;===============================================================================
;EN ESTA SECCION SE ENCUENTRABN TODOS LOS MOVIMIETOS BASICOS DEL CHAR
;LA MODIFICACION SIN AUTORIZACION PUEDE SIGNIFICAR UNA FALLA TOTAL
;EN EL MISMO
;===============================================================================
;-------------------------------------------------------------------------------
[Statedef 200]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
ctrl     = 0
anim     = 200
poweradd = 0
sprpriority = 2

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -80
hitsound = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -4.5,0
airguard.velocity = -1.9,-.8
air.type = Low
air.velocity = -1.4,-3
air.hittime = 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10,0
channel = 4

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

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

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

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

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 10
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 = Low
air.velocity = -1.4,-3
air.hittime = 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10, 0
channel = 4

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

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

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

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

[State 200, ヒット定義]
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
trigger1 = random < 700
value = 10, 1
channel = 4

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

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

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

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

[State 200, ヒット定義]
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, -65
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
trigger1 = random < 700
value = 10, 1
channel = 4

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

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

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

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

[State 200,]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4 | AnimElem = 5
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 6 | AnimElem = 7 | AnimElem = 8
x = -10

[State 230, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 9,10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -70
hitsound = s1,2
guardsound = s2,0
ground.type = Low
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
trigger1 = random < 700
value = 10, 0
channel = 4

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

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

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

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

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

[State 200,]
type = Posadd
trigger1 = AnimElem = 4
x = 20

[State 200,]
type = Posadd
trigger1 = AnimElem = 5
x = -20

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

[State 230, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = L
pausetime = 9,10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -35
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
trigger1 = random < 700
value = 10, 0
channel = 4

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

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

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

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

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

[State 240, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 59
guardflag = MA
pausetime = 10,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-70
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
trigger1 = random < 700
value = 10, 1
channel = 4

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

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

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

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

[State 200,]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 6 | AnimElem = 9 | AnimElem = 10
x = -10

[State 240, ヒット定義]
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 = High
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -8.2
air.velocity = -3.6,-3.4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = 10, 1
channel = 4

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

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

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

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10, 0
channel = 4

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

[State 400, ヒット定義]
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,-40
hitsound   = s1,0
guardsound = s2,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -5
air.velocity = -1.5,-3

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

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

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = 10, 1
channel = 4

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

[State 200, ヒット定義]
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,-80
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -7.5
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12

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

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

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10, 0
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 430, ヒット定義]
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, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 3
value = 1

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

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

[Statedef 440]
type     = C
movetype = A
physics  = C
juggle   = 15
poweradd = 0
ctrl     = 0
anim     = 440
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = random < 700
value = 10, 1
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 1

[State 440, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 64
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-10
hitsound   = s1,3
guardsound = s2,0
ground.type = Trip
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -3,-4.5
air.velocity = -3,-4.5
guard.velocity = -7
fall = 1

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

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

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

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 0

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

[State 600, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 8,9
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 = 0
ctrl     = 0
anim     = 610
sprpriority = 2

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 610, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 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 = 0
ctrl     = 0
anim     = 630
sprpriority = 2

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 630, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20,-90
hitsound   = s1,2
guardsound = s2,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -2,-3

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

[Statedef 635]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 635
sprpriority = 2

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 0

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

[State 630, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = HA
priority = 5
pausetime = 9,10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20,-70
hitsound   = s1,2
guardsound = s2,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = -4
air.velocity = -2,-3

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

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

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 640, ヒット定義]
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 645]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 645
sprpriority = 2

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 1

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

[State 640, ヒット定義]
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   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 310
sprpriority = 2

[State 200,]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 5
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 7
x = -10

[State 200,]
type = Posadd
trigger1 = AnimElem = 8
x = -20

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 34, 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 9, 10
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15, -75
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -2
air.type = High
air.velocity = -3.5,-4.5
air.hittime = 12
air.fall = 1
fall.recovertime = 30

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 25, 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 11, 12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -9
air.type = Low
air.velocity = -4.5,-4.5
air.hittime = 12
air.fall = 1
fall.recovertime = 30

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0, 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0, 1

[State 210, ステート変更]
type = ChangeState
triggerall = prevstateno = [200,440]
trigger1 = time = 0
value = 315

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

;---------------------------------------------------------------------------
[Statedef 315]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 310
sprpriority = 2

[State 200,]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 | AnimElem = 5
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 7
x = -10

[State 200,]
type = Posadd
trigger1 = AnimElem = 8
x = -20

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 32, 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9, 10
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15, -75
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -2
air.type = High
air.velocity = -3.5,-4.5
air.hittime = 12
air.fall = 1
fall.recovertime = 30

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 23, 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 14, 16
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 23
ground.hittime  = 22
ground.velocity = -12
air.type = Low
air.velocity = -4.5,-4.5
air.hittime = 12
air.fall = 1
fall.recovertime = 30

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0, 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0, 1

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

;---------------------------------------------------------------------------
;八拾八式

[Statedef 320]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 320
sprpriority = 2

[State 200,]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 5 | AnimElem = 6
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 9
x = -10

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 29, 0
animtype = Hard
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 11, 12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15, -25
hitsound = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -8
air.type = Low
air.velocity = -3.5,-4.5
air.hittime = 12
air.fall = 1
fall.recovertime = 30

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = C, NA
damage = 30, 0
animtype = Hard
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 11, 12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -25
hitsound = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 41
ground.hittime  = 22
ground.velocity = -15
air.type = Low
air.velocity = -4.5,-4.5
air.hittime = 12
air.fall = 1
fall.recovertime = 30

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = 10, 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = 0, 1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 外式・奈落落とし

[Statedef 330]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 0
ctrl     = 0
anim     = 330
sprpriority = 3

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 610, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 74
guardflag = H
priority = 4
pausetime = 8,9
sparkno = s4010
guard.sparkno = s4110
sparkxy = -10,-80
hitsound   = s1,1
guardsound = s2,0
animtype = Hard
ground.type = Low
ground.slidetime = 23
ground.hittime  = 24
ground.velocity = -12
air.type = Low
air.velocity = -5,15
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
fall.envshake.time = 12
fall.envshake.ampl = 4
fall.envshake.freq = 90

;---------------------------------------------------------------------------
; P投げ
; CNS レベル: 中級
;
; 投げを作るのは難しくは無いですが、時にはややこしいと感じる場合もあるでしょう。
;
; 投げステートでは特別な形式のHitDefを設定します。
; 投げのHitDefにおける大事なパラメータは「p1stateno」と「p2stateno」です。
; 掴む事を成功した時にChangeStateを使わずに自分のステートの変更を行えるのが「p1stateno」、
; 同時に相手の行動をこちら側のステートで制御出来るのが「p2stateno」です。
; それぞれ専用のステートを新しく作る必要があります。
; 投げ以外の攻撃のHitDefにも付ける事が可能ですが、同じ位の注意力が必要です。
;
; p2statenoで相手がこちら側の制御を受けている状態を確認する事も出来ます。
; デバッグモードだと白い文字が色々出てきますが、
; 相手側の情報の時に黄色い文字に変化すれば、相手が制御を受けている事になります。

[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 = 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ークが表示しなくなります
sparkxy = -25,-80
p1sprpriority = 1     ;攻撃が当たった時に自分の画像表示優先度を1にします
p2sprpriority = 0     ;攻撃が当たった時に相手の画像表示優先度を0にします
p1facing = 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 = ifelse(command="b",830,810) ;自分のステート変更
p2stateno = ifelse(command="b",840,820) ;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 = time = 0
value = SCA,NT,ST,HT
time = 1

[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 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 = 4
value = s0,4

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 4
value = s10,12

[State 200,]
type = Posadd
trigger1 = AnimElem = 5
x = 10

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
pos = 40, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = 60, 0

[State 300 , 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 100
priority = 5
pausetime = 5,10
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-75
hitsound = s1,4
hitflag = MAF
guardsound = s2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-5.5
air.velocity = -4.5,-5.5
air.animtype = Back
fall = 1
fall.recovertime = 25
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[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 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;投げ２・投げている（自分）
[Statedef 830]
type    = S
movetype= A
physics = N
anim = 830

[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, ]
type = Turn
trigger1 = AnimElem = 4

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

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 3
value = s0,4

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElemtime(4) = 4
value = s12,7

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 7
value = s10,12

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 7
value = s1,1

[State 200,]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3
x = -10

[State 200,]
type = Posadd
trigger1 = AnimElem = 6 | AnimElem = 7
x = 10

[State 200,]
type = Posadd
trigger1 = AnimElem = 4
x = 20

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) < 0
pos = 40, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) < 0
pos = 5, -95

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) < 0
pos = -20, -95

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) < 0
pos = 50, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) < 0
pos = 60, 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 7
anim = 4020
postype = P1
pos = 40, -10
sprpriority = 5
ownpal = 1

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElemtime(4) = 4
value = -50
kill = 0

[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -50

[State 810,]
type = EnvShake
trigger1 = AnimElemtime(4) = 4
ampl = 5
freq = 80
time = 15

[State 810,]
type = EnvShake
trigger1 = AnimElem = 7
ampl = 6
freq = 80
time = 20

[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 840]
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 = 840

[State 820, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 845

[State 820, 1]
type = SelfState
trigger1 = Enemy,Stateno != 830
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 845]
type    = A
movetype= H
physics = N
velset = 4,-5

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

[State 1322]
type = veladd
trigger1 = time > 0
y = .4

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 845

[State 1323]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;この下、一行以上空ける事！

