
type = Explod
trigger1 = projhit960 = 1
anim = 4010
ID = 960
pos = 58*Const(size.xscale),-55*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 25
ontop = 0
ownpal = 0
removeongethit = 1
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

[State 0, 打击火花02]
type = Explod
trigger1 = projhit960 = 1
anim = 4020
ID = 960
pos = 36*Const(size.xscale),-55*Const(size.yscale)
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 20
ontop = 0
ownpal = 0
removeongethit = 1
supermovetime = 999999999
pausemovetime = 999999999
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
;控制恢复
[State 960, 1]
type = CtrlSet
trigger1 = AnimElem = 10,>=0
trigger1 = EnemyNear(var(58)),movetype= H
trigger1 = EnemyNear(var(58)),stateno = 967
value = 1

;---------------------------------------------------------------------------
;状态转出
[State 960, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;拉p2
[statedef 962, 地面p2]
type    = S
movetype= H
physics = N
poweradd = 0
VelSet = 0,0
ctrl = 0
sprpriority = -2
facep2 = 1

;---------------------------------------------------------------------------
;helper销毁
[State 0, DestroySelf]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1
persistent = 1

;---------------------------------------------------------------------------
;动画改变
[state 0]
type = changeAnim2
Trigger1 = time = 0
value = 962

;---------------------------------------------------------------------------
;状态转出
[State 0, 转出]
type = selfState
trigger1 = time >= 60
value = 24935
ctrl = 0

;---------------------------------------------------------------------------;
;优化p2
[Statedef 967]
type    = U
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = -1
facep2 = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 3
ignorehitpause = 1
persistent = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value2 = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 3
ignorehitpause = 1
persistent = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1= Pos Y < 0
statetype = A       
movetype = H       
physics = N         
ignorehitpause = 1
persistent = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1= Pos Y >= 0
statetype = S       
movetype = H       
physics = N         
ignorehitpause = 1
persistent = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1
persistent = 1

[State 0, -1]
type = Offset
triggerall= Pos Y <= -5
trigger1=gametime%3=1
x = -2
y = -2

[State 0, -1]
type = Offset
triggerall= Pos Y >= 0
trigger1=gametime%3=1
x = -2

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

;[State 0, PosAdd]
;type = PosAdd
;trigger1= Pos Y < 0
;x = -10
;y = 10-(Pos Y*0.6)
;ignorehitpause = 1
;persistent = 0

;[State 0, PosAdd]
;type = PosAdd
;trigger1= Pos Y >= 0
;x = -2
;ignorehitpause = 1
;persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = Pos Y < 0
value = 24530
ignorehitpause = 1
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = Pos Y >= 0
value = 24517
ignorehitpause = 1
persistent = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 5
time = 20
length = 10
palcontrast = 0,0,0
palbright = 0,0,0
palpostbright = 0,0,0
palmul = .65,.65,.65
palcolor = 0
palinvertall = 0
timegap = 1
framegap = 1
trans = add1

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[state 0]
type = SelfState
Trigger1 = time >= 10
Trigger1 =!Alive
value = 5150

[State 821, 3]
type = changeState
trigger1 = time>=300
trigger2 = Enemynear,movetype = H
value = 24935

;---------------------------------------------------------------------------;
;优化p2
[Statedef 968]
type    = U
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = -1
facep2 = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 3
ignorehitpause = 1
persistent = 1

[State 0, HitBy]
type = HitBy
trigger1 = 1
value2 = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 3
ignorehitpause = 1
persistent = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1= Pos Y < 0
statetype = A       
movetype = H       
physics = N         
ignorehitpause = 1
persistent = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1= Pos Y >= 0
statetype = S       
movetype = H       
physics = N         
ignorehitpause = 1
persistent = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1
persistent = 1

[State 0, -1]
type = Offset
triggerall= Pos Y <= -5
trigger1=gametime%3=1
x = -2
y = -2

[State 0, -1]
type = Offset
triggerall= Pos Y >= 0
trigger1=gametime%3=1
x = -2

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

;[State 0, PosAdd]
;type = PosAdd
;trigger1= Pos Y < 0
;x = -10
;y = 10-(Pos Y*0.6)
;ignorehitpause = 1
;persistent = 0

;[State 0, PosAdd]
;type = PosAdd
;trigger1= Pos Y >= 0
;x = -2
;ignorehitpause = 1
;persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = Pos Y < 0
value = 24530
ignorehitpause = 1
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = Pos Y >= 0
value = 24517
ignorehitpause = 1
persistent = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 5
time = 20
length = 10
palcontrast = 0,0,0
palbright = 0,0,0
palpostbright = 0,0,0
palmul = .65,.65,.65
palcolor = 0
palinvertall = 0
timegap = 1
framegap = 1
trans = add1

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[state 0]
type = SelfState
Trigger1 = time >= 10
Trigger1 =!Alive
value = 5150

[State 821, 3]
type = changeState
trigger1 = time>=300
value = 24935

;---------------------------------------------------------------------------;
;优化p2
[Statedef 969]
type    = U
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = -1

[State 0, 隐藏人物]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
persistent = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 0, HP减少]
type = LifeAdd
trigger1 = Alive
value = -lifemax*10
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 0, HP归零]
type = LifeSet
trigger1 = Alive
value = 0
ignorehitpause = 1
persistent = 1

[state 0]
type = changeState
Trigger1 = time >= 10
Trigger1 = enemynear,stateno < 710
Trigger1 =!Alive
value = 24950

[State 821, 3]
type = changeState
trigger1 = time>=300
value = 24935

