;===============================================================================
;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 = 100
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 = 0
guard.sparkno = 30
sparkxy = -20, -75
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 = 4
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 = 100
ctrl     = 0
velset   = 0,0
anim     = 200
sprpriority = 2

[State 1000, Explod]
type = Explod
trigger1 = animelem = 5
anim = 301
pos = 60,-77
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 7
ignorehitpause = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 110, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = 1
guard.sparkno = 40
sparkxy = -15,-110
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, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 215]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 100
ctrl     = 0
velset   = 0,0
anim     = 215
sprpriority = 2

[State 1000, Explod]
type = Explod
trigger1 = animelem = 5
anim = 301
pos = 62,-110
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 7
ignorehitpause = 0

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 35, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = 1
guard.sparkno = 40
sparkxy = -15,-110
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, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;Ketobashi Katto 1
[Statedef 230]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 250
velset   = 0,0
anim     = 1030
ctrl     = 0

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1032
ID = 1031 
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
sprpriority = 9
removeongethit = 1

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,6

[State 2100, 非無敵]
type = HitBy
trigger1 = AnimElem = 7, <= 0
value = SC, NT, ST, HT

[State 200, ヒット定義]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 100,10
guardflag = M
hitflag = MA
pausetime = 12,12
sparkno = s4060
guard.sparkno = 50
sparkxy = -7,-75
hitsound   = s1,7
guardsound = s2,1
ground.type = high
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = -8
air.velocity = -2.5,-3.5
air.fall = 1
air.juggle  = 15

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 235]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 250
velset   = 0,0
anim     = 1035
ctrl     = 0

[State 2100, 非無敵]
type = HitBy
trigger1 = AnimElem = 7, <= 0
value = SC, NT, ST, HT



[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1031
ID = 1031 
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
sprpriority = 9
removeongethit = 1

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,6

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 165,10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,12
sparkno = s4060
guard.sparkno = 50
sparkxy = -25,-75
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 35
ground.hittime  = 20
ground.velocity = -2,-10
air.velocity = -2,-10
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 30

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

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

[Statedef 400]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 100
ctrl     = 0
anim     = 400
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0, 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 = 2,5
sparkno = 0
guard.sparkno = 30
sparkxy = -10,-40
hitsound   = s1,0
guardsound = s2,0
ground.type = Low
ground00.slidetime = 3
ground.hittime  = 12
ground.velocity = -2
air.velocity = -1.5,-3

[State 400, ステート変更]
type = ChangeState
trigger1 =  command = "b" && movecontact
value = 245
ctrl = 0

[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 = 100
ctrl     = 0
anim     = 410
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0, 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 = 1
guard.sparkno = 40
sparkxy = -20,-80
0hitsound = 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 = 100
ctrl     = 0
anim     = 430
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0, 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 = 2,5
sparkno = 0
guard.sparkno = 30
sparkxy = -10,-8
hitsound   = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 3
ground.hittime  = 9
ground.velocity = -2.5
air.velocity = -2,-3

[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 = 100
ctrl     = 0
anim     = 440
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,1

[State 440, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 64
hitflag = MAF
guardflag = L
pausetime = 10,12
sparkno = 1
guard.sparkno = 40
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 = 100
ctrl     = 0
anim     = 600
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0, 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 = 0
guard.sparkno = 30
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 = 100
ctrl     = 0
anim     = 610
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0, 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 = 1
guard.sparkno = 40
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 = 100
ctrl     = 0
anim     = 630
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0, 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 = 0
guard.sparkno = 30
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 640]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 100
ctrl     = 0
anim     = 640
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0, 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 = 1
guard.sparkno = 40
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 = 100
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 = 1
guard.sparkno = 40
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 = 1
guard.sparkno = 40
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 = 100
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 = 1
guard.sparkno = 40
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 = 1
guard.sparkno = 40
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 = 100
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 = 1
guard.sparkno = 40
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 = 1
guard.sparkno = 40
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 = 100
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 = 1
guard.sparkno = 40
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

[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

[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, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) < 0
pos = 50, 0

[State 300 , 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 100
priority = 5
pausetime = 5,10
sparkno = s4060
guard.sparkno = 50
sparkxy = -20,-85
hitsound = s1,7
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
snap = 50,-50

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

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

[State 1000, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 50,0

[State 1000, TargetBind]
type = TargetBind
trigger1 = time = 4
pos = 50,-10

[State 1000, TargetBind]
type = TargetBind
trigger1 = time = 8
pos = 50,-20

[State 1000, TargetBind]
type = TargetBind
trigger1 = time = 12
pos = 50,-30

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 6
pos = 30,-30

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 7
pos = 10,-30

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 8
pos = 0,-30

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 9
pos = -25,-30

[State 1000, TargetBind]
type = TargetBind
trigger1 = time = 45
pos = -50,-30

[State 300 , 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 100
priority = 5
pausetime = 5,10
sparkno = s4060
guard.sparkno = 50
sparkxy = -20,-95
hitsound = s1,7
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, ]
type = Turn
trigger1 = AnimTime = 0

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

;---------------------------------------------------------------------------
[Statedef 840]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 810, ]
type = Turn
trigger1 = time = 40

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 840

[State 820, 1]
type = SelfState
trigger1 = animtime = 0
value = 0
ctrl = 1
