;---------------------------------------------------------------------------
; ここからは通常攻撃技のステート
;---------------------------------------------------------------------------
; 立ち弱

[Statedef 200]
type     = S
movetype = A
physics  = S
juggle   = 1
ctrl     = 0
anim     = 200
poweradd = 20
sprpriority = 2

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 16, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,12
sparkno = s7000
guard.sparkno = s7050
sparkxy = -10, -65
hitsound = s1, 0
guardsound = s2, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall.recovertime = 18

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 0

[State 200,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

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

;---------------------------------------------------------------------------
; 立ち中

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
anim = 210
sprpriority = 2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (3) < 0)
value = 35,0

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

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 1

[State 210, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = M
pausetime = 0,12
sparkno = s7001
guard.sparkno = s7050
sparkxy = -10,-70
hitsound   = s1,2
guardsound = s2,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = -5.5
air.velocity = -2.5,-4
fall.recovertime = 29

[State 210, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

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

;---------------------------------------------------------------------------
; 立ち強1
; CNS レベル: 基本

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 42
ctrl = 0
anim = 230
sprpriority = 2

[State 230, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (4) < 0)
value = 35,0

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 2

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 20
guardflag = MA
pausetime = 0,12
sparkno = s7002
guard.sparkno = s7050
sparkxy = -5,-80
hitsound   = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 14
guard.ctrltime = 14
ground.velocity = -1
air.velocity = -2.5,9.5
envshake.time = 15
envshake.ampl = 3
envshake.freq = 170
air.fall = 1
fall.recovertime = 30

[State 230, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 25
guardflag = MA
pausetime = 0,12
sparkno = s7002
guard.sparkno = s7050
sparkxy = -10,-37
hitsound   = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 14
guard.ctrltime = 14
ground.velocity = -5
air.velocity = -2.5,9.5
envshake.time = 15
envshake.ampl = 3
envshake.freq = 170
air.fall = 1

[State 230,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

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

;---------------------------------------------------------------------------
; 立ち強2
; CNS レベル: 基本

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 55
ctrl = 0
anim = 240
sprpriority = 2

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 3

[State 240, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (4) < 0)
value = 35,0

[State 240, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Back
damage    = 74
guardflag = M
pausetime = 0,22
gurad.pausetime = 15,15
sparkno = s7003
guard.sparkno = s7050
sparkxy = -10,-60
hitsound   = s1,4
guardsound = s2,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -13,-4
air.velocity = -13,-4
guard.velocity = -5
airguard.velocity = -8,-3
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
fall = 1
fall.recover = ifelse(EnemyNear,GethitVar(hitcount) >= 20,1,0)
fall.recovertime = 1

[State 240,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 前強攻撃

[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 60
ctrl = 0
anim = 250
sprpriority = 2

[State 250, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 7
value = 0, 1

[State 250, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 6, 5

[State 250, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (4) < 0)
value = 35,0

[State 250, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 24
guardflag = MA
pausetime = 0,10
sparkno = s7001
guard.sparkno = s7050
sparkxy = -10,-80
hitsound   = s1,6
guardsound = s1,7
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -5
air.velocity = -5,4
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
air.fall = 1
fall.recover = 0

[State 250, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Hard
damage    = 24
guardflag = MA
pausetime = 0,10
sparkno = s7002
guard.sparkno = s7050
sparkxy = -7,-60
hitsound   = s1,6
guardsound = s1,7
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -5
air.velocity = -5,4
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
air.fall = 1
fall.recover = 0

[State 250, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Hard
damage    = 24
guardflag = MA
pausetime = 0,10
sparkno = s7002
guard.sparkno = s7050
sparkxy = -4,-40
hitsound   = s1,6
guardsound = s1,7
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -5
air.velocity = -5,4
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
air.fall = 1
fall.recover = 0

[State 250, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Hard
damage    = 24
guardflag = MA
pausetime = 0,20
sparkno = s7003
guard.sparkno = s7050
sparkxy = -3,-10
hitsound   = s1,6
guardsound = s1,7
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -9
air.velocity = -9,9
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
air.fall = 1
fall.recover = 0

[State 250,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 250, 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
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

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

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 5

[State 400, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 13
priority  = 3
animtype  = Light
guardflag = L
pausetime = 0,12
sparkno = s7000
guard.sparkno = s7050
sparkxy = -10,-42
hitsound   = s1,0
guardsound = s2,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = ifelse(EnemyNear,statetype = L,1,12)
air.hittime  = ifelse(EnemyNear,statetype = L,1,12)
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -5
air.velocity = -1,-3
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 10,1,22)

[State 400,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

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

;---------------------------------------------------------------------------
; しゃがみ中

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

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

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 0

[State 410, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 36
animtype  = Medium
guardflag = M
pausetime = 0,12
sparkno = s7001
guard.sparkno = s7050
sparkxy = -10,-55
hitsound   = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -4
air.velocity = -1,-4
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 20,1,23)

[State 410,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

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

;---------------------------------------------------------------------------
; しゃがみ強1
; CNS レベル: 基本

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 430, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 4

[State 430, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 40
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 0,12
sparkno = s7002
guard.sparkno = s7050
sparkxy = -10,-8
hitsound   = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = -2
air.velocity = -1,-2
down.velocity = -4,0
down.hittime = 20
envshake.time = 15
envshake.ampl = 3
envshake.freq = 170
fall = 1
fall.recover = 0

[State 430,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

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

;---------------------------------------------------------------------------
; しゃがみ強2

[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 440, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 2

[State 440, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
animtype  = up
guardflag = M
pausetime = 0,18
sparkno = s7003
guard.sparkno = s7050
sparkxy = -5,-65
hitsound   = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
guard.hittime  = 17
guard.ctrltime = 17
ground.velocity = -1.5,-9
air.velocity = -1.9,-9
guard.velocity = -5
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 20,2,30)

[State 440,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 440, 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
juggle  = 2
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, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 0

[State 600, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 600, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 16
guardflag = HA
priority = 3
pausetime = 0,8
sparkno = s7000
guard.sparkno = s7050
sparkxy = -10,-58
hitsound   = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -4
air.velocity = -1.3,-4
airguard.velocity = -2,-3
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 25,2,15)
ground.cornerpush.veloff = -6.5

[State 600,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600, コントロール可否]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
; ジャンプ中

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 35
ctrl = 0
anim = 610
sprpriority = 2

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

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 1

[State 610, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 35
guardflag = HA
priority = 4
pausetime = 0,12
sparkno = s7001
guard.sparkno = s7050
sparkxy = -10,-55
hitsound   = s1,2
guardsound = s2,0
animtype = Med
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
guard.hittime  = 13
guard.ctrltime = 13
ground.velocity = -5,0
air.velocity = -3,-6
airguard.velocity = -2,-3
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 25,2,20)
ground.cornerpush.veloff = -7.2

[State 610,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 6
value = 1

;---------------------------------------------------------------------------
; ジャンプ強1

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 50
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 2

[State 630, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 630, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 50
guardflag = HA
priority = 3
pausetime = 0,13
sparkno = s7002
guard.sparkno = s7050
sparkxy = -5,-35
hitsound   = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
air.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -4
air.velocity = -4,ifelse(EnemyNear,movetype = H && EnemyNear,GethitVar(hitcount) >= 8,12 + (EnemyNear,GethitVar(hitcount)/3),12)
envshake.time = 15
envshake.ampl = 3
envshake.freq = 170
fall.recovertime = ifelse(EnemyNear,movetype = H && EnemyNear,GethitVar(hitcount) >= 25,2,30)
ground.cornerpush.veloff = -8.3

[State 630,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 630,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 630,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 630, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1

;---------------------------------------------------------------------------
; ジャンプ強2

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 3

[State 640, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 640, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 60
guardflag = HA
priority = 4
pausetime = 0,14
sparkno = s7003
guard.sparkno = s7050
sparkxy = -10,-40
hitsound   = s1,4
guardsound = s2,0
animtype = Hard
ground.type = High
ground.slidetime = 24
ground.hittime  = 24
air.hittime  = 0
guard.hittime  = 24
guard.ctrltime = 24
ground.velocity = -7,0
air.velocity = -9,-3.5
air.guardvelocity = -4,-4
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
air.fall = 1
fall.recovertime = 45
ground.cornerpush.veloff = -17.5 - ifelse((EnemyNear,movetype = H) && (EnemyNear,StateNo != [120,159]),EnemyNear,GethitVar(hitcount)/1.5,0)

[State 640,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 640,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 640,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 640, コントロール可否]
type = CtrlSet
trigger1 = time = 27
value = 1

;---------------------------------------------------------------------------
; 投げ掴みモーション

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

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = var(20) < 1000
trigger1 = Time = 0
attr = S,NT
priority = 1,Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 178
fall.envshake.time = 15

[State 860, ヒット定義（投げ用）]
type = HitDef
trigger1 = var(20) >= 1000
Trigger1 = Time = 0
attr = S, NT          
hitflag = MAFLD         
priority = 1, Miss
sparkno = -1
sprpriority = 4
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = -1
p1stateno = 861
p2stateno = 866
guard.dist = 0
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 178
fall.envshake.time = 15

[State -3]
type = varset
trigger1 = var(20) >= 1000
v = 20
value = 0

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

;---------------------------------------------------------------------------
; 投げ成功モーション

[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 0
sprpriority = 2

[State 810, 画像表示優先度]
type = SprPriority
trigger1 = 1
value = 1

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,1

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000, random % 3

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800,1

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 6,1

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8,1
trigger2 = AnimElem = 8,50
trigger3 = AnimElem = 8,100
trigger4 = AnimElem = 8,150
value = 1001,0

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1001,1

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1001,2

[State 810, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 12
value = 3100,3

[State 810, 画面を揺らす]
type = EnvShake
trigger1 = AnimElem = 4
time = 10
ampl = 6
freq = 178

[State 810, 画面を揺らす]
type = EnvShake
trigger1 = AnimElem = 12
time = 70
ampl = 15
freq = 200

[State 810, ヒット回数]
type = HitAdd
trigger1 = AnimElem = 8,1
trigger2 = AnimElem = 8,50
trigger3 = AnimElem = 8,100
trigger4 = AnimElem = 8,150
value = 1

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = animelem = 1
pos = 38,-120

[State 810, 掴んだ相手の位置２]
type = TargetBind
trigger1 = animelem = 2
pos = 8,-30

[State 810, 掴んだ相手の位置３]
type = TargetBind
trigger1 = AnimElem = 3
pos = -29,-1

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -50
kill = 0

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 8,1
trigger2 = AnimElem = 8,50
trigger3 = AnimElem = 8,100
trigger4 = AnimElem = 8,150
value = -20
kill = 0

[State 810, 掴んだ相手のゲージの増減]
type = TargetPowerAdd
trigger1 = AnimElem = 8,1
trigger2 = AnimElem = 8,50
trigger3 = AnimElem = 8,100
trigger4 = AnimElem = 8,150
value = -30

[State 810, エフェクト表示]
type = Explod
trigger1 = AnimElem = 8,1
trigger2 = AnimElem = 8,50
trigger3 = AnimElem = 8,100
trigger4 = AnimElem = 8,150
anim = 4401
postype = P2
pos = 50-ceil(random%100),0
scale = 1,1
sprpriority = 2
ownpal = 1

[State 810, エフェクト表示]
type = Explod
trigger1 = AnimElem = 13
anim = 3800
postype = P1
pos = 0,0
scale = 1,1
sprpriority = -2
ownpal = 1

[State 810, プレイヤーのパレット変更]
type = PalFX
trigger1 = AnimElem = 8,1
trigger2 = AnimElem = 8,50
trigger3 = AnimElem = 8,100
trigger4 = AnimElem = 8,150
time = 5
add = 255,0,0
sinadd = 50,50,0,5
color = 0
invertall = 1

[State 810, 体力ゲージの増減]
type = LifeAdd
trigger1 = AnimElem = 8,1
trigger2 = AnimElem = 8,50
trigger3 = AnimElem = 8,100
trigger4 = AnimElem = 8,150
value = 10

[State 810, ヒット定義]
type = HitDef
trigger1 = AnimElem = 13
attr = S,HA
animtype = Up
damage = 50
getpower = 0
givepower = -1
priority = 5
pausetime = 0,0
sparkxy = -10,-60
sparkno = s7003
hitsound   = s300,22
guardsound = S3,0
hitflug = MALFD
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7,-20
guard.hittime = 8
guard.velocity = -16
air.velocity = -7,-20
airguard.velocity = -7,-2
envshake.time = 30
envshake.ampl = 12
envshake.freq = 170
fall = 1
fall.recover = 0

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 相手側の投げられモーション１

[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 832

[State 820, 制御解除して相手のステートに戻す]
type = SelfState
triggerall = Alive
trigger1 = Time >= 400
value = 5120

[State 820, 制御解除して相手のステートに戻す]
type = SelfState
triggerall = !Alive
trigger1 = Time >= 400
value = 5150

;---------------------------------------------------------------------------
; 空中投げ掴みモーション

[Statedef 850]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 850
sprpriority = 2

[State 850, ヒット定義（投げ用）]
type = HitDef
Trigger1 = Time = 0
attr = A, NT          
hitflag = A-          
priority = 1, Miss
sparkno = -1
sprpriority = 4
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = -1
p1stateno = 851
p2stateno = 855
guard.dist = 0
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 178
fall.envshake.time = 15

[State 850, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 640
ctrl = 0

;---------------------------------------------------------------------------
; 投げ成功モーション

[Statedef 851]
type    = A
movetype= A
physics = N
anim = 851
poweradd = 0
velset = 0,-8
sprpriority = 4
ctrl = 0

[State 851, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 6

[State 851, 速度加算] ;重力
type = VelAdd
trigger1 = 1
y = .55

[State 851, 掴んだ音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 851, 掴んだ相手の位置１]
type = TargetBind
trigger1 = animelem = 1
pos = 15, -150

[State 851, 掴んだ相手のステート変更]
type = TargetState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 855

[State 851, ステート変更] ;着地したら専用ステートに行きます
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 852
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 852]
type    = A
movetype= A
physics = N
anim = 852
velset = 0,0
poweradd = 60
sprpriority = 4
ctrl = 0

[State 852, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 1

[State 852]
type = EnvShake
trigger1 = AnimElem = 2
time = 50
freq = 100
ampl = 10

[State 852, 掴んだ相手の位置１]
type = TargetBind
trigger1 = animelem = 1
pos = 38, -120

[State 852, 掴んだ相手の位置２]
type = TargetBind
trigger1 = animelem = 2
pos = 58, -30

[State 852, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -150

[State 852, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 3
value = 856

[State 852, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 相手側の投げられモーション１

[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,-8
ctrl = 0

[State 855, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 855, 速度加算] ;重力
type = VelAdd
trigger1 = 1
y = .55

[State 855, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

;---------------------------------------------------------------------------
; 相手側の投げられモーション２

[Statedef 856]
type    = L
movetype= H
physics = N
velset = 2,-7
poweradd = 40
ctrl = 0

[State 856, 速度加算] ;重力
type = VelAdd
trigger1 = 1
y = .45

[State 856, ステート変更]
type = ChangeState
triggerall = Vel Y > 0        ;★７
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 856, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
[Statedef 861]
type    = S
movetype= A
physics = N
anim = 861
velset = 0,0
poweradd = 0
sprpriority = 4
ctrl = 0

[State 861]
type = Pause
trigger1 = AnimElem = 17
time = 100
movetime = 100

[State 861]
type = posset
trigger1 = !Time
y = 0

[State 861]
type = TargetBind
trigger1 = animelem = 1
pos = 30,0

[State 861]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1900,0

[State 861]
type = PlaySnd
trigger1 = AnimElem = 10
value = 6302,0

[State 861]
type = PlaySnd
trigger1 = AnimElem = 17
value = 6301,Random%2

[State 861]
type = PlaySnd
trigger1 = Time = 244
value = 6302,1

[State 861]
type = HitAdd
trigger1 = Time = 145
value = -9999

[State 861]
type = HitAdd
trigger1 = Time = 244
value = 9999

[State 861]
type = TargetLifeAdd
trigger1 = Time = 244
value = -99999999

[State 861]
type = Explod
trigger1 = AnimElem = 17
anim = 10000
id = 10000
pos = 0,0
postype = left
scale = 1,1
sprpriority = -1
bindtime = -1
ontop = 1
supermovetime = 99999
pausemovetime = 99999
removetime = 100
IgnoreHitPause = 100
bindtime = 0
ownpal = 1

[State 861]
type = assertspecial
flag = nobardisplay
trigger1 = Time = [145, 243]

[State 861]
type = TargetState
trigger1 = AnimElem = 18
value = 868

[State 861]
type = ChangeState
trigger1 = AnimTime = 0
value = 877
ctrl = 1

;---------------------------------------------------------------------------
; 相手側の投げられモーション１
[Statedef 866]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 866, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 866]
type = posset
trigger1 = !Time
y = 0

[State 866, コンボ指数]
type = HitAdd
trigger1 = Time = 0
value = -100000000

[State 866, 速度加算]
type = VelAdd
trigger1 = Vel Y > 0 && Pos Y >= 0
y = 0

[State 866, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 866

;---------------------------------------------------------------------------
;相手側の投げられモーション３
[Statedef 868]
type    = L
movetype= H
physics = N
velset = 0,0
poweradd = 40
ctrl = 0

[State 868, ]
type=Lifeset
trigger1=1
value=0

[State 868, 1]
type = PlaySnd
trigger1 = time = 0
value=11,0

[state 868]
type=ChangeState
trigger1=time=1
value=5150

[state 868]
type=posset
trigger1=time=0
y=99999

;---------------------------------------------------------------------------
;布教終わり
[Statedef 877]
type    = S
movetype= I
physics = N
anim = 877
velset = 0,0
ctrl = 0

[state 877]
type=changeanim
trigger1=win
value=888
ctrl=0

[state 877]
type=ChangeState
trigger1=animtime=0
value=0
ctrl=1