
[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=?れている?U=前のステ?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?擦の影響を受けない?U=前のステ?トの体勢を引き継ぐ
juggle   = 8                 ;攻撃を当てた時に溜まるジャグル?イントの設定
velset   = 0,0               ;移動初速度の設定（このステ?トでは0,0なので移動せず?まります）
ctrl     = 0                 ;コントロ?ルの可否（0=キ??作不可・1=キ??作可?）
anim     = 200               ;airフ?イルの[Begin Action 200]のアニメを使っています
poweradd = 20                ;パワ?ゲ?ジの増加量を設定
sprpriority = 2              ;画像?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 200, ヒット定?]
type = HitDef                ;攻撃ヒット定?（Hit Definition）のステ?トコントロ?ラ
trigger1 = time = 0          ;攻撃判定?ックスがあればアニメ?ション３番目のコ?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?目です
damage = 23, 0               ;相手に?える?メ?ジ（ヒットした時,ガ?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 = MA               ;相手が立ち・しゃがみ・空中どのガ?ドが出来るかを決めます（MiddleAir 全部ガ?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 = 8, 9             ;攻撃を当てた時の自分と相手の硬直時間（自分,相手）
sparkno = s4000              ;ヒットスパ?ク (デフォルト：[Data]の?目で設定したモノが適用される) ★３
guard.sparkno = s4100        ;ガ?ドスパ?ク (デフォルト：[Data]の?目で設定したモノが適用される) ★３
sparkxy = -20, -80           ;ヒットスパ?クの位置（Ｘ軸,Ｙ軸）
hitsound = s1,0              ;ヒットサウンド（Sを付けると自分のSNDフ?イルから）
guardsound = s2,0            ;ガ?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?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

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

[State 400, コントロ?ル可否]
type = CtrlSet
trigger1 = AnimElem = 5
value = 1

[State 200, ステ?ト変更]
type = ChangeState
trigger1 = AnimTime = 0 ;アニメ?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

;---------------------------------------------------------------------------
; 近距離立ち弱パン?
; CNS レベル: 基?

[Statedef 205]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
ctrl     = 0
anim     = 205
poweradd = 20
sprpriority = 2

[State 200, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 9
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15, -80
hitsound = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State 400, コントロ?ル可否]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1

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

;---------------------------------------------------------------------------
; 遠距離立ち強パン?
; CNS レベル: 基?

[Statedef 210]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 210
sprpriority = 2

[State 200, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 57, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25, -80
hitsound = s1,1
guardsound = s2,0
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,-3
air.hittime = 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 1

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

;---------------------------------------------------------------------------
; 近距離立ち強パン?
; CNS レベル: 基?

[Statedef 215]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 215
sprpriority = 2

[State 200, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 58, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -80
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8.3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

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

;---------------------------------------------------------------------------
; 遠距離立ち弱キック
; CNS レベル: 基?

[Statedef 230]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 22
ctrl     = 0
velset   = 0,0
anim     = 230
sprpriority = 2

[State 230, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 8,9
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -30
hitsound = s1,2
guardsound = s2,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

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

;---------------------------------------------------------------------------
; 近距離立ち弱キック
; CNS レベル: 基?

[Statedef 235]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 22
ctrl     = 0
velset   = 0,0
anim     = 235
sprpriority = 2

[State 230, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = L
pausetime = 8,9
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -20
hitsound = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -3.5
air.velocity = -2.5,-3.5

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

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

;---------------------------------------------------------------------------
; 遠距離立ち強キック
; CNS レベル: 基?

[Statedef 240]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 240
sprpriority = 2

[State 240, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 59
guardflag = MA
pausetime = 10,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-85
hitsound   = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -9
air.velocity = -3.2,-3.2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 3

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

;---------------------------------------------------------------------------
; 近距離立ち強キック
; CNS レベル: 基?

[Statedef 245]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 245
sprpriority = 2

[State 200,]
type = Posadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
x = 5

[State 200,]
type = Posadd
trigger1 = AnimElem = 3
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
x = -10

[State 240, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 60
guardflag = MA
pausetime = 10,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-70
hitsound   = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -8.4
air.velocity = -3.6,-3.4

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

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


;---------------------------------------------------------------------------
; しゃがみ弱パン?
; CNS レベル: 基?
;
; 全ての弱攻撃において、slidetimeとhittimeのパラメ??を少ない数にするのは、
; 相手を長い間やられ状態にする事や連打による永久ヒットを防?させるためです。
; 全てのしゃがみ攻撃に関しては、HitDefのattrのパラメ??で「しゃがみ攻撃」の認識を
; 忘れずに設定しなければなりません。
; この場合、「attr = C, NA」は「Crouching, Normal Attack（しゃがみ通常攻撃）」を?します。
;
; このステ?トのHitDefはpriority（攻撃優先度）が3にセットされています。
; やられ判定?ックス(Clsn2)に被っている自分と相手の攻撃判定?ックス(Clsn1)が交差した時、
; 4以上ならば相手に打ち勝ち、3未満ならば相手に打ち負け、相手のpriorityも3ならば相打ちになります。

[Statedef 400]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 15
ctrl     = 0
anim     = 400
sprpriority = 2

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

[State 400, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 23
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
pausetime = 9,9
sparkno = s4000
guard.sparkno = s4100
sparkxy = -10,-50
hitsound   = s1,0
guardsound = s2,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -5
air.velocity = -1.5,-3

[State 400, コントロ?ル可否]
type = CtrlSet
trigger1 = AnimElem = 4
value = 1

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

;---------------------------------------------------------------------------
; しゃがみ強パン?
; CNS レベル: 基?

[Statedef 410]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 50
ctrl     = 0
anim     = 410
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 200, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 57, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,ifelse(time>=8,-85,-40)
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -7.6
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12

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

;---------------------------------------------------------------------------
; しゃがみ弱キック
; CNS レベル: 基?
;
; 簡単なしゃがみ攻撃です。HitDefのguardflagが「L(Low)」に設定されています。
; 相手が立ちガ?ドと空中ガ?ドが出来ないようになっています。

[Statedef 430]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 22
ctrl     = 0
anim     = 430
sprpriority = 2

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

[State 430, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 9,9
sparkno = s4000
guard.sparkno = s4100
sparkxy = -10,-8
hitsound   = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -5.5
air.velocity = -2,-3

[State 400, コントロ?ル可否]
type = CtrlSet
trigger1 = AnimElem = 5
value = 1

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

[Statedef 440]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 70
ctrl     = 0
anim     = 440
sprpriority = 2

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

[State 440, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 64
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-20
hitsound   = s1,3
guardsound = s2,0
ground.type = Trip
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -3,-3
air.velocity = -3,-3
guard.velocity = -6
fall = 1

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

[Statedef 600]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 11
ctrl     = 0
anim     = 600
sprpriority = 2

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

[State 600, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = A, NA   ;Air, Normal Attacks（空中通常攻撃）
damage    = 20
guardflag = HA ;HighAir（相手はしゃがみガ?ドが出来ません）
priority = 3
pausetime = 7,8
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15,-60
hitsound   = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[Statedef 610]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 65
ctrl     = 0
anim     = 610
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 610, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 13,13
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-80
hitsound   = s1,1
guardsound = s2,0
animtype = Medium
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

[Statedef 630]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 20
ctrl     = 0
anim     = 630
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 630, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s4000
guard.sparkno = s4100
sparkxy = -22,-90
hitsound   = s1,2
guardsound = s2,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -2,-3

[Statedef 640]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 65
ctrl     = 0
anim     = 640
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 3

[State 640, ヒット定?]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,13
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-70
hitsound   = s1,3
guardsound = s2,0
animtype = Hard
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

[Statedef 310]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(30)!=0,0,6)
poweradd = 35
ctrl     = 0
velset   = 0,0
anim     = 310
sprpriority = 2

[State 200, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 58, 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 11, 12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -75
hitsound = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -8
air.type = High
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 1

[State 210, ステ?ト変更]
type = ChangeState
triggerall = prevstateno = [200,410]
trigger1 = time = 0
value = 315

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


[Statedef 315]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(30)!=0,0,6)
poweradd = 35
ctrl     = 0
velset   = 0,0
anim     = 315
sprpriority = 2

[State 200, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 58, 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 11, 12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -75
hitsound = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -8
air.type = High
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 1

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

[Statedef 320]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(30)!=0,0,6)
poweradd = 30
ctrl     = 0
velset   = 0,0
anim     = 320
sprpriority = 2

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(6) < 0
x = 4

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElem = 9
x = 0

[State 200, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 60, 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -22, -70
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -8
air.type = High
air.velocity = -4,-5
air.hittime = 12
air.fall = 1
fall.recover = 0

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

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

[Statedef 330]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(30)!=0,0,6)
poweradd = 30
ctrl     = 0
velset   = 0,0
anim     = 330
sprpriority = 2

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(5) < 0
x = -4.5

[State 2100, 移動終了]
type = VelSet
trigger1 = AnimElem = 9
x = 0

[State 200, ヒット定?]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 60, 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -22, -70
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -8
air.type = High
air.velocity = -3,ifelse(var(30)!=0,-7,-5)
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -2
air.cornerpush.veloff = -2

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

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

[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?（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, NT          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
hitflag = M-          ;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 = s4030       ;-1にすればヒットスパ?クが?示しなくなります
sparkxy = -25,-80
p1sprpriority = 1     ;攻撃が当たった時に自分の画像?示優先度を1にします
p2sprpriority = 0     ;攻撃が当たった時に相手の画像?示優先度を0にします
p1facing = ifelse(command="b",-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?ト変更
p2stateno = 820       ;相手を制御するステ?トに行かせる
guard.dist = 0        ;相手がガ?ド状態に移行出来る距離（現在は0なのでガ?ド不可）
fall = 1              ;1にすれば相手が?ウン状態になる
numhits = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA,NT,ST,HT
time = 1

[State 800, ステ?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 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 60,0

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s1,5

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 6
value = s0,1

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 6
value = s12,0

[State 810, 1]
type = PlaySnd
Trigger1 = Movehit = 1
value = s12,8

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 45, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 30, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(7) < 0
pos = 25, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(7) = 0
pos = 35, 0

[State 700, エフェクト?示]
type = Explod
trigger1 = var(30) = 0
trigger1 = AnimElem = 4
anim = 815
postype = P1
pos = 0,0
ownpal = 1
sprpriority = 10
ignorehitpause = 1

[State 700, エフェクト?示]
type = Explod
trigger1 = var(30) != 0
trigger1 = AnimElem = 4
anim = 816
postype = P1
pos = 0,0
ownpal = 1
sprpriority = 10
ignorehitpause = 1

[State 200, ヒット定?]
type = HitDef
trigger1 = var(30) = 0
trigger1 = AnimElem = 7
attr = S, NT
damage = 100, 0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s10001
sparkxy = -40, -80
hitsound = s1,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 24
ground.velocity = -5,-5.5
air.velocity = -5,-5.5
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0 
palfx.invertall = 1

[State 200, ヒット定?]
type = HitDef
trigger1 = var(30) != 0
trigger1 = AnimElem = 7
attr = S, NT
damage = 150, 0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0, 1
sparkno = s10001
sparkxy = -40, -80
hitsound = s1,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 24
ground.velocity = -5,-5.5
air.velocity = -5,-5.5
air.hittime = 12
yaccel = .45
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 0,0,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 810, 1]
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

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 820, 1]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100


;この下、一行以上空ける事！

