;===============================================================================
;EN ESTA SECCION SE ENCUENTRABN TODOS LOS MOVIMIETOS VACICOS DEL CHAR
;LA MODIFICACION SIN AUTORIZACION PUEDE SIGNIFICAR UNA FALLA TOTAL
;EN EL MISMO
;===============================================================================
;-------------------------------------------------------------------------------
[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   = 8                 ;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 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 = time = 0          ;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 = 23, 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 = MA               ;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 = 12, 10             ;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 = -20, -80           ;ヒットスパークの位置（Ｘ軸,Ｙ軸）
hitsound = s1,0              ;ヒットサウンド（Sを付けると自分のSNDファイルから）
guardsound = s2,0            ;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

[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

;---------------------------------------------------------------------------
; 近距離立ち弱パンチ
; CNS レベル: 基本

[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

;---------------------------------------------------------------------------
; 遠距離立ち強パンチ

[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 = s2,1
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,-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

;---------------------------------------------------------------------------
; 近距離立ち強パンチ
; CNS レベル: 基本

[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 = animelem = 3
attr = S, NA
damage = 58, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -65
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -1.3
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12

[State 200, ヒット定義]
type = HitDef
trigger1 = animelem = 7
attr = S, NA
damage = 58, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -65
hitsound = s1,1
guardsound = s2,1
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

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

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

[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, 2

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

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

[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, 2

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

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

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

[State 240, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 59
guardflag = MA
pausetime = 15,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-70
hitsound   = s1,3
guardsound = s2,1
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, 3

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

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

[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 = s2,1
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, 3

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


;---------------------------------------------------------------------------
; しゃがみ弱パンチ
; CNS レベル: 基本
;
; 全ての弱攻撃において、slidetimeとhittimeのパラメータ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止させるためです。
; 全てのしゃがみ攻撃に関しては、HitDefのattrのパラメータで「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）」を表します。
;
; このステートのHitDefはpriority（攻撃優先度）が3にセットされています。
; やられ判定ボックス(Clsn2)に被っている自分と相手の攻撃判定ボックス(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 = 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  = 9
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

;---------------------------------------------------------------------------
; しゃがみ強パンチ
; CNS レベル: 基本

[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 = s2,1
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

;---------------------------------------------------------------------------
; しゃがみ弱キック
; CNS レベル: 基本
;
; 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。
; 相手が立ちガードと空中ガー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 = 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, 2

[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

;---------------------------------------------------------------------------
; しゃがみ強キック
; CNS レベル: 基本
;
; HitDefのground.typeにTripが設定されています。
; これは特殊なパラメータで「足払い攻撃」になり、ヒットすれば相手を転ばせる事が可能になります。
;
; hitflagがMAFDに変わっています。この「D」の部分は「Down（ダウン）」の意味で、
; 横に倒れている相手にまで攻撃を当てる事が出来ます。
; しかし通常より与えるダメージが少なくなるので注意しましょう。
;
; さらに「fall = 1」の項目が追加されていますが、これは攻撃をヒットさせたら
; 相手を「ダウン効果のある吹っ飛び状態」にする事が出来ます。
; 前述（★１）の通り、ジャグルポイントが溜まります。

[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, 3

[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 = s2,1
ground.type = Trip
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -3,-4.5
air.velocity = -3,-4.5
guard.velocity = -7
fall = 1

[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   ;Air, Normal Attacks（空中通常攻撃）
damage    = 20
guardflag = HA ;HighAir（相手はしゃがみガードが出来ません）
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

;---------------------------------------------------------------------------
; ジャンプ強パンチ
; CNS レベル: 基本

[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 = s2,1
animtype = Medium
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
; 垂直ジャンプ弱キック
; CNS レベル: 基本

[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, 2

[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

;---------------------------------------------------------------------------
; 斜めジャンプ弱キック
; CNS レベル: 基本

[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, 2

[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

;---------------------------------------------------------------------------
; 垂直ジャンプ強キック
; CNS レベル: 基本

[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, 3

[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 = s2,1
animtype = Hard
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
; 斜めジャンプ強キック
; CNS レベル: 基本

[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, 3

[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 = s2,1
animtype = Hard
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;外式・轟斧　陽

[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
x = 10

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 34, 0
animtype = light
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 13, 15
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15, -75
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 0
ground.hittime  = 22
ground.velocity = 2
air.type = High
air.velocity = -3.5,-4.5
air.hittime = 12
air.fall = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage = 25, 0
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 15,17
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s1,3
guardsound = s2,1
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 = 1
value = 10, 2

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

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

;---------------------------------------------------------------------------
;外式・轟斧　陽　キャンセルver

[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 = s2,1
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 = 11, 12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -70
hitsound = s1,3
guardsound = s2,1
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 = 5
value = 10, 2

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

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

[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 950, VelSet]
type = VelSet
trigger1 = AnimElem = 1 > = 10
x = 3

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
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 = s2,1
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 440, ヒット定義]
type = HitDef
trigger1 = animelem = 12
attr = C, NA
damage    = 64
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-10
hitsound   = s1,3
guardsound = s2,1
ground.type = Trip
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -3,-5
air.velocity = -3,-4.5
guard.velocity = -7
fall = 1

[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, 3

[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, 2

[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 = s2,1
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

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

[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 = 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 = -10,-60
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",810,810) ;自分のステート変更
p2stateno = ifelse(command="b",820,820) ;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 810, Explod]
type = Explod
trigger1 = animelem = 5
anim = 2030
pos = 45,-59
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 5

[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, 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 = s4020
guard.sparkno = s4110
sparkxy = -20,-75
hitsound = s12,3
hitflag = MAF
guardsound = s2,1
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
palfx.time = 15
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 810, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[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
trigger2 = Enemy,Stateno != 810
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 45]
type = A
movetype = I
physics = N
anim = 70
velset = 0, 0
ctrl = 0

[State 45]
type = ScreenBound
trigger1 = AnimElemNo(0) = 1
value = 0
movecamera = 1, 1

[State 45]
type = PlayerPush
trigger1 = AnimElemNo(0) = 1
value = 0

[State 45]
type = PosSet
trigger1 = Time = 0
x = IfElse(Facing = 1,-135,135)

[State 45]
type = PosFreeze
trigger1 = Time > 0 && AnimElemNo(0) = 2

[State 45]
type = VelSet
trigger1 = AnimTime = 0
x = Const(velocity.jump.fwd.x)
y = Const(velocity.jump.y)

[State 45]
type = ChangeState
trigger1 = AnimTime = 0
value = 46

;-----------------------------
[Statedef 46]
type    = A
physics = A
ctrl = 0

[State 46]
type = PlaySnd
trigger1 = Time = 0
value = 6, 0

[State 46]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 46]
type = ChangeAnim
trigger1 = Time = 0
value = 41

[State 46]
type = CtrlSet
trigger1 = time = 2
value = 1
;===============================================================================



















