
;---------------------------------------------------------------------------
; ここからは通常攻撃技のステート
;---------------------------------------------------------------------------
; 立ち弱
[Statedef 200]
type     = S
movetype = A
physics  = N
juggle   = 1
ctrl     = 0
anim     = 200
poweradd = 0
sprpriority = 2
facep2 = 1


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 2
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 200,0+random%2
channel = 0
ignorehitpause = 1



[State 200, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
trigger1 = !movecontact && !MoveReversed
attr = S, NA
damage = (2+floor(18*fvar(1)))
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = s7030
guard.sparkno = s7010
sparkxy = -16, -76
hitsound = s12, 0
guardsound = s7, 3
ground.type = High
ground.slidetime = ifelse(floor(11*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*5)<=3,3,floor(11*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*5))
ground.hittime  = ifelse(floor(11*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*5)<=3,3,floor(11*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*5))
guard.ctrltime = 9
ground.velocity = -3.0
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.0,-1.2
air.hittime = 3;ifelse(floor(11*fvar(4)+((fvar(3)>1&&var(29)=0)||(var(37)>0))*5)<=3,3,floor(11*fvar(4)+((fvar(3)>1&&var(29)=0)||(var(37)>0))*5))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*20),floor((fvar(2)+0.3*(var(49)=1))*0.9*20)
givepower = floor(fvar(2)*1.0*20),floor(fvar(2)*0.5*20)
yaccel = 0.4
fall.recovertime = ifelse(floor(11*fvar(4)+((fvar(3)>1&&var(29)=0)||(var(37)>0))*5)<=3,3,floor(11*fvar(4)+((fvar(3)>1&&var(29)=0)||(var(37)>0))*5))
air.fall = 1
kill = var(28)




[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.76)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.69
persistent = 0
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.97
persistent = 0
ignorehitpause = 1




[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = s10, 0
channel = -1

[State -1]
type = StateTypeSet
trigger1 = animelemtime(5) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(4) >= 0
trigger2 = movecontact || MoveReversed
value = 0


[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 立ち中
[Statedef 230]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 230
sprpriority = 2
facep2 = 1


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0



[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 5
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 230,0+random%2
channel = 0
ignorehitpause = 1



[State 230, ヒット定義]
type = HitDef
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
attr = S, NA
damage = (7+floor(58*fvar(1)))
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7031
sparkxy = -16, -53
hitsound = s13, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(17*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*8)
ground.hittime  = floor(17*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*8)
guard.ctrltime = 14
ground.velocity = -4.8
airguard.velocity = -1.2,-3.2
air.type = High
air.velocity = -1.3,-4.4
air.hittime = 9;ifelse(floor(19*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)<9,9,floor(19*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*50),floor((fvar(2)+0.3*(var(49)=1))*0.9*50)
givepower = floor(fvar(2)*1.0*50),floor(fvar(2)*0.5*50)
yaccel = 0.4
fall.recovertime = ifelse(floor(21*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)<9,9,floor(21*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10))
air.fall = 1
kill = var(28)
ground.cornerpush.veloff = -5.7




[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = s10, 1
channel = -1



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.81)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.75
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.98
persistent = 0
ignorehitpause = 1


[State -1]
type = StateTypeSet
trigger1 = animelemtime(7) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0


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


;---------------------------------------------------------------------------
; 立ち強
[Statedef 220]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 220
sprpriority = 2
facep2 = 1



[State -2]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(49) = 1
value = 221


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0



[State 220, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = S, NA
damage = (8+floor(72*fvar(1)))
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(21*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(21*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 17
ground.velocity = -5.6
airguard.velocity = -2.2,-3.4
air.type = High
air.velocity = -1.4,(-6.4-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*5.8)
air.hittime = 13;ifelse(floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*13)<13,13,floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*13))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recovertime = ifelse(floor(28*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*14)<13,13,floor(28*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*14))
air.fall = 1
kill = var(28)
[State 220, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = S, NA
damage = (8+floor(72*fvar(1)))
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(21*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
ground.hittime  = floor(21*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)
guard.ctrltime = 17
ground.velocity = -5.6
airguard.velocity = -2.2,-3.4
air.type = High
air.velocity = -1.4,(-6.4-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*5.8)
air.hittime = 13;ifelse(floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*13)<13,13,floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*13))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*80),floor((fvar(2)+0.3*(var(49)=1))*0.9*80)
givepower = floor(fvar(2)*1.0*80),floor(fvar(2)*0.5*80)
yaccel = 0.4
fall.recovertime = ifelse(floor(28*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*14)<13,13,floor(28*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*14))
air.fall = 1
kill = var(28)


[State 1600]
type = TargetState
trigger1 = numtarget > 0
trigger1 = movehit
trigger1 = var(29) = 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (fvar(13)>1&&var(29)=0)||(var(37)>0)
trigger1 = target,statetype = A
value = 1640
persistent = 0
ignorehitpause = 1



[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 4
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 220,0+random%2
channel = 0
ignorehitpause = 1



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.85)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.82
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.99
persistent = 0
ignorehitpause = 1


[State -1]
type = StateTypeSet
trigger1 = animelemtime(6) >= 4
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(5) >= 0
trigger2 = movecontact || MoveReversed
value = 0


[State 220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
; 立ち4強
[Statedef 250]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 251
sprpriority = 2
facep2 = 1


[State -2]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(49) = 1
value = 253


[State -2]
type = VarSet
trigger1 = time = 0
v = 21
value = 0
[State -2]
type = VarSet
triggerall = anim = (251+2*(var(49)=1))
triggerall = animelemtime(1) >= 0
triggerall = animelemtime(3) < 0
trigger1 = var(59) = 0
trigger1 = command != "hold_c"
trigger2 = var(59) > 0
trigger2 = var(58) = 105 || prevstateno = 420
trigger2 = random%300 = 0
trigger3 = var(59) > 0
trigger3 = var(58) = 0
trigger3 = prevstateno < 200
trigger4 = var(59) > 0
trigger4 = prevstateno = 220 || prevstateno = 420
trigger4 = p2movetype = H && (enemynear,stateno != [120,155])
v = 21
value = 1
[State -2]
type = VarSet
triggerall = anim = (251+2*(var(49)=1))
triggerall = animelemtime(3) >= 0
triggerall = animelemtime(5) < 0
trigger1 = var(59) = 0
trigger1 = command != "hold_c"
trigger2 = var(59) > 0
trigger2 = var(58) = 105 || prevstateno = 420
trigger2 = random%300 = 0
v = 21
value = 2
[State -2]
type = VarSet
triggerall = anim = (251+2*(var(49)=1))
triggerall = animelemtime(5) >= 0
triggerall = animelemtime(7) < 0
trigger1 = var(59) = 0
trigger1 = command != "hold_c"
trigger2 = var(59) > 0
trigger2 = var(58) = 105 || prevstateno = 420
trigger2 = random%300 = 0
v = 21
value = 3
[State -2]
type = VarSet
triggerall = anim = (251+2*(var(49)=1))
triggerall = animelemtime(7) >= 0
triggerall = animelemtime(8) < 0
trigger1 = var(59) = 0
trigger1 = command != "hold_c"
trigger2 = var(59) > 0
trigger2 = var(58) = 105 || prevstateno = 420
trigger2 = random%300 = 0
v = 21
value = 4


[State -2]
type = ChangeAnim
trigger1 = anim = (251+2*(var(49)=1))
trigger1 = animelemtime(9) < 0
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
trigger1 = var(21) = 1
value = (250+2*(var(49)=1))
elem = 2
[State -2]
type = ChangeAnim
trigger1 = anim = (251+2*(var(49)=1))
trigger1 = animelemtime(9) < 0
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) < 0
trigger1 = var(21) = 2
value = (250+2*(var(49)=1))
elem = 3
[State -2]
type = ChangeAnim
trigger1 = anim = (251+2*(var(49)=1))
trigger1 = animelemtime(9) < 0
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(7) < 0
trigger1 = var(21) = 3
value = (250+2*(var(49)=1))
elem = 4
[State -2]
type = ChangeAnim
trigger1 = anim = (251+2*(var(49)=1))
trigger1 = animelemtime(9) < 0
trigger1 = animelemtime(8) >= 0
trigger1 = var(21) = 4
value = (250+2*(var(49)=1))
elem = 5



[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State -2]
type = AttackDist
trigger1 = 1
value = 185


[State 250, ヒット定義]
type = HitDef
triggerall = anim = (250+2*(var(49)=1))
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = S, NA
damage = floor(8+floor(78*fvar(1))),7
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(22*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
ground.hittime  = floor(22*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
guard.ctrltime = 18
ground.velocity = -6.6,(0-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*7)
airguard.velocity = -2.8,-2.8
air.type = High
air.velocity = (-2.8-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*3.1),(-2.5-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*4.5)
air.hittime = 6;ifelse(floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*19)<6,6,floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*19))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*85),floor((fvar(2)+0.3*(var(49)=1))*0.9*85)
givepower = floor(fvar(2)*1.0*85),floor(fvar(2)*0.5*85)
yaccel = 0.4
fall.recovertime = ifelse(floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*19)<6,6,floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*19))
air.fall = 1
fall = (((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*1)
kill = var(28)
ground.cornerpush.veloff = -9.6
[State 250, ヒット定義]
type = HitDef
triggerall = (250+2*(var(49)=1))
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = S, NA
damage = floor(8+floor(78*fvar(1))),7
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(22*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
ground.hittime  = floor(22*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
guard.ctrltime = 18
ground.velocity = -6.6,(0-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*7)
airguard.velocity = -2.8,-2.8
air.type = High
air.velocity = (-2.8-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*3.1),(-2.5-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*4.5)
air.hittime = 6;ifelse(floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*19)<6,6,floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*19))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*85),floor((fvar(2)+0.3*(var(49)=1))*0.9*85)
givepower = floor(fvar(2)*1.0*85),floor(fvar(2)*0.5*85)
yaccel = 0.4
fall.recovertime = ifelse(floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*19)<6,6,floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*19))
air.fall = 1
fall = (((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*1)
kill = var(28)
ground.cornerpush.veloff = -9.6



[State 250, 音を鳴らす]
type = PlaySnd
triggerall = anim = (250+2*(var(49)=1))
trigger1 = animelem = 6
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 6
triggerall = anim = (250+2*(var(49)=1))
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 250,0+random%2
channel = 0
ignorehitpause = 1


[State -1]
type = VarSet
triggerall = anim = (250+2*(var(49)=1))
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.89)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
triggerall = anim = (250+2*(var(49)=1))
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.87
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
triggerall = anim = (250+2*(var(49)=1))
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.97
persistent = 0
ignorehitpause = 1

[State -1]
type = StateTypeSet
triggerall = anim = (250+2*(var(49)=1))
trigger1 = animelemtime(7) >= 5
movetype = I
[State -1]
type = AttackDist
triggerall = anim = (250+2*(var(49)=1))
trigger1 = animelemtime(7) >= 0
trigger2 = movecontact || MoveReversed
value = 0




















[State 250, ヒット定義]
type = HitDef
triggerall = anim = (251+2*(var(49)=1))
trigger1 = animelemtime(10) >= 0 && animelemtime(12) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = S, NA
damage = (12+floor(113*fvar(1))),12
animtype = hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*15)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*15)
guard.ctrltime = 37
ground.velocity = -6.2,-7
airguard.velocity = -3.1,-3.1
air.type = High
air.velocity = -8.8,-7
air.hittime = 6;ifelse(floor(44*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*40)<6,6,floor(44*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*40))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = ifelse(floor(44*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*30)<6,6,floor(44*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*30))
fall = 1
kill = var(28)
ground.cornerpush.veloff = -9.6
[State 250, ヒット定義]
type = HitDef
triggerall = anim = (251+2*(var(49)=1))
trigger1 = animelemtime(10) >= 0 && animelemtime(12) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = S, NA
damage = (12+floor(113*fvar(1))),12
animtype = hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*15)
ground.hittime  = floor(40*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*15)
guard.ctrltime = 37
ground.velocity = -6.2,-7
airguard.velocity = -3.1,-3.1
air.type = High
air.velocity = -8.8,-7
air.hittime = 6;ifelse(floor(44*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*40)<6,6,floor(44*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*40))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*100),floor((fvar(2)+0.3*(var(49)=1))*0.9*100)
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = ifelse(floor(44*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*30)<6,6,floor(44*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*30))
fall = 1
kill = var(28)
ground.cornerpush.veloff = -9.6



[State 250, 音を鳴らす]
type = PlaySnd
triggerall = anim = (251+2*(var(49)=1))
trigger1 = animelem = 10
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 10
triggerall = anim = (251+2*(var(49)=1))
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 250,0+random%2
channel = 0
ignorehitpause = 1



[State -1]
type = VarSet
triggerall = anim = (251+2*(var(49)=1))
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.92)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
triggerall = anim = (251+2*(var(49)=1))
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.93
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
triggerall = anim = (251+2*(var(49)=1))
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.97
persistent = 0
ignorehitpause = 1

[State -1]
type = StateTypeSet
triggerall = anim = (251+2*(var(49)=1))
trigger1 = animelemtime(12) >= 5
movetype = I
[State -1]
type = AttackDist
triggerall = anim = (251+2*(var(49)=1))
trigger1 = animelemtime(12) >= 0
trigger2 = movecontact || MoveReversed
value = 0




[State 250, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1







;---------------------------------------------------------------------------
;スライドダウン空中ヒット
[Statedef 252]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1106, 1]
type = ChangeAnim
trigger1 = Time >= 0
value = ifelse(AnimExist(5035),5035,5050)

[State 210, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 253

;---------------------------------------------------------------------------
;スライドダウン下降
[Statedef 253]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 0

[State 200]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(AnimExist(5035),5035,5050)

[State 1108, 3]
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5030, 2]
type = VelSet
trigger1 = Time = 0
x = -10
y = 8

[State 200]
type = veladd
trigger1 = 1
y = 0.35

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 254

;---------------------------------------------------------------------------
;スライド
[Statedef 254]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5100, 10]
type = PlaySnd
trigger1 = Prevstateno != 411
trigger1 = Time = 1
value = F7, 1

[State 5100, 8]
type = GameMakeAnim
trigger1 = Prevstateno != 411
trigger1 = Time = 1
value = 60 + 1
pos = 0, 0
under = 1

[State 1000, 3]
type = EnvShake
trigger1 = time = 0
trigger1 = Prevstateno != 411
time = 12

[State 5030, 2]
type = PosSet
trigger1 = time = 0
y = 0

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
value = 5100

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5030, 2]
type = VelSet
trigger1 = time = 0
x = -10

[State 5030, 2]
type = VelMul
trigger1 = time > 0
x = 0.97

[State 5020, 5]
type = SelfState
trigger1 = time >= 30
trigger1 = !alive
value = 5110

[State 5020, 5]
type = SelfState
trigger1 = time >= 30
value = 5120


;---------------------------------------------------------------------------
; 立ち4中
[Statedef 260]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 260
sprpriority = 2
facep2 = 1

[State -2]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(49) = 1
value = 261


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0



[State 260]
type = NotHitBy
trigger1 = time >= 5
trigger1 = animelemtime(6) <= 2
value = A
time = 1




[State 260, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = S, NA
damage = (7+floor(63*fvar(1)))
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(27*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*13)
ground.hittime  = floor(27*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*13)
guard.ctrltime = 18
ground.velocity = -0.5,-6.1
guard.velocity = -3.4
airguard.velocity = -1.1,-3.9
air.type = High
air.velocity = -0.5,-6.1
air.hittime = 14;ifelse(floor(30*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16)<20,20,floor(32*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*15))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*60),floor((fvar(2)+0.3*(var(49)=1))*0.9*60)
givepower = floor(fvar(2)*1.0*60),floor(fvar(2)*0.5*60)
yaccel = 0.4
fall.recovertime = ifelse(floor(32*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16)<14,14,floor(32*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16))
fall = 1
kill = var(28)
[State 260, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = S, NA
damage = (7+floor(63*fvar(1)))
animtype = hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(27*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*13)
ground.hittime  = floor(27*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*13)
guard.ctrltime = 18
ground.velocity = -0.5,-6.1
guard.velocity = -3.4
airguard.velocity = -1.1,-3.9
air.type = High
air.velocity = -0.5,-6.1
air.hittime = 14;ifelse(floor(32*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16)<20,20,floor(32*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*60),floor((fvar(2)+0.3*(var(49)=1))*0.9*60)
givepower = floor(fvar(2)*1.0*60),floor(fvar(2)*0.5*60)
yaccel = 0.4
fall.recovertime = ifelse(floor(32*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16)<14,14,floor(32*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16))
fall = 1
kill = var(28)



[State 220, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = s9, 2
channel = -1


[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 3
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 260,(random%3 = 0)
channel = 0
ignorehitpause = 1



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.78)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.78
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.98
persistent = 0
ignorehitpause = 1


[State -1]
type = StateTypeSet
trigger1 = animelemtime(7) >= 5
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0


[State 260, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






;---------------------------------------------------------------------------
;クラッシュトリガー1
[Statedef 270]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 270
sprpriority = 2
facep2 = 1


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State 270]
type = PowerAdd
trigger1 = time = 3
value = -500

[State 270]
type = PalFX
trigger1 = time = 3
time = 15
add = 0,0,0
mul = 256,256,256
sinadd = 256,256,256,30

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 3
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 271,(random%2 = 0)
channel = 0
ignorehitpause = 1

[State 270, ステート変更]
type = ChangeState
trigger1 = time > 24
trigger1 = var(59) = 0
trigger1 = command != "hold_a" && command != "hold_z"
trigger2 = time > 24
trigger2 = var(59) = 0
trigger2 = command != "hold_b" && command != "hold_z"
trigger3 = time > 51
trigger4 = time > 24
trigger4 = (var(59)%100) > 0
value = 271
ctrl = 0

;---------------------------------------------------------------------------
;クラッシュトリガー2
[Statedef 271]
type     = S
movetype = A
physics  = N
juggle   = 4
poweradd = 0
ctrl     = 0
anim     = 271
sprpriority = 2
facep2 = 1


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0



[State 270, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
attr = S, NA
damage = (15+floor(85*fvar(1))),10
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 6
guard.sparkno = -1;s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = -1;s7, 3
ground.type = High
ground.slidetime = 75
ground.hittime  = 75
guard.slidetime = 28
guard.hittime  = 28
guard.ctrltime = 28
ground.velocity = -4.5,0
guard.velocity = -3.4
airguard.velocity = -1.1,-3.9
air.type = High
air.velocity = 0,-9.2
air.hittime = 999
getpower = 0
givepower = floor(fvar(2)*1.0*100),floor(fvar(2)*0.5*100)
yaccel = 0.4
fall.recovertime = 999
air.fall = 1
kill = var(28)







[State 280]
type = Explod
trigger1 = moveguarded = 1
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [150,155])
trigger1 = (target,statetype = S) || (target,statetype = C)
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger2 = moveguarded = 1
trigger2 = numtarget > 0
trigger2 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger2 = (target,stateno = [150,155])
trigger2 = (var(48) = 0)
trigger2 = (target,statetype = C)
trigger3 = moveguarded = 1
trigger3 = numtarget > 0
trigger3 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger3 = (target,stateno = [150,155])
trigger3 = (target,statetype = A)
trigger3 = (var(48) >= 1000)&&(var(48)%2=1)
anim = 280
ID = 280
pos = -30, -60
postype = p2
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 4
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
persistent = 0
[State -3, se]
type = PlaySnd
trigger1 = moveguarded = 1
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [150,155])
trigger1 = (target,statetype = S) || (target,statetype = C)
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger2 = moveguarded = 1
trigger2 = numtarget > 0
trigger2 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger2 = (target,stateno = [150,155])
trigger2 = (var(48) = 0)
trigger2 = (target,statetype = C)
trigger3 = moveguarded = 1
trigger3 = numtarget > 0
trigger3 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger3 = (target,stateno = [150,155])
trigger3 = (target,statetype = A)
trigger3 = (var(48) >= 1000)&&(var(48)%2=1)
value = 280,0
channel = -1
ignorehitpause = 1
persistent = 0










[State 280]
type = Explod
trigger1 = moveguarded = 1
trigger1 = numexplod(280) = 0
anim = 7010
ID = 7010
pos = 20, -50
postype = p2
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 4
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
persistent = 0
[State -3, se]
type = PlaySnd
trigger1 = moveguarded = 1
trigger1 = numexplod(280) = 0
value = 7,3
channel = -1
ignorehitpause = 1
persistent = 0









[State 280]
type = TargetState
triggerall = moveguarded = 1
triggerall = numtarget > 0
triggerall = helper(1762*(numhelper(1762)>0)),stateno != 1763
triggerall = (target,stateno = [150,155])
trigger1 = (target,statetype = S) || (target,statetype = C)
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
trigger2 = (var(48) = 0)
trigger2 = (target,statetype = C)
value = 282
persistent = 0
ignorehitpause = 1
[State 280]
type = TargetState
trigger1 = moveguarded = 1
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
trigger1 = (target,stateno = [150,155])
trigger1 = (target,statetype = A)
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
value = 283
persistent = 0
ignorehitpause = 1


[State 270, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(6) < 0
trigger1 = time%2 = 0
value = s9,1;(random%3)
channel = -1




[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
trigger2 = numtarget > 0
trigger2 = target,stateno = [282,283]
trigger2 = var(29) = 0
trigger2 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.85)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger2 = numtarget > 0
trigger2 = target,stateno = [282,283]
fv = 1
value = fvar(1)*1.0
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger2 = numtarget > 0
trigger2 = target,stateno = [282,283]
fv = 4
value = fvar(4)*1.1
persistent = 0
ignorehitpause = 1



[State -1]
type = StateTypeSet
trigger1 = animelemtime(8) >= 5
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0


[State 270, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;クラッシュトリガー地上やられ1
[Statedef 280]
type    = S
movetype= H
physics = N
velset = -3,0
facep2 = 1

[State -2]
type = VelAdd
trigger1 = vel x < 0
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x > 0
x = 0

[State 280]
type = ChangeAnim
trigger1 = Time = 0
value = 5002

[State 280]
type = StateTypeSet
trigger1 = Time = 0
statetype = S


[State 280, ステート変更]
type = ChangeState
trigger1 = time > 100
value = 281
ctrl = 0



;---------------------------------------------------------------------------
;クラッシュトリガー地上やられ2
[Statedef 281]
type    = S
movetype= I
physics = N
velset = 0,0


[State 280, ステート変更]
type = SelfState
trigger1 = 1
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;クラッシュトリガーガードブレイク地上
[Statedef 282]
type    = U
movetype= H
physics = N
velset = -3,0
facep2 = 1

[State -2]
type = VelAdd
trigger1 = vel x < 0
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x > 0
x = 0

[State 280]
type = ChangeAnim
trigger1 = Time = 0
value = (5002+(statetype=C)*20)
persistent = 0
[State 280]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = anim = 5002 || anim = 5022
value = (anim+5)
persistent = 0




[State 280]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = selfanimexist(5910)
trigger1 = statetype = S
value = 5910
[State 280]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = selfanimexist(5920)
trigger1 = statetype = C
value = 5920



[State 280, ステート変更]
type = SelfState
trigger1 = time > 70
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;クラッシュトリガーガードブレイク空中1
[Statedef 283]
type    = A
movetype= H
physics = N
velset = 0,0

[State 235]
type = ChangeAnim
trigger1 = 1
value = 5030

[State 235]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 284

;---------------------------------------------------------------------------
;クラッシュトリガーガードブレイク空中2
[Statedef 284]
type    = A
movetype= H
physics = N
velset = -7,-7

[State 280]
type = ChangeAnim
trigger1 = Time = 0
value = 5030
persistent = 0
[State 280]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = anim = 5030
value = 5035
persistent = 0
[State 280]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = anim = 5035
value = 5050
persistent = 0


[State 280]
type = VelAdd
trigger1 = 1
y = .44


[State 280, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 280, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 285



[State 280, ステート変更]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y > 10
value = 5100
ctrl = 0


;---------------------------------------------------------------------------
;クラッシュトリガーガードブレイク空中3
[Statedef 285]
type    = A
movetype= H
physics = N


[State 280, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 280, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 280, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 280, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 280, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 280, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 285

[State 280, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 280, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 286




;---------------------------------------------------------------------------
;クラッシュトリガーガードブレイク空中4
[Statedef 286]
type    = A
movetype= H
physics = N


[State 288, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -3

[State 288, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 288, Turn]
type = null;Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 288, Gravity]
type = VelAdd
trigger1 = 1
y = .4

[State 288, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 288, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 288, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 288, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 288, Hit ground]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 287
ctrl = 0



;---------------------------------------------------------------------------
;クラッシュトリガーガードブレイク空中5
[Statedef 287]
type    = A
movetype= H
physics = N

[State 287, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 287, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 287, Var]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 287, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 287, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 287, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 287, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 287, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 287, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 287, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 287, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 287, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 287, 11]
type = PosFreeze
trigger1 = 1

[State 287, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 288

[State 287, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
;クラッシュトリガーガードブレイク空中6
[Statedef 288]
type    = A
movetype= H
physics = N

[State 288] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 288, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 288, 3]
type = HitFallVel
trigger1 = Time = 0

[State 288, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 288, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .44

[State 288, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 289

;---------------------------------------------------------------------------
;クラッシュトリガーガードブレイク空中7
[Statedef 289]
type    = A
movetype= H
physics = N

[State 289, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 289, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 289, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 289, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 289, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 289, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 289, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 289, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 289, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 289, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 289, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 289, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 289, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 289, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 289, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 289, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 289, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine


[State 286, Hit ground]
type = SelfState
trigger1 = time >= 70
value = 5110
;---------------------------------------------------------------------------
; しゃがみ弱
[Statedef 400]
type     = C
movetype = A
physics  = N
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 400
sprpriority = 2
facep2 = 1


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State 400, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
trigger1 = !movecontact && !MoveReversed
attr = C, NA
damage = (2+floor(13*fvar(1)))
animtype = Light
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = s7030
guard.sparkno = s7010
sparkxy = -10, -16
hitsound = s12, 0
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(13*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*6)
ground.hittime  = floor(13*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*6)
guard.ctrltime = 12
ground.velocity = -2.7
airguard.velocity = -1.3,-1.1
air.type = High
air.velocity = -1.0,-1.2
air.hittime = 3;ifelse(floor(16*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*8)<3,3,floor(16*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*8))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*15),floor((fvar(2)+0.3*(var(49)=1))*0.9*15)
givepower = floor(fvar(2)*1.0*15),floor(fvar(2)*0.5*15)
yaccel = 0.4
fall.recovertime = ifelse(floor(16*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*8)<3,3,floor(16*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*8))
air.fall = 1
kill = var(28)




[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = s10, 0
channel = -1


[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 3
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 200,0+random%2
channel = 0
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.73)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.75
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.97
persistent = 0
ignorehitpause = 1

[State -1]
type = StateTypeSet
trigger1 = animelemtime(5) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(4) >= 0
trigger2 = movecontact || MoveReversed
value = 0


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

;---------------------------------------------------------------------------
; しゃがみ中
[Statedef 410]
type     = C
movetype = A
physics  = N
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 410
sprpriority = 2
facep2 = 1

[State -2]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(49) = 1
value = 411


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State 410, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = C, NA
damage = (6+floor(54*fvar(1)))
animtype = medium
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7006+random%2
sparkxy = -10, -46
hitsound = s8, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
ground.hittime  = floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
guard.ctrltime = 17
ground.velocity = -3.7
airguard.velocity = -2.7,-2.3
air.type = High
air.velocity = -2.0,-3.9
air.hittime = ifelse(floor(22*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*11)<12,12,floor(22*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*11))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*45),floor((fvar(2)+0.3*(var(49)=1))*0.9*45)
givepower = floor(fvar(2)*1.0*45),floor(fvar(2)*0.5*45)
yaccel = 0.4
fall.recovertime = ifelse(floor(22*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*11)<12,12,floor(22*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*11))
air.fall = 1
kill = var(28)
[State 410, ヒット定義]
type = HitDef
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = C, NA
damage = (6+floor(54*fvar(1)))
animtype = medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7006+random%2
sparkxy = -10, -46
hitsound = s8, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
ground.hittime  = floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
guard.ctrltime = 17
ground.velocity = -3.7
airguard.velocity = -2.7,-2.3
air.type = High
air.velocity = -2.0,-3.9
air.hittime = ifelse(floor(22*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*11)<12,12,floor(22*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*11))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*45),floor((fvar(2)+0.3*(var(49)=1))*0.9*45)
givepower = floor(fvar(2)*1.0*45),floor(fvar(2)*0.5*45)
yaccel = 0.4
fall.recovertime = ifelse(floor(22*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*11)<12,12,floor(22*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*11))
air.fall = 1
kill = var(28)




[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 3
value = s9, 1
channel = -1


[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 3
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 230,0+random%2
channel = 0
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.75)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.78
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.98
persistent = 0
ignorehitpause = 1



[State -1]
type = StateTypeSet
trigger1 = animelemtime(4) >= 10
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(4) >= 0
trigger2 = movecontact || MoveReversed
value = 0


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

;---------------------------------------------------------------------------
; しゃがみ強
[Statedef 420]
type     = C
movetype = A
physics  = N
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 420
sprpriority = 2
facep2 = 1

[State -2]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(49) = 1
value = 421


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0


[State -2]
type = AttackDist
trigger1 = 1
value = 185

[State 420, ヒット定義]
type = HitDef
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = C, NA
damage = (7+floor(68*fvar(1)))
animtype = hard
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -29
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(21*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*11)
ground.hittime  = floor(21*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*11)
guard.ctrltime = 15
ground.velocity = -5.6,0
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.1,-2.1
air.hittime = ifelse(floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)<6,6,floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*70),floor((fvar(2)+0.3*(var(49)=1))*0.9*70)
givepower = floor(fvar(2)*1.0*70),floor(fvar(2)*0.5*70)
yaccel = 0.4
fall.recovertime = ifelse(floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)<6,6,floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10))
air.fall = 1
fall = 0
kill = var(28)
[State 420, ヒット定義]
type = HitDef
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = C, NA
damage = (7+floor(68*fvar(1)))
animtype = hard
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -29
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(21*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*11)
ground.hittime  = floor(21*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*11)
guard.ctrltime = 15
ground.velocity = -5.6,0
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = -1.1,-2.1
air.hittime = ifelse(floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)<6,6,floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*70),floor((fvar(2)+0.3*(var(49)=1))*0.9*70)
givepower = floor(fvar(2)*1.0*70),floor(fvar(2)*0.5*70)
yaccel = 0.4
fall.recovertime = ifelse(floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10)<6,6,floor(20*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*10))
air.fall = 1
fall = 0
kill = var(28)



[State 420, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 5
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 220,0+random%2
channel = 0
ignorehitpause = 1



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.81)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.82
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.99
persistent = 0
ignorehitpause = 1



[State -1]
type = StateTypeSet
trigger1 = animelemtime(9) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0

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

;---------------------------------------------------------------------------
; 3強
[Statedef 430]
type     = C
movetype = A
physics  = N
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 430
sprpriority = 2
facep2 = 1




[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0



[State 430, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = C, NA
damage = (5+floor(50*fvar(1)))
animtype = hard
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -19
hitsound = s13, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*8)
ground.hittime  = floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*8)
guard.ctrltime = 18+5*(var(49)=1)
ground.velocity = -1,(-3.9-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*2.2)
guard.velocity = -3.8
airguard.velocity = -2.2,-1.8
air.type = High
air.velocity = -1,(-3.9-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*2.2)
air.hittime = floor(120*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*60)
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*60),floor((fvar(2)+0.3*(var(49)=1))*0.9*60)
givepower = floor(fvar(2)*1.0*60),floor(fvar(2)*0.5*60)
yaccel = 0.4
fall.recovertime = floor(120*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*60)
air.fall = 1
fall = 1
kill = var(28)
[State 430, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = C, NA
damage = (5+floor(50*fvar(1)))
animtype = hard
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7032
sparkxy = -10, -19
hitsound = s13, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*8)
ground.hittime  = floor(25*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*8)
guard.ctrltime = 18
ground.velocity = -1,(-3.9-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*2.2)
guard.velocity = -3.8
airguard.velocity = -2.2,-1.8
air.type = High
air.velocity = -1,(-3.9-((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*2.2)
air.hittime = floor(120*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*60)
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*60),floor((fvar(2)+0.3*(var(49)=1))*0.9*60)
givepower = floor(fvar(2)*1.0*60),floor(fvar(2)*0.5*60)
yaccel = 0.4
fall.recovertime = floor(120*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*60)
air.fall = 1
fall = 1
kill = var(28)



[State 430, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 4
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 430,(random%3 = 0)
channel = 0
ignorehitpause = 1



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.81)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.82
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.99
persistent = 0
ignorehitpause = 1


[State 430]
type = TargetState
trigger1 = movehit = 1
trigger1 = numtarget > 0
trigger1 = helper(1762*(numhelper(1762)>0)),stateno != 1763
value = 431
persistent = 0
ignorehitpause = 1

[State -1]
type = StateTypeSet
trigger1 = animelemtime(5) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(5) >= 3
trigger2 = movecontact || MoveReversed
value = 0

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

;---------------------------------------------------------------------------
;HIT_TRIP (shaking)
[Statedef 431]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5070, 1]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070, 2]
type = selfState
trigger1 = HitShakeOver
value = 5071

[State 5070, 3]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140
;---------------------------------------------------------------------------
; ジャンプ弱
[Statedef 600]
type     = A
movetype = A
physics  = A
juggle   = 2
poweradd = 0
ctrl     = 0
anim     = 600
sprpriority = 2

[State -2]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(49) = 1
value = 601

[State 600]
type = VelSet
trigger1 = var(17) > 0
y = 0

[State 600, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
attr = A, NA
damage = (2+floor(18*fvar(1)))
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = s7006+random%2
guard.sparkno = s7010
sparkxy = -10, -46
hitsound = s8, 0
guardsound = s7, 3
ground.type = High
ground.slidetime = floor((12+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*6)
ground.hittime  = floor((12+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*6)
guard.ctrltime = 11
ground.velocity = -2.2
airguard.velocity = -1.3,-2.0
air.type = High
air.velocity = -2.0,-2.6
air.hittime = ifelse(floor(19*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)<3,3,floor(19*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*18),floor((fvar(2)+0.3*(var(49)=1))*0.9*18)
givepower = floor(fvar(2)*1.0*18),floor(fvar(2)*0.5*18)
yaccel = 0.4
fall.recovertime = ifelse(floor((19+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)<3,3,floor(19*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9))
air.fall = 1
kill = var(28)




[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = s9, 0
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 4
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 200,0+random%3
channel = 0
ignorehitpause = 1



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.68)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.71
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.97
persistent = 0
ignorehitpause = 1



[State -1]
type = StateTypeSet
trigger1 = animelemtime(5) >= 6
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(5) >= 0
trigger2 = movecontact || MoveReversed
value = 0


[State 600, コントロール可否]
type = CtrlSet
trigger1 = Time = (40-20*(var(49)=1))
value = 1

;---------------------------------------------------------------------------
; ジャンプ中
[Statedef 610]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 610
sprpriority = 2

[State 600]
type = VelSet
trigger1 = var(17) > 0
y = 0

[State 610, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
attr = A, NA
damage = (5+floor(50*fvar(1)))
animtype = medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7031
sparkxy = -10, -46
hitsound = s8, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = floor((25+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*13)
ground.hittime  = floor((25+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*13)
guard.ctrltime = 20
ground.velocity = -3.5
airguard.velocity = -1.7,-3.8
air.type = High
air.velocity = -2.3,-5.8
air.hittime = 24
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*45),floor((fvar(2)+0.3*(var(49)=1))*0.9*45)
givepower = floor(fvar(2)*1.0*45),floor(fvar(2)*0.5*45)
yaccel = 0.4
fall.recovertime = floor((35+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)
air.fall = 1
kill = var(28)


[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = s9, 1
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 4
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 230,0+random%2
channel = 0
ignorehitpause = 1


[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.74)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.78
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.98
persistent = 0
ignorehitpause = 1



[State 610, コントロール可否]
type = CtrlSet
trigger1 = Time = 50
value = 1
;---------------------------------------------------------------------------
; ジャンプ強
[Statedef 620]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 620
sprpriority = 2

[State -2]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(49) = 1
value = 621

[State 600]
type = VelSet
trigger1 = var(17) > 0
y = 0


[State 620, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = A, NA
damage = (8+floor(72*fvar(1)))
animtype = hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor((24+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
ground.hittime  = floor((24+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
guard.ctrltime = 22
ground.velocity = -4.4
airguard.velocity = -2.2,-4.1
air.type = High
air.velocity = -2.4,-5.7
air.hittime = ifelse(floor((36+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)<13,13,floor(36*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*75),floor((fvar(2)+0.3*(var(49)=1))*0.9*75)
givepower = floor(fvar(2)*1.0*75),floor(fvar(2)*0.5*75)
yaccel = 0.4
fall.recovertime = ifelse(floor((36+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)<13,13,floor(36*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18))
air.fall = 1
kill = var(28)
[State 620, ヒット定義]
type = HitDef
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = A, NA
damage = (8+floor(72*fvar(1)))
animtype = hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7008+random%2
sparkxy = -10, -46
hitsound = s8, 2
guardsound = s7, 3
ground.type = High
ground.slidetime = floor((24+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
ground.hittime  = floor((24+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)
guard.ctrltime = 22
ground.velocity = -4.4
airguard.velocity = -2.2,-4.1
air.type = High
air.velocity = -2.4,-5.7
air.hittime = ifelse(floor((36+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)<13,13,floor(36*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*75),floor((fvar(2)+0.3*(var(49)=1))*0.9*75)
givepower = floor(fvar(2)*1.0*75),floor(fvar(2)*0.5*75)
yaccel = 0.4
fall.recovertime = ifelse(floor((36+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18)<13,13,floor(36*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*18))
air.fall = 1
kill = var(28)

[State 620, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 4
value = s9, 2
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 4
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 220,0+random%2
channel = 0
ignorehitpause = 1



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.79)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.82
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.99
persistent = 0
ignorehitpause = 1



[State -1]
type = StateTypeSet
trigger1 = animelemtime(8) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(5) >= 0
trigger2 = movecontact || MoveReversed
value = 0


[State 600, コントロール可否]
type = CtrlSet
trigger1 = Time = (60-20*(var(49)=1))
value = 1



;---------------------------------------------------------------------------
; ジャンプ4中
[Statedef 630]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 0
ctrl     = 0
anim     = 630
sprpriority = 2

[State 600]
type = VelSet
trigger1 = var(17) > 0
y = 0

[State 630, ヒット定義]
type = HitDef
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = A, NA
damage = (5+floor(55*fvar(1)))
animtype = medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7031
sparkxy = -10, -32
hitsound = s13, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = floor((19+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
ground.hittime  = floor((19+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
guard.ctrltime = 16
ground.velocity = -3.5
airguard.velocity = -1.5,-3.5
air.type = High
air.velocity = -1.9,-3.8
air.hittime = ifelse(floor((24+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)<5,5,floor(24*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*45),floor((fvar(2)+0.3*(var(49)=1))*0.9*45)
givepower = floor(fvar(2)*1.0*45),floor(fvar(2)*0.5*45)
yaccel = 0.4
fall.recovertime = ifelse((floor(24+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)<5,5,floor(24*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12))
air.fall = 1
kill = var(28)
[State 630, ヒット定義]
type = HitDef
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = A, NA
damage = (5+floor(55*fvar(1)))
animtype = medium
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7031
sparkxy = -10, -32
hitsound = s13, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = floor((19+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
ground.hittime  = floor((19+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*9)
guard.ctrltime = 16
ground.velocity = -3.5
airguard.velocity = -1.5,-3.5
air.type = High
air.velocity = -1.9,-3.8
air.hittime = ifelse(floor((24+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)<5,5,floor(24*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*45),floor((fvar(2)+0.3*(var(49)=1))*0.9*45)
givepower = floor(fvar(2)*1.0*45),floor(fvar(2)*0.5*45)
yaccel = 0.4
fall.recovertime = ifelse((floor(24+5*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)<5,5,floor(24*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12))
air.fall = 1
kill = var(28)



[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 5
value = s11, 1
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 5
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 230,0+random%2
channel = 0
ignorehitpause = 1



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.76)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.78
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.98
persistent = 0
ignorehitpause = 1



[State -1]
type = StateTypeSet
trigger1 = animelemtime(7) >= 0
movetype = I
[State -1]
type = AttackDist
trigger1 = animelemtime(6) >= 0
trigger2 = movecontact || MoveReversed
value = 0

[State 630, コントロール可否]
type = CtrlSet
trigger1 = Time = (50-20*(var(49)=1))
value = 1








;---------------------------------------------------------------------------
;6B1
[Statedef 640]
type     = S
movetype = A
physics  = N
juggle   = 1
ctrl     = 0
anim     = 640
poweradd = 0
sprpriority = 2
facep2 = 1

[State 640]
type = AttackDist
trigger1 = 1
value = 0


[State -2]
type = VarSet
trigger1 = time = 0
v = 20
value = (vel x < 0)
[State -2]
type = VelAdd
trigger1 = vel x > 0
trigger1 = var(20) = 0
x = -0.26
[State -2]
type = VelAdd
trigger1 = vel x < 0
trigger1 = var(20) = 1
x = 0.26
[State -2]
type = VelSet
trigger1 = vel x < 0
trigger1 = var(20) = 0
trigger2 = vel x > 0
trigger2 = var(20) = 1
x = 0

[State -2]
type = NotHitBy
trigger1 = var(49) = 1
value = C
time = 1

[State 640, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 641
ctrl = 0





;---------------------------------------------------------------------------
;6B2
[Statedef 641]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = 0
ctrl     = 0
;velset = 2,-5.2
anim     = 641
sprpriority = 2


[State -2]
type = NotHitBy
trigger1 = var(49) = 1
value = C
time = 1

[State 630]
type = VelSet
trigger1 = time = 0
x = 2
y = -4.9

[State 630]
type = VelAdd
trigger1 = 1
y = -.07

[State 630]
type = PlayerPush
trigger1 = 1
value = (p2statetype != L)



[State 630, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) = 0)||(var(48) >= 1000)&&(var(48)%2=0)
attr = A, NA
damage = (5+floor(45*fvar(1)))
animtype = medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7031
sparkxy = -10, -32
hitsound = s13, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = floor((32+3*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16)
ground.hittime  = floor((32+3*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16)
guard.ctrltime = 21+3*(var(49)=1)
ground.velocity = -3.5
airguard.velocity = -2.6,-3.8
air.type = High
air.velocity = -2.6,-3.9
air.hittime = ifelse(floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)<8,8,floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*45),floor((fvar(2)+0.3*(var(49)=1))*0.9*45)
givepower = floor(fvar(2)*1.0*45),floor(fvar(2)*0.5*45)
yaccel = 0.4
fall.recovertime = ifelse(floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)<8,8,floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12))
air.fall = 1
kill = var(28)
[State 630, ヒット定義]
type = HitDef
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
trigger1 = !movecontact && !MoveReversed
trigger1 = (var(48) >= 1000)&&(var(48)%2=1)
attr = A, NA
damage = (5+floor(45*fvar(1)))
animtype = medium
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
guard.sparkno = s7010
sparkno = s7031
sparkxy = -10, -32
hitsound = s13, 1
guardsound = s7, 3
ground.type = High
ground.slidetime = floor((32+3*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16)
ground.hittime  = floor((32+3*(var(49)=1))*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*16)
guard.ctrltime = 21
ground.velocity = -3.5
airguard.velocity = -2.6,-3.8
air.type = High
air.velocity = -2.6,-3.9
air.hittime = ifelse(floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)<8,8,floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12))
getpower = floor((fvar(2)+0.3*(var(49)=1))*1.8*45),floor((fvar(2)+0.3*(var(49)=1))*0.9*45)
givepower = floor(fvar(2)*1.0*45),floor(fvar(2)*0.5*45)
yaccel = 0.4
fall.recovertime = ifelse(floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12)<8,8,floor(23*fvar(4)+((fvar(3) > 1 && var(29) = 0)||(var(37)>0))*12))
air.fall = 1
kill = var(28)



[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = animelem = 2
value = s11, 1
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 2
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 230,0+random%2
channel = 0
ignorehitpause = 1



[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.7)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 1
value = fvar(1)*0.81
persistent = 0
ignorehitpause = 1

[State -1]
type = VarSet
trigger1 = movehit
trigger1 = hitcount = 1
fv = 4
value = fvar(4)*0.98
persistent = 0
ignorehitpause = 1


[State -1]
type = AttackDist
trigger1 = animelemtime(3) >= 0
trigger2 = movecontact || MoveReversed
value = 0



;---------------------------------------------------------------------------
;投げ掴みモーション
[Statedef 800]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 800
sprpriority = 2


[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State 800]
type = VarSet
trigger1 = time <= 3
trigger1 = var(59) = 0
v = 21
value = (ifelse(p2movetype=H&&(enemynear,stateno != [120,149]),1,(ifelse(p2movetype=A,2,0))))+((command = "holdback")*10)
[State 800]
type = VarSet
trigger1 = time <= 3
trigger1 = var(59) > 0
v = 21
value = (ifelse(p2movetype=H&&(enemynear,stateno != [120,149]),1,(ifelse(p2movetype=A,2,0))))+((backedgebodydist < frontedgebodydist)*10)
[State 800]
type = VarSet
trigger1 = time > 3
v = 21
value = ((floor(var(21)/10))*10)+(ifelse(p2movetype=H&&(enemynear,stateno != [120,149]),1,(ifelse(p2movetype=A,2,0))))





[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = animelem = 2
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 = -1          ;-1にすればヒットスパークが表示しなくなります
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 = ifelse(command = "holdfwd", -1, 1) ;攻撃が当たった時の自分の向き ★６
p1facing = 1          ;以前は上の記述を使っていました
p2facing = 1          ;攻撃が当たった時の相手の向き
hitsound = s13, 0
p1stateno = 801       ;自分のステート変更
p2stateno = 805       ;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 -3, ボイス]
type = PlaySnd
triggerall = animelem = 3
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 800,0+random%2
channel = 0
ignorehitpause = 1


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



;---------------------------------------------------------------------------
; 投げ掴みモーション1
[Statedef 801]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 801
sprpriority = 2

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State 800]
type = Explod
trigger1 = time = 0
trigger1 = var(21)%10 != 1
anim = 830
ID = 830
pos = 15, -90
postype = p2
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1
[State 800]
type = Explod
trigger1 = time = 0
trigger1 = var(21)%10 = 1
anim = 831
ID = 831
pos = 40, -95
postype = p2
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = 1
pos = 40, 0


[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = var(21)%10 != 2
trigger1 = target,command = "b"
trigger1 = target,command = "c"
value = 806
[State 810, 掴んだ相手のステート変更]
type = ChangeState
trigger1 = var(21)%10 != 2
trigger1 = target,command = "b"
trigger1 = target,command = "c"
value = 802



[State 800, ステート変更]
type = TargetState
Trigger1 = time > (15+(var(21)%10=1)*20)
value = (825-5*(floor(var(21)/10)))
[State 800, ステート変更]
type = ChangeState
Trigger1 = time > (15+(var(21)%10=1)*20)
value = 810
ctrl = 0



;---------------------------------------------------------------------------
; 投げ抜けられモーション
[Statedef 802]
type     = S
movetype = H
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 802
sprpriority = 2

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State 810]
type = VelAdd
trigger1 = time = 0
x = -7

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 1
triggerall = Alive
trigger1 = floor(var(34)/10000) = 0
value = 802,0+random%2
channel = 0
ignorehitpause = 1


[State 800, ステート変更]
type = ChangeState
Trigger1 = Time >= 20
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;相手投げ抜け待機モーション
[Statedef 805]
type     = S
movetype = H
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State 830, 制御した相手のアニメ変更]
type = ChangeAnim
Trigger1 = Time = 0
value = 150


[State 5020, 5]
type = SelfState
trigger1 = time >= 150
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;相手投げ抜けモーション
[Statedef 806]
type     = S
movetype = H
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1


[State 830]
type = VelAdd
trigger1 = time = 0
x = -7

[State 830, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 806
[State 830, 制御した相手のアニメ変更]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = selfAnimExist(5940) = 1
value = 5940


[State 830, ステート変更]
type = SelfState
Trigger1 = Time >= 30
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 投げ成功モーション
[Statedef 810]
type     = S
movetype = A
physics  = N
anim     = 810
poweradd = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

;後ろ投げ
[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = floor(var(21)/10) = 1
trigger1 = AnimElem = 7
value = 13, 2
channel = -1
[State 810]
type = Width
trigger1 = floor(var(21)/10) = 1
trigger1 = AnimElemTime(7) < 0
edge = 20,20
[State 810, 掴んだ相手の位置]
type = TargetBind
trigger1 = floor(var(21)/10) = 1
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(4) < 0
pos = -30, 0
[State 810, 掴んだ相手の位置]
type = TargetBind
trigger1 = floor(var(21)/10) = 1
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = -23, -10
[State 810, 掴んだ相手の位置]
type = TargetBind
trigger1 = floor(var(21)/10) = 1
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = -5, -40
[State 810, 掴んだ相手の位置]
type = TargetBind
trigger1 = floor(var(21)/10) = 1
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 13, -33
[State 810, 掴んだ相手の位置９]
type = TargetBind
trigger1 = floor(var(21)/10) = 1
trigger1 = AnimElem = 7
pos = 65, 0
[State 810, 相手もターン]
type = TargetFacing
trigger1 = floor(var(21)/10) = 1
trigger1 = facing != (target,facing)
trigger1 = AnimElemTime(7) < 0
value = -1
[State 800]
type = HitAdd
trigger1 = floor(var(21)/10) = 1
trigger1 = AnimElem = 7
value = 1
[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = floor(var(21)/10) = 1
trigger1 = AnimElem = 7
value = -100
[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = floor(var(21)/10) = 1
trigger1 = AnimElem = 7
value = 821
[State 810, 振り返る]
type = Turn
trigger1 = floor(var(21)/10) = 1
trigger1 = animelem = 1
[State -1]
type = VarSet
trigger1 = animelem = 7
trigger1 = floor(var(21)/10) = 1
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.60)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = animelem = 7
trigger1 = floor(var(21)/10) = 1
fv = 1
value = fvar(1)*0.72
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = animelem = 7
trigger1 = floor(var(21)/10) = 1
fv = 4
value = fvar(4)*0.92
persistent = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 4
trigger1 = floor(var(21)/10) = 1
trigger1 = floor(var(34)/10000) = 0
value = 810,0
channel = 0
ignorehitpause = 1





;前投げ
[State 810]
type = Width
trigger1 = floor(var(21)/10) = 0
edge = 20,20
[State 810, 掴んだ相手の位置]
type = TargetBind
trigger1 = floor(var(21)/10) = 0
trigger1 = time = 0
pos = 40,0
[State 810]
type = ChangeAnim
trigger1 = floor(var(21)/10) = 0
trigger1 = time = 0
value = 100
[State 810]
type = VelSet
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 100
x = 5
[State 810]
type = ChangeAnim
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 100
trigger1 = p2dist x < 30
value = 811
[State 800, 放り投げた時の音を鳴らす]
type = PlaySnd
triggerall = floor(var(21)/10) = 0
triggerall = anim = 811
trigger1 = animelem = 1
trigger2 = animelem = 3
value = 13, 1
channel = -1
[State 800]
type = HitAdd
triggerall = floor(var(21)/10) = 0
triggerall = anim = 811
trigger1 = animelem = 1
trigger2 = animelem = 3
value = 1
[State 800]
type = TargetLifeAdd
triggerall = floor(var(21)/10) = 0
triggerall = anim = 811
trigger1 = animelem = 1
trigger2 = animelem = 3
value = -5
kill = 0
[State 800]
type = Explod
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 811
trigger1 = animelem = 1
anim = 7030
ID = 7030
pos = 20, -30
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State 800]
type = Explod
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 811
trigger1 = animelem = 3
anim = 7030
ID = 7030
pos = 35, -30
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State 810]
type = VelSet
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 811
trigger1 = animelem = 1
x = -0.8
y = -14.5
[State 810]
type = VelAdd
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 811
y = 0.85
[State 810]
type = ChangeAnim
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 811
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 812
[State 810]
type = PosSet
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 812
y = 0
[State 810]
type = VelSet
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 812
x = 0
y = 0
[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 812
trigger1 = animelem = 2
value = 8, 3
channel = -1
[State 810]
type = Explod
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 812
trigger1 = animelem = 2
anim = 7008+random%2
ID = 7008
pos = 60, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State 800]
type = HitAdd
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 812
trigger1 = animelem = 2
value = 1
[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 812
trigger1 = animelem = 2
value = -90
[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 812
trigger1 = animelem = 2
value = 821
[State -1]
type = VarSet
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 812
trigger1 = animelem = 2
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.60)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 812
trigger1 = animelem = 2
fv = 1
value = fvar(1)*0.72
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = floor(var(21)/10) = 0
trigger1 = anim = 812
trigger1 = animelem = 2
fv = 4
value = fvar(4)*0.92
persistent = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 2
trigger1 = anim = 811
trigger1 = floor(var(21)/10) = 0
trigger1 = floor(var(34)/10000) = 0
value = 811,0
channel = 0
ignorehitpause = 1









[State 810, ステート変更]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = floor(var(21)/10) = 1
trigger2 = floor(var(21)/10) = 0
trigger2 = anim = 812
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 相手側の投げられモーション１
[Statedef 820]
type     = A
movetype = H
physics  = N
velset   = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1


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




;---------------------------------------------------------------------------
; 相手側の投げられモーション2
[Statedef 821]
type    = A
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 822

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; 相手側の投げられモーション3
[Statedef 822]
type    = A
movetype= H
physics = N
velset = 0,-6

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)



[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .35

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = selfState
value = 5110






;---------------------------------------------------------------------------
; 相手側の投げられモーション１(前)
[Statedef 825]
type     = A
movetype = H
physics  = N
velset   = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1


[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = time = 0
value = 825








;---------------------------------------------------------------------------
;投げ掴みモーション
[Statedef 850]
type     = A
movetype = A
physics  = A
juggle   = 0
ctrl     = 0
anim     = 850
sprpriority = 2

[State 600]
type = VelSet
trigger1 = var(17) > 0
y = 0

[State -1]
type = AttackDist
trigger1 = 1
value = 0

[State 800]
type = VarSet
trigger1 = 1
v = 21
value = ifelse(p2movetype=H,1,(ifelse(p2movetype=A,2,0)))


[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = A, NT          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
hitflag = AF
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 = -1          ;-1にすればヒットスパークが表示しなくなります
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 = ifelse(command = "holdfwd", -1, 1) ;攻撃が当たった時の自分の向き ★６
p1facing = 1          ;以前は上の記述を使っていました
p2facing = 1          ;攻撃が当たった時の相手の向き
hitsound = s13, 0
p1stateno = 851       ;自分のステート変更
p2stateno = 855       ;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 -3, ボイス]
type = PlaySnd
triggerall = animelem = 4
trigger1 = floor(var(34)/10000) = 0
value = 800,0+random%2
channel = 0
ignorehitpause = 1


[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 50
ctrl = 1



;---------------------------------------------------------------------------
; 投げ掴みモーション1
[Statedef 851]
type     = A
movetype = A
physics  = A
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 851
sprpriority = 2

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State -1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = 1
pos = 40, 0

[State 800]
type = Explod
trigger1 = time = 0
trigger1 = var(21) != 1
anim = 830
ID = 830
pos = 15, -90
postype = p2
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1
[State 800]
type = Explod
trigger1 = time = 0
trigger1 = var(21) = 1
anim = 831
ID = 831
pos = 40, -95
postype = p2
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1;0.5, 0.5
sprpriority = 4
supermovetime = 0
pausemovetime = 0
ownpal = 1

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = var(21) != 2
trigger1 = target,command = "b"
trigger1 = target,command = "c"
value = 856
[State 810, 掴んだ相手のステート変更]
type = ChangeState
trigger1 = var(21) != 2
trigger1 = target,command = "b"
trigger1 = target,command = "c"
value = 852


[State 800, ステート変更]
type = TargetState
Trigger1 = time > (15+(var(21)=1)*20)
value = 870
[State 800, ステート変更]
type = ChangeState
Trigger1 = time > (15+(var(21)=1)*20)
value = 860
ctrl = 0



;---------------------------------------------------------------------------
; 投げ抜けられモーション
[Statedef 852]
type     = S
movetype = H
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 852
sprpriority = 2

[State -1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State 850]
type = PosAdd
trigger1 = 1
x = -2


[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 2
trigger1 = floor(var(34)/10000) = 0
value = 802,0+random%2
channel = 0
ignorehitpause = 1

[State 800, ステート変更]
type = ChangeState
Trigger1 = Time >= 15
value = 50
ctrl = 1


;---------------------------------------------------------------------------
;相手投げ抜け待機モーション
[Statedef 855]
type     = A
movetype = H
physics  = A
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State -1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State -1]
type = PlayerPush
trigger1 = 1
value = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1

[State 830, 制御した相手のアニメ変更]
type = ChangeAnim
Trigger1 = Time = 0
value = 152

[State 5020, 5]
type = SelfState
trigger1 = time >= 150
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;相手投げ抜けモーション
[Statedef 856]
type     = A
movetype = H
physics  = A
juggle   = 0
velset   = 0,0
ctrl     = 0
sprpriority = 2

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1


[State -1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 810]
type = PosAdd
trigger1 = 1
x = -2

[State 830, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 856



[State 830, ステート変更]
type = SelfState
Trigger1 = Time >= 15
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; 投げ成功モーション
[Statedef 860]
type     = A
movetype = A
physics  = N
anim     = 860
poweradd = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1


[State -1]
type = VelSet
trigger1 = 1
x = 0
y = 0



[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8, 1
channel = -1
[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 8, 2
channel = -1
[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 13
value = 8, 3
channel = -1

[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 3
trigger1 = floor(var(34)/10000) = 0
value = 200,0
channel = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 7
trigger1 = floor(var(34)/10000) = 0
value = 230,0
channel = 0
ignorehitpause = 1
[State -3, ボイス]
type = PlaySnd
triggerall = animelem = 13
trigger1 = floor(var(34)/10000) = 0
value = 860,0
channel = 0
ignorehitpause = 1


[State -1]
type = Explod
trigger1 = animelem = 3
anim = 7008+random%2
ID = 7008
pos = 30, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = animelem = 7
anim = 7008+random%2
ID = 7008
pos = 45, -45
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1
[State -1]
type = Explod
trigger1 = animelem = 13
anim = 7008+random%2
ID = 7008
pos = 40, -30
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 4
supermovetime = 999
pausemovetime = 999
ownpal = 1


[State 800]
type = HitAdd
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 13
value = 1

[State 810, 掴んだ相手の位置]
type = TargetBind
trigger1 = AnimElemTime(13) < 0
pos = 40, 0
[State 810, 掴んだ相手の位置９]
type = TargetBind
trigger1 = AnimElem = 13
pos = 40, 0

[State 810, 相手もターン]
type = TargetFacing
trigger1 = facing = (target,facing)
trigger1 = AnimElemTime(13) < 0
value = -1


[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = -30
kill = 0
[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 13
value = -40
kill = 1


[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 13
value = 871




[State -1]
type = VarSet
trigger1 = animelem = 13
trigger1 = var(29) = 0
trigger1 = var(29) := 1 || 1
fv = 1
value = (fvar(1)*0.60)
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = animelem = 13
fv = 1
value = fvar(1)*0.72
persistent = 0
ignorehitpause = 1
[State -1]
type = VarSet
trigger1 = animelem = 13
fv = 4
value = fvar(4)*0.92
persistent = 0
ignorehitpause = 1



[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; 相手側の投げられモーション１
[Statedef 870]
type     = A
movetype = H
physics  = N
velset   = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC
Time = 1


[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 870



;---------------------------------------------------------------------------
; 相手側の投げられモーション2
[Statedef 871]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0


[State 5050, 3] ;Gravity
type = VelSet
trigger1 = time = 0
y = 6
[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = 0.4


[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 872


;---------------------------------------------------------------------------
; 相手側の投げられモーション3
[Statedef 872]
type    = A
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 873

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; 相手側の投げられモーション4
[Statedef 873]
type    = A
movetype= H
physics = N
velset = 0,-9.5

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .35

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = selfState
value = 5100









;この下、一行以上空ける事！


