;-----------------------
;立ち・弱パンチ
[Statedef 200]
type    = S                      ;キャラクターの状態　　[S-直立 / C-しゃがみ / A-空中 / L-ダウン]
movetype= A                      ;動作の種類　　[I-どちらでもない / A-攻撃 / H-やられ状態]
physics = S                      ;影響される重力＆加速度: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;キャラクターの移動状況
ctrl = 0                         ;コントロール不能か否か
anim = 200                       ;呼び出すアニメ番号

[State 232 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 50
animtype = hard
givepower =10,10
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -10,-43
hitsound = s0,4
guardsound = s0,5
ground.type = Low
ground.slidetime = 5
ground.hittime  =  30
ground.velocity = -5
airguard.velocity = -1.9    

[State 200]
type = PlaySnd
trigger1 = time = 12
trigger1 = movecontact = 0
value = s0, 0

[State 200 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

;-----------------------
;立ち・強パンチ
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 205

[State 202 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 50
animtype = hard
givepower =15,8
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -5,-40
hitsound = s0,4
guardsound = s0,5
ground.type = low
ground.slidetime = 7
ground.hittime  =  17
ground.velocity = -3,-5
airguard.velocity = -3.9,-5  
air.velocity = -1.3,-5
fall = 1
fall.recover = 1

[State 200]
type = PlaySnd
trigger1 = time = 12
trigger1 = movecontact = 0
value = s0, 0

[State 200 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

;-----------------------
;立ち・中パンチ
[Statedef 202]
type    = S                      ;キャラクターの状態　　[S-直立 / C-しゃがみ / A-空中 / L-ダウン]
movetype= A                      ;動作の種類　　[I-どちらでもない / A-攻撃 / H-やられ状態]
physics = S                      ;影響される重力＆加速度: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;キャラクターの移動状況
ctrl = 0                         ;コントロール不能か否か
anim = 260                       ;呼び出すアニメ番号

[State 202 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 50
animtype = medium
givepower =15,8
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -5,-70
hitsound = s0,4
guardsound = s0,5
ground.type = low
ground.slidetime = 7
ground.hittime  =  17
ground.velocity = -1,-3
airguard.velocity = -1,-3  
air.velocity = -1.3,-2

[State 200]
type = PlaySnd
trigger1 = time = 12
trigger1 = movecontact = 0
value = s0, 0

[State 200 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

;-----------------------
;立ち・弱キック
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 210

[State 202 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 40
animtype = hard
givepower =15,8
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -5,-42
hitsound = s0,4
guardsound = s0,5
ground.type = low
ground.slidetime = 7
ground.hittime  =  17
ground.velocity = -3
airguard.velocity = -3.9    
air.velocity = -1.3,-3

[State 200]
type = PlaySnd
trigger1 = time = 6
trigger1 = movecontact = 0
value = s0, 0

[State 200 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

;-----------------------
;立ち・強キック
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 215

[State 232 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 60
animtype = light
givepower =10,10
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -5,-50
hitsound = s0,4
guardsound = s0,5
ground.type = high
ground.slidetime = 5
ground.hittime  =  30
ground.velocity = -5
airguard.velocity = -1.9    

[State 200]
type = PlaySnd
trigger1 = time = 12
trigger1 = movecontact = 0
value = s0, 1

[State 200 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

;-----------------------
;立ち・中キック
[Statedef 212]
type    = S                      ;キャラクターの状態　　[S-直立 / C-しゃがみ / A-空中 / L-ダウン]
movetype= A                      ;動作の種類　　[I-どちらでもない / A-攻撃 / H-やられ状態]
physics = S                      ;影響される重力＆加速度: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;キャラクターの移動状況
ctrl = 0                         ;コントロール不能か否か
anim = 270                       ;呼び出すアニメ番号

[State 202 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 50
animtype = medium
givepower =15,8
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -10,-45
hitsound = s0,4
guardsound = s0,5
ground.type = low
ground.slidetime = 7
ground.hittime  =  17
ground.velocity = -1,-3
airguard.velocity = -1,-3  
air.velocity = -1.3,-2

[State 200]
type = PlaySnd
trigger1 = time = 12
trigger1 = movecontact = 0
value = s0, 1

[State 200 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

;-----------------------
;しゃがみ・弱パンチ
[Statedef 220]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 220

[State 202 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 50
animtype = light
givepower =15,8
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -5,-30
hitsound = s0,4
guardsound = s0,5
ground.type = low
ground.slidetime = 7
ground.hittime  =  17
ground.velocity = -3
airguard.velocity = -3.9    
air.velocity = -1.3,-3

[State 200]
type = PlaySnd
trigger1 = time = 12
trigger1 = movecontact = 0
value = s0, 0

[State 200 , 7]
type = ChangeState              ;アニメの終了確認後、通常状態 0 へ戻す。その際に入力待機状態へ
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-----------------------
;しゃがみ・弱キック
[Statedef 230]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 230

[State 232 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 50
animtype = hard
givepower =10,10
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -5,-15
hitsound = s0,4
guardsound = s0,5
ground.type = low
ground.slidetime = 5
ground.hittime  =  30
ground.velocity = -5
airguard.velocity = -1.9    
ground.velocity = -1,-5
airguard.velocity = -1.9,-5  
air.velocity = -1.3,-5
fall = 1
fall.recover = 1

[State 200]
type = PlaySnd
trigger1 = time = 12
trigger1 = movecontact = 0
value = s0, 1

[State 201 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-----------------------
;ジャンプ弱パンチ
[Statedef 240]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 240

[State 221 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 50
animtype = Medium
givepower = 15,8
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -5,-25
hitsound = s0,4
guardsound = s0,5
ground.type = High
ground.slidetime = 5
ground.hittime  =  15
ground.velocity = -1.9,-5
airguard.velocity = -1.9,-5
air.velocity = -1.3,-5
fall = 1
fall.recover = 1

[State 200]
type = PlaySnd
trigger1 = time = 12
trigger1 = movecontact = 0
value = s0, 0

[State 230 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;-----------------------
;ジャンプ弱キック
[Statedef 250]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 250

[State 222 , 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 50
animtype = Hard
givepower = 20,11
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
guard.pausetime = 3,0
numhits = 1
sparkno = s605
guard.sparkno = s604
sparkxy = -5,-18
hitsound = s0,4
guardsound = s0,5
ground.type = High
ground.slidetime = 7
ground.hittime  =  18
ground.velocity = -8
airguard.velocity = -1.9,-0.5    
air.velocity = -1.3,-3

[State 200]
type = PlaySnd
trigger1 = time = 12
trigger1 = movecontact = 0
value = s0, 1

[State 230 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;-----------------------

;溜め
[Statedef 300]
type = S
physics = S
juggle = 5
velset = 0,0
ctrl = 0
anim = 300

[State 200]
type = PlaySnd
trigger1 = time%60 = 0
value = s0, 11
channel = 0

[State 420, Effect]
type = Explod
trigger1 = AnimElem = 1
anim = 191
id = 300
postype = p1
pos = 1,0
sprpriority = 0
removetime = -1
bindtime = -1
removeongethit = 1

[State 1900, 6]
type = poweradd
trigger1 = Time >= 0
value = 5

[State 1000, 0]
type = RemoveExplod
triggerall = Var(59) != 1
trigger1 = command != "hold_x"
trigger2 = command != "hold_y"
id = 300

[State 1000, 0]
type = StopSnd
triggerall = Var(59) != 1
trigger1 = command != "hold_x"
trigger2 = command != "hold_y"
channel = 0

[State 1900, 10]
type = ChangeState
triggerall = Var(59) != 1
trigger1 = command != "hold_x"
trigger2 = command != "hold_y"
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

[State 1000, 0]
type = RemoveExplod
triggerall = Var(59) = 1
Trigger1 = EnemyNear,HitDefAttr = SCA,NA,SA,HA
Trigger1 = P2MoveType = A 
Trigger1 = P2BodyDist X = [0,80]
Trigger1 = Random = [0,700]
Trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
Trigger2 = EnemyNear,MoveType = A
Trigger2 = InGuardDist
Trigger2 = EnemyNear,HitDefAttr = SCA,NP,SP,HP,NA,SA,HA
Trigger2 = P2MoveType = A 
Trigger2 = Random = [0,700]
trigger3 = p2bodydist X <= 50
trigger4 = power >= 3000
id = 300

[State 1000, 0]
type = StopSnd
triggerall = Var(59) = 1
Trigger1 = EnemyNear,HitDefAttr = SCA,NA,SA,HA
Trigger1 = P2MoveType = A 
Trigger1 = P2BodyDist X = [0,80]
Trigger1 = Random = [0,700]
Trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
Trigger2 = EnemyNear,MoveType = A
Trigger2 = InGuardDist
Trigger2 = EnemyNear,HitDefAttr = SCA,NP,SP,HP,NA,SA,HA
Trigger2 = P2MoveType = A 
Trigger2 = Random = [0,700]
trigger3 = p2bodydist X <= 50
trigger4 = power >= 3000
channel = 0

[State 1900, 10]
type = ChangeState
triggerall = Var(59) = 1
Trigger1 = EnemyNear,HitDefAttr = SCA,NA,SA,HA
Trigger1 = P2MoveType = A 
Trigger1 = P2BodyDist X = [0,80]
Trigger1 = Random = [0,700]
Trigger2 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
Trigger2 = EnemyNear,MoveType = A
Trigger2 = InGuardDist
Trigger2 = EnemyNear,HitDefAttr = SCA,NP,SP,HP,NA,SA,HA
Trigger2 = P2MoveType = A 
Trigger2 = Random = [0,700]
trigger3 = p2bodydist X <= 50
trigger4 = power >= 3000
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

[State 1000, 0]
type = RemoveExplod
trigger1 = Var(59) = 1
trigger1 = Var(40) = 1
id = 300

[State 1000, 0]
type = StopSnd
trigger1 = Var(59) = 1
trigger1 = Var(40) = 1
channel = 0

[State 1900, 10]
type = ChangeState
trigger1 = Var(59) = 1
trigger1 = Var(40) = 1
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

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

;投げ
[Statedef 400]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 400
sprpriority = 2


[State 400, ヒット定義（投げ用）]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
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
sprpriority = 1       ;攻撃が当たった時に画像表示優先度を1に出来ます
p1stateno = 410       ;自分のステート変更
p2stateno = 420       ;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

[State 520]
type = statetypeset
trigger1 = time = 0
trigger1 = var(40) > 0
statetype = A
movetype= A
physics = A

[State 100, 1]
type = VelSet
trigger1 = var(40) > 0
y = 0

[State 200 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

;---------------------------------------------------------------------------
; 投げ成功モーション

[Statedef 410]
type    = S
movetype= A
physics = N
anim = 401
poweradd = 60

[State 410, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0, 1

[State 410, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = s6, 0
channel = 0

[State 410, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 20, 0

[State 410, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -80

[State 410, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 2
value = 421

[State 520]
type = statetypeset
trigger1 = time = 0
trigger1 = var(40) > 0
statetype = A
movetype= A
physics = A

[State 100, 1]
type = VelSet
trigger1 = var(40) > 0
y = 0

[State 200 , 7]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(var(40) <= 0,0,3001)
ctrl = IfElse(var(40) <= 0,1,0)

;---------------------------------------------------------------------------
; 相手側の投げられモーション１


[Statedef 420]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1000, 0]
type = Turn
trigger1 = facing = enemy,facing
trigger1 = time = 0

[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5030

;---------------------------------------------------------------------------
; 相手側の投げられモーション２


[Statedef 421]
type    = A
movetype= H
physics = N
velset = 10,-11
poweradd = 40

[State 421]
type = Turn
trigger1 = time = 0

[State 421, 速度加算] ;重力
type = VelAdd
Trigger1 = 1
y = .4

[State 421, ステート変更]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;common1.cns参照

[State 421, 制御解除して相手のステートに戻す]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;common1.cns参照

[State 421, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;common1.cns参照