;===========================================================================
; その他色々
;===========================================================================
; 投げ技
;===========================================================================
;通常P投げ
[Statedef 700]
type     = U
movetype = A
physics  = N
juggle   = 0
anim     = 699
ctrl     = 0
poweradd = 9*7
velset   = 0,0
sprpriority = 2

[State 700, ヒット定義（投げ用）];地上
type = HitDef
triggerall = (StateType != A)
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
;p1stateno = 701
;p2stateno = 703
guard.dist = 0
fall = 1
ID = Ifelse(var(14)=0,700,Ifelse(var(20)=0,45000,700))

[State 700]
type = TargetDrop
trigger1 = NumTarget(700) >= 2
excludeID = 700
keepone = 1

[State 700]
type = TargetDrop
trigger1 = NumTarget(45000) >= 2
excludeID = 45000
keepone = 1

[State 700, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 700, 通常]
type = TargetState
triggerall = NumTarget(700)
trigger1 = MoveHit = 1
value = 703
ctrl = 0
ID = 700
ignorehitpause = 1
persistent = 0

[State 700]
type = ChangeState
triggerall = MoveHit = 1
trigger1 = NumTarget(700)
trigger2 = NumTarget(45000)
value = 701

[State 700, ステート変更]
type = ChangeState
trigger1 = Time >= 1
trigger1 = var(21) := 1
value = ifelse(P2BodyDist X<=9,ifelse(var(13)=1,206,211),ifelse(var(13)=1,205,210))
ctrl = 0

;---------------------------------------------------------------------------
;反転投げ
[Statedef 705]
type     = U
movetype = A
physics  = N
juggle   = 0
anim     = 699
poweradd = 9*7
ctrl     = 0
velset   = 0,0
sprpriority = 2

[State 705, ヒット定義（投げ用）];地上
type = HitDef
triggerall = (StateType != A)
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
;p2facing = 1
;p2stateno = 703
guard.dist = 0
fall = 1
ID = Ifelse(var(14)=0,700,Ifelse(var(20)=0,45000,700))

[State 705]
type = TargetDrop
trigger1 = NumTarget(700) >= 2
excludeID = 700
keepone = 1

[State 705]
type = TargetDrop
trigger1 = NumTarget(45000) >= 2
excludeID = 45000
keepone = 1

[State 705, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 705, 通常]
type = TargetState
triggerall = NumTarget(700)
trigger1 = MoveHit = 1
value = 703
ctrl = 0
ID = 700
ignorehitpause = 1
persistent = 0

[State 705, 変数]
type = VarSet
trigger1 = MoveContact = 1
var(30) = 1

[State 705]
type = ChangeState
triggerall = MoveHit = 1
trigger1 = NumTarget(700)
trigger2 = NumTarget(45000)
value = 701

[State 705, ステート変更]
type = ChangeState
trigger1 = Time >= 1
trigger1 = var(21) := 1
value = ifelse(P2BodyDist X<=9,ifelse(var(13)=1,206,211),ifelse(var(13)=1,205,210))
ctrl = 0

;---------------------------------------------------------------------------
;成功
[Statedef 701]
type     = U
movetype = A
physics  = N
anim     = 701
ctrl     = 0
poweradd = 60
velset   = 0,0

[State 701, 変数]
type = VarSet
trigger1 = Time = 0
var(29) = 0
IgnoreHitPause = 1
Persistent = 1

[State 701, 変数];投げ抜けフラグ・相手が特定のコマンドを入力した事を記憶
type = VarSet
triggerall = (NumTarget)
triggerall = (var(29) = 0) && (Time = [1,7])
trigger1 = (Target,command = "holdfwd") && (Target,command = "y")
trigger2 = (Target,command = "holdback") && (Target,command = "y")
trigger3 = (Target,command = "holdfwd") && (Target,command = "z")
trigger4 = (Target,command = "holdback") && (Target,command = "z")
var(29) = 1
IgnoreHitPause = 1
Persistent = 1

[State 701, 物理的なキャラの幅]
type = Width
trigger1 = AnimElem = 2
edge = 15,0

[State 701, 反転]
type = Turn
triggerall = var(30) = 1
trigger1 = AnimElem = 2

[State 701, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 2
value = 703

[State 701, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 2
x = Ifelse(var(30)=1,-15,0)
y = -33

[State 701, 掴んだ相手の位置１]
type = TargetFacing
trigger1 = 1
value = -1

[State 701, 掴んだ相手の位置]
type = TargetBind
trigger1 = 1
pos = 15, 0

[State 701, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
value =-ceil(((1*6.67)+((1*6.67)*(Ifelse(var(14)=1,1,fvar(1)))))*const(data.attack)*0.01) ;(1,1)

[State 701, ヴァイタルソース回復量]
type = VarAdd
trigger1 = AnimElem = 6
var(37) = Ceil((9*6.67)*(const(data.attack)*0.01))

[State 701,エフェクト]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
anim = 15002
pos = 40, -20
postype = p1
ontop = 1
ownpal = 1

[State 701, 音声]
type = PlaySnd
trigger1 = time = 1
value = 800
channel = -1

[State 701, 音声]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
value = 5, 0
channel = -1

[State 701, ステート変更]
type = ChangeState
triggerall = (Time = [1,7])
trigger1 = var(29) = 1
value = 702

[State 701, ステート変更]
type = ChangeState
trigger1 = time = 140
value = 702
ctrl = 1

;---------------------------------------------------------------------------
;終了
[Statedef 702]
type     = A
movetype = I
physics  = N
anim     = 39
ctrl     = 0

[State 702, 掴んだ相手のステート変更]
type = TargetState
trigger1 = Time = 1
value = 704

[State 702, 表示]
type = Helper
triggerall = Time = 0
triggerall = var(15) = 1
triggerall = !NumHelper(19000)
trigger1 = var(29) = 1
name = "Annouce"
ID = 19000
pos = 0, 0
postype = p1
stateno = 19003
ownpal = 1

[State 702, 変数]
type = VarSet
trigger1 = time = 1
var(30) = 0

[State 702, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 702, 押し判定]
type = PlayerPush
trigger1 = 1
value = 1
IgnoreHitPause = 1
Persistent = 1

[State 702, 移動速度]
type = VelSet
trigger1 = Time = 1
x = -3-1.75
y = -7-5

[State 702, 移動速度]
type = Veladd
trigger1 = time >= 3
y = 0.5+0.75

[State 702, ステート変更]
type = ChangeState
trigger1 = (Time > 20)
value = 51
ctrl = 1

;---------------------------------------------------------------------------
;相手喰らい
[Statedef 703]
type     = U
movetype = H
physics  = N
ctrl     = 0
velset   = 0,0

[State 703, 軸位置移動]
type = PosSet
trigger1 = 1 
y = 0

[State 703]
type = ChangeAnim2
trigger1 = time = 0
value = 702

[State 703,バグ防止]
type = SelfState
trigger1 = time >= 240
value = 5100

;---------------------------------------------------------------------------
;相手終了
[Statedef 704]
type    = A
movetype= H
physics = N
ctrl     = 0
velset   = -2,-8
facep2   = 1

[State 704]
type = ChangeAnim2
trigger1 = time = 1
value = 712

[State 704]
type = VelAdd
trigger1 = 1
y = 0.5

[State 704]
type = SelfState
trigger1 = time = 12
value = 5040

;---------------------------------------------------------------------------
;通常K投げ
[Statedef 710]
type     = U
movetype = A
physics  = N
juggle   = 0
anim     = 699
poweradd = 9*7
ctrl     = 0
velset   = 0,0
sprpriority = 2

[State 710, ヒット定義（投げ用）];地上
type = HitDef
triggerall = (StateType != A)
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
;p1stateno = 712
;p2stateno = 713
guard.dist = 0
fall = 1
down.bounce = 1
fall.xvelocity = 2
fall.yvelocity = -2
ID = Ifelse(var(14)=0,700,Ifelse(var(20)=0,45000,700))

[State 710]
type = TargetDrop
trigger1 = NumTarget(700) >= 2
excludeID = 700
keepone = 1

[State 710]
type = TargetDrop
trigger1 = NumTarget(45000) >= 2
excludeID = 45000
keepone = 1

[State 710, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 710, 通常]
type = TargetState
triggerall = NumTarget(700)
trigger1 = MoveHit = 1
value = 713
ctrl = 0
ID = 700
ignorehitpause = 1
persistent = 0

[State 710]
type = ChangeState
triggerall = MoveHit = 1
trigger1 = NumTarget(700)
trigger2 = NumTarget(45000)
value = 712

[State 710, ステート変更]
type = ChangeState
trigger1 = Time >= 1
trigger1 = var(21) := 1
value = ifelse(P2BodyDist X<=9,ifelse(var(13)=1,236,241),ifelse(var(13)=1,235,240))
ctrl = 0

;---------------------------------------------------------------------------
;反転投げ
[Statedef 711]
type     = U
movetype = A
physics  = N
juggle   = 0
anim     = 699
poweradd = 9*7
ctrl     = 0
velset   = 0,0
sprpriority = 2

[State 711, ヒット定義（投げ用）];地上
type = HitDef
triggerall = (StateType != A)
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
;p2stateno = 713
guard.dist = 0
fall = 1
down.bounce = 1
fall.xvelocity = 2
fall.yvelocity = -2
ID = Ifelse(var(14)=0,700,Ifelse(var(20)=0,45000,700))

[State 711]
type = TargetDrop
trigger1 = NumTarget(700) >= 2
excludeID = 700
keepone = 1

[State 711]
type = TargetDrop
trigger1 = NumTarget(45000) >= 2
excludeID = 45000
keepone = 1

[State 711, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 711, 通常]
type = TargetState
triggerall = NumTarget(700)
trigger1 = MoveHit = 1
value = 713
ctrl = 0
ID = 700
ignorehitpause = 1
persistent = 0

[State 711, 変数]
type = VarSet
trigger1 = MoveContact = 1
var(30) = 1

[State 711]
type = ChangeState
triggerall = MoveHit = 1
trigger1 = NumTarget(700)
trigger2 = NumTarget(45000)
value = 712

[State 711, ステート変更]
type = ChangeState
trigger1 = Time >= 1
trigger1 = var(21) := 1
value = ifelse(P2BodyDist X<=9,ifelse(var(13)=1,236,241),ifelse(var(13)=1,235,240))
ctrl = 0

;----------------------------------------------------------------------------
;成功
[Statedef 712]
type     = U
movetype = A
physics  = N
anim     = 710
ctrl     = 0
poweradd = 60
velset   = 0,0

[State 712, 変数]
type = VarSet
trigger1 = Time = 0
var(29) = 0
IgnoreHitPause = 1
Persistent = 1

[State 712, 変数];投げ抜けフラグ・相手が特定のコマンドを入力した事を記憶
type = VarSet
triggerall = (NumTarget)
triggerall = (var(29) = 0) && (Time = [1,7])
trigger1 = (Target,command = "holdfwd") && (Target,command = "b")
trigger2 = (Target,command = "holdback") && (Target,command = "b")
trigger3 = (Target,command = "holdfwd") && (Target,command = "c")
trigger4 = (Target,command = "holdback") && (Target,command = "c")
var(29) = 1
IgnoreHitPause = 1
Persistent = 1

[State 712, 反転]
type = Turn
triggerall = var(30) = 1
trigger1 = AnimElem = 4

[State 712, 向き]
type = TargetFacing
triggerall = var(30) = 1
trigger1 = AnimElem = 4
value = -1

[State 712, 掴んだ相手の位置]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2)<= 0
pos = 50, 0

[State 712, 掴んだ相手の位置]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) <  0
pos = 40, 0

[State 712, 掴んだ相手の位置]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) <  0
pos = 30, 0

[State 712, 掴んだ相手の位置]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(13)<= 0
pos = 0, 0

[State 712, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(12) < 0)
edge = 60,0

[State 712]
type = VelSet
trigger1 = AnimElem = 5
x = -6
y = -5.5

[State 712]
type = VelAdd
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(13)<= 0
y = 0.45

[State 712, 軸位置移動]
type = PosSet
trigger1 = AnimElem = 14
y = 0

[State 712, 軸位置移動]
type = VelSet
trigger1 = AnimElem = 14
X = 0
y = 0

[State 712, 音声]
type = PlaySnd
trigger1 = time = 1
value = 800
channel = -1

[State 712, 音声]
type = PlaySnd
trigger1 = AnimElem = 14
value = 810
channel = -1

[State 712, ヴァイタルソース回復量]
type = VarAdd
trigger1 = AnimElem = 14
var(37) = Ceil((8*6.67)*(const(data.attack)*0.01))

[State 712, 掴んだ相手のライフ増減]
type = TargetLifeAdd
triggerall = var(29) = 0
trigger1 = AnimElem = 14
value =-ceil(((13*6.67)+((8*6.67)*(Ifelse(var(14)=1,1,fvar(1)))))*const(data.attack)*0.01) ;(13,8)

[State 712, 掴んだ相手のライフ増減]
type = TargetLifeAdd
triggerall = var(29) = 1
trigger1 = AnimElem = 14
value =-ceil((((13*6.67)+((8*6.67)*(Ifelse(var(14)=1,1,fvar(1)))))*const(data.attack)*0.01)/2)

[State 712, 掴んだ相手のステート変更]
type = TargetState
triggerall = var(29) = 0
trigger1 = AnimElem = 14
value = 714

[State 712, 掴んだ相手のステート変更（投げ抜け）]
type = TargetState
triggerall = var(29) = 1
trigger1 = AnimElem = 14
value = 715

[State 712]
type = VarSet
trigger1 = AnimTime = 0
var(30) = 0

[State 712, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 712, 表示]
type = Helper
triggerall = Time = 15
triggerall = var(15) = 1
triggerall = !NumHelper(19000)
trigger1 = var(29) = 1
name = "Annouce"
ID = 19000
pos = 0, 0
postype = p1
stateno = 19003
ownpal = 1

;---------------------------------------------------------------------------
;相手喰らい
[Statedef 713]
type     = U
movetype = H
physics  = N
ctrl     = 0
velset   = 0,0
facep2   = 1

[State 713]
type = ChangeAnim2
trigger1 = time = 1
value = 711

[State 713,バグ防止]
type = SelfState
trigger1 = time >= 120
value = 5100

;---------------------------------------------------------------------------
;相手喰らい(ヴァイタルソース奪取用)
[Statedef 716]
type     = U
movetype = H
physics  = N
ctrl     = 0
velset   = 0,0
facep2   = 1

[State 716]
type = ChangeAnim2
trigger1 = time = 1
value = 716

[State 716,バグ防止]
type = SelfState
trigger1 = time >= 120
value = 5100

;---------------------------------------------------------------------------
;相手終了
[Statedef 714]
type    = A
movetype= H
physics = N
ctrl     = 0
velset   = 5.75,-9.5
facep2   = 1
anim = 5030

[State 714, 反転]
type = Turn
trigger1 = time = 0
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 0

[State 714]
type = VelAdd
trigger1 = 1
y = 0.6

[State 714]
type = ChangeAnim2
trigger1 = time = 0
value = 712

[State 714]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;相手終了（投げ抜け）
[Statedef 715]
type    = A
movetype= H
physics = N
ctrl     = 0
velset   = 5.75,-9.5
facep2   = 1

[State 715, 反転]
type = Turn
trigger1 = time = 1

[State 715]
type = VelAdd
trigger1 = 1
y = 0.6

[State 715]
type = ChangeAnim2
trigger1 = time = 1
value = 712

[State 715]
type = SelfState
trigger1 = time = 20
value = 5040

:----------------------------------------------------------------------------
;空中投げ前
[Statedef 720]
type     = U
movetype = A
physics  = N
juggle   = 0
anim     = 720
poweradd = 9*7
ctrl     = 0
;velset   = 0,0
sprpriority = 2

;[State 820, 移動速度]
;type = VelSet
;trigger1 = (StateType = A)
;x = 0
;y = 0

[State 720, ヒット定義（投げ用）];空中
type = HitDef
triggerall = (StateType = A)
trigger1 = Time = 0
attr = A, NT
hitflag = A-
priority = 1, Miss
sparkno = -1
sprpriority = 1
;p1stateno = 722
;p2stateno = 723
guard.dist = 0
fall = 1
down.bounce = 1
fall.xvelocity = 3
fall.yvelocity = -2.5
ID = Ifelse(var(14)=0,700,Ifelse(var(20)=0,45000,700))

[State 720]
type = TargetDrop
trigger1 = NumTarget(700) >= 2
excludeID = 700
keepone = 1

[State 720]
type = TargetDrop
trigger1 = NumTarget(45000) >= 2
excludeID = 45000
keepone = 1

[State 720, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 720, 通常]
type = TargetState
triggerall = NumTarget(700)
trigger1 = MoveHit = 1
value = 723
ctrl = 0
ID = 700
ignorehitpause = 1
persistent = 0

[State 720, ステート変更]
type = ChangeState
trigger1 = MoveContact = 1
value = 722

[State 720, ステート変更]
type = ChangeState
trigger1 = Time >= 1
value = ifelse(var(13)=1,605,610)
ctrl = 0

:----------------------------------------------------------------------------
;空中投げ後
[Statedef 721]
type     = U
movetype = A
physics  = N
juggle   = 0
anim     = 720
poweradd = 9*7
ctrl     = 0
;velset   = 0,0
sprpriority = 2

;[State 821, 移動速度]
;type = VelSet
;trigger1 = (StateType = A)
;x = 0
;y = 0

[State 721, ヒット定義（投げ用）];空中
type = HitDef
triggerall = (StateType = A)
trigger1 = Time = 0
attr = A, NT
hitflag = A-
priority = 1, Miss
sparkno = -1
sprpriority = 1
;p2stateno = 723
guard.dist = 0
fall = 1
down.bounce = 1
fall.xvelocity = 3
fall.yvelocity = -2.5
ID = Ifelse(var(14)=0,700,Ifelse(var(20)=0,45000,700))

[State 721]
type = TargetDrop
trigger1 = NumTarget(700) >= 2
excludeID = 700
keepone = 1

[State 721]
type = TargetDrop
trigger1 = NumTarget(45000) >= 2
excludeID = 45000
keepone = 1

[State 721, 変数]
type = VarSet
trigger1 = MoveContact = 1
var(30) = 1

[State 721, ヴァイタルソース]
type = TargetState
triggerall = NumTarget(45000)
trigger1 = MoveHit = 1
value = 45000
ctrl = 0
ID = 45000
ignorehitpause = 1
persistent = 0

[State 721, 通常]
type = TargetState
triggerall = NumTarget(700)
trigger1 = MoveHit = 1
value = 723
ctrl = 0
ID = 700
ignorehitpause = 1
persistent = 0

[State 721, ステート変更]
type = ChangeState
trigger1 = MoveContact = 1
value = 722

[State 721, ステート変更]
type = ChangeState
trigger1 = Time >= 1
value = ifelse(var(13)=1,605,610)
ctrl = 0

;---------------------------------------------------------------------------
;成功（放り投げる）
[Statedef 722]
type     = U
movetype = A
physics  = N
anim     = 721
ctrl     = 0
poweradd = 60
velset   = 0,0

[State 722, 変数]
type = VarSet
trigger1 = Time = 0
var(29) = 0
IgnoreHitPause = 1
Persistent = 1

[State 722, 変数];投げ抜けフラグ・相手が特定のコマンドを入力した事を記憶
type = VarSet
triggerall = (NumTarget)
triggerall = (var(29) = 0) && (Time = [1,7])
trigger1 = (Target,command = "holdfwd") && (Target,command = "y")
trigger2 = (Target,command = "holdback") && (Target,command = "y")
trigger3 = (Target,command = "holdfwd") && (Target,command = "z")
trigger4 = (Target,command = "holdback") && (Target,command = "z")
var(29) = 1
IgnoreHitPause = 1
Persistent = 1

[State 722, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 30,0

[State 722, 反転]
type = Turn
triggerall = var(30) = 1
trigger1 = AnimElem = 1

[State 722, 速度加算]
type = VelAdd
triggerall = (StateType = A)
trigger1 = AnimElemTime(11) > 1
y = 0.4

[State 722, 掴んだ相手の位置1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 10, 0

[State 722, 掴んだ相手の位置2]
type = TargetBind
trigger1 = AnimElem >= 2
trigger1 = AnimElem <= 11
pos = 0, 0

[State 722, 音声]
type = PlaySnd
trigger1 = time = 1
value = 800
channel = -1

[State 722, 音声]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1080
channel = -1

[State 722, ヴァイタルソース回復量]
type = VarAdd
trigger1 = AnimElem = 12
var(37) = Ceil((8*6.67)*(const(data.attack)*0.01))

[State 722, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = var(29) = 0
trigger1 = AnimElem = 12
value =-ceil(((13*6.67)+((8*6.67)*(Ifelse(var(14)=1,1,fvar(1)))))*const(data.attack)*0.01) ;(13,8)

[State 722, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = var(29) = 1
trigger1 = AnimElem = 12
value =-ceil((((13*6.67)+((8*6.67)*(Ifelse(var(14)=1,1,fvar(1)))))*const(data.attack)*0.01)/2)

[State 722, 変数]
type = VarSet
trigger1 = AnimTime = 0
var(30) = 0

[State 722, 掴んだ相手のステート変更]
type = TargetState
triggerall = var(29) = 1
trigger1 = AnimElem = 13
value = 724

[State 722, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 0

[State 722, 表示]
type = Helper
triggerall = Time = 15
triggerall = var(15) = 1
triggerall = !NumHelper(19000)
trigger1 = var(29) = 1
name = "Annouce"
ID = 19000
pos = 0, 0
postype = p1
stateno = 19003
ownpal = 1

;----------------------------------------------------------------------------
;相手喰らい
[Statedef 723]
type     = U
movetype = H
physics  = N
ctrl     = 0
velset   = 0,0
facep2   = 1

[State 723]
type = ChangeAnim2
trigger1 = time = 1
value = 722

[State 723]
type = VelSet
trigger1 = AnimElem = 11
x = -4.5
y = -2

[State 723]
type = VelAdd
trigger1 = time >= 40
y = 0.6

[State 723]
type = Turn
trigger1 = Pos Y >= 0

[State 723]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100

;----------------------------------------------------------------------------
;相手喰らい
[Statedef 725]
type     = U
movetype = H
physics  = N
ctrl     = 0
velset   = 0,0
facep2   = 1

[State 725]
type = ChangeAnim2
trigger1 = time = 1
value = 723

[State 725]
type = VelSet
trigger1 = AnimElem = 11
x = -4.5
y = -2

[State 725]
type = VelAdd
trigger1 = time >= 38
y = 0.6

[State 725]
type = Turn
trigger1 = Pos Y >= 0

[State 725]
type = SelfState
trigger1 = Pos Y >= 0
value = 5100

;----------------------------------------------------------------------------
;相手喰らい（投げ抜け）
[Statedef 724]
type     = U
movetype = H
physics  = N
ctrl     = 0
velset   = -4.5,0
facep2   = 1

[State 724]
type = SelfState
trigger1 = time = 1
value = 5040

;-------------------------------------------------------------------------
;移動起き上がり前
[Statedef 730]
type     = L
movetype = I
physics  = N
ctrl     = 0
anim     = 730
velset   = 0,0

[State 730]
type = VarSet
trigger1 = 1
var(3) = 5

[State 730, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 730, 押し判定]
type = PlayerPush
trigger1 = 1
value = 0
IgnoreHitPause = 1
Persistent = 1

[State 730, 振り返る]
type = Turn
trigger1 = (AnimTime = 0) && (P2Dist X < 0)
Persistent = 0

[State 730, 軸位置]
type = PosSet
trigger1 = 1
y = 0

[State 730, 移動速度]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
x = 7.5

[State 730, 移動速度]
type = VelSet
trigger1 = AnimElem = 9
trigger2 = AnimElem = 17
x = 0

[State 730]
type = OffSet
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(9) < 0
x = 0
y = -((Time-2)*(5-((Time-2)*0.5)))

[State 730]
type = OffSet
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(17) < 0
x = 0
y = -((Time-14)*(5-((Time-14)*0.5)))

[State 730]
type = OffSet
trigger1 = AnimElemTime(18) >= 0
trigger1 = AnimElemTime(21) < 0
x = 0
y = -((Time-26)*(7-((Time-26)*0.35)))

[State 730, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------
;移動起き上がり後
[Statedef 731]
type     = L
movetype = I
physics  = N
ctrl     = 0
anim     = 731
velset   = 0,0

[State 731]
type = VarSet
trigger1 = 1
var(3) = 5

[State 731, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 731, 押し判定]
type = PlayerPush
trigger1 = 1
value = 0
IgnoreHitPause = 1
Persistent = 1

[State 731, 振り返る]
type = Turn
trigger1 = (AnimTime = 0) && (P2Dist X < 0)
Persistent = 0

[State 731, 軸位置]
type = PosSet
trigger1 = 1
y = 0

[State 731, 移動速度]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
x = -7.5

[State 731, 移動速度]
type = VelSet
trigger1 = AnimElem = 9
trigger2 = AnimElem = 17
x = 0

[State 731]
type = OffSet
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(9) < 0
x = 0
y = -((Time-2)*(5-((Time-2)*0.5)))

[State 731]
type = OffSet
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(17) < 0
x = 0
y = -((Time-14)*(5-((Time-14)*0.5)))

[State 731]
type = OffSet
trigger1 = AnimElemTime(18) >= 0
trigger1 = AnimElemTime(21) < 0
x = 0
y = -((Time-26)*(7-((Time-26)*0.35)))

[State 731, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ウォールクラッチ
[Statedef 740]
type     = A
movetype = I
physics  = N
poweradd = 0
ctrl     = 0
anim     = 740
velset   = 0, 0

[State 740]
type = PosSet
trigger1 = 1
x = ifelse(facing=1,-148,148)

[State 740, 音声]
type = PlaySnd
trigger1 = time = 1
value = 2005
channel = 0

[State 740, ずり落ち]
type = ChangeAnim
trigger1 = time = 46
value = 741

[State 740, ずり落ち]
type = VelSet
trigger1 = time = 46
y =  1.55

[State 740, 音声]
type = PlaySnd
trigger1 = time = 46
value = 2006
channel = 10

[State 740, ステート変更]
type = ChangeState
trigger1 = (command != "holdback")
trigger2 = PoS Y >= -40
value = 741
ctrl  = 0

;---------------------------------------------------------------------------
;飛び降り
[Statedef 741]
type     = A
movetype = I
physics  = N
poweradd = 0
ctrl     = 0
anim     = 742
velset   = 0, 0

[State 741]
type = VelSet
trigger1 = AnimElem = 3
x = 8.4;+((240+(Pos Y))*0.01)
y = -10-((240+(Pos Y))*0.01)

[State 741]
type = CtrlSet
trigger1 = AnimElem = 3
value = 1

[State 741, 音声]
type = StopSnd
trigger1 = time = 0
channel = 10

[State 741]
type = Gravity
trigger1 = time >= 6

[State 741]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;追い撃ち攻撃
[Statedef 750]
type     = A
movetype = I
physics  = N
poweradd = 6*7
ctrl     = 0
anim     = 750
velset   = 0, 0
hitcountpersist = 1

[State 750]
type = StateTypeSet
triggerall = MoveType = I
trigger1 = Vel Y > 0
MoveType = A

[State 750, ゲージ消費]
type = PowerAdd
triggerall = var(1) = 4
trigger1 = AnimElem = 1
value = -1000

[State 750, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 760

[State 750]
type = VelSet
trigger1 = AnimElem = 4, = 1
x = abs(P2Dist X*1.15) * 0.04
y = -16

;34F目でHit

[State 750]
type = VelAdd
trigger1 = AnimElemTime(4) >= 1
y = 0.6+(Time*0.05)

[State 750, ヒット定義]
type = HitDef
triggerall = P2StateType = L
trigger1 = Time > 5
attr = A, SA
hitflag = FD
damage    = 100;Ceil((0.5*6.67)+((6*6.67)*(Ifelse(var(14)=1,1,fvar(1))))) ;(0,6)
animtype  = Hard
ground.type = High
air.type = High
guardflag = HA
hitflag = FD
priority = 4, Hit
pausetime = 0, 8
sparkno = s15003
guard.sparkno = s15006
sparkxy = -30, -20
hitsound = s4, 1
guardsound = s6, 0
ground.slidetime = 10
guard.slidetime = 10
ground.hittime  = 10
guard.hittime  = 10
air.hittime = 10
ground.velocity = 0, 0
air.velocity = 0,0
getpower = 18*7,9*7 
givepower= 8*7,0 
fall = 1
p2StateNo = 755
ID = 750

[State 750]
type = PosSet
trigger1 = MoveContact = 1
y = -10
ignorehitpause = 1
persistent=0

[State 750]
type = PosAdd
triggerall = MoveContact = 1
trigger1 = P2Dist X > 30
x = abs(Pos X - Enemy,Pos X) - 10
ignorehitpause = 1
persistent=0

[State 750]
type = ChangeState
trigger1 = MoveContact = 1
value = Ifelse(var(1)=4,751,752)

[State 750]
type = PosSet
trigger1 = Time >= 35
y = 0

[State 750]
type = ChangeState
triggerall = Pos Y >= 0
trigger1 = AnimElemTime(6) >= 0
value = 52

;---------------------------------------------------------------------------
;ES追い撃ち攻撃
[Statedef 751]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
anim     = 751
velset   = 0, 0
hitcountpersist = 1

[State 751]
type = BindToTarget
trigger1 = AnimElemTime(2) >= 0
pos = 15, -5, Foot
ID = 750

[State 751]
type = OffSet
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(7) < 0
x = 0
y = -((Time-9)*(6-((Time-9)*0.35)))

[State 751]
type = OffSet
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
x = 0
y = -6

[State 751]
type = OffSet
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
x = 0
y = -3

[State 751, ヒット数]
type = HitAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 16
trigger5 = AnimELem = 19
trigger6 = AnimElem = 24
value = 1

[State 751, エフェクト]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 16
trigger5 = AnimELem = 19
trigger6 = AnimElem = 24
anim = 15004
pos = 30, 0
postype = p1
ontop = 1
ownpal = 1

[State 751 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 16
trigger5 = AnimELem = 19
trigger6 = AnimElem = 24
value = 755
ID = 750

[State 751, 小裂き音]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 16
trigger5 = AnimELem = 19
value = 5, 0
channel = -1

[State 751, 大裂き音]
type = PlaySnd
trigger1 = AnimElem = 24
value = 5, 1
channel = -1

[State 751]
type = ChangeState
trigger1 = AnimTime = 0
value = 752

;---------------------------------------------------------------------------
;追い撃ちHit後
[Statedef 752]
type     = A
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
anim     = Ifelse(PrevStateNo=751,753,752)
velset   = 0, 0
hitcountpersist = 1

[State 752]
type = PosFreeze
triggerall = Anim = 752
trigger1 = AnimElemTime(1) = 0
value = 1

[State 752]
type = VelSet
trigger1 = Anim = 752
trigger1 = AnimElem = 2
x = 3.5
y = -10

[State 752]
type = VelSet
trigger1 = Anim = 753
trigger1 = AnimElem = 1
x = 7
y = -8

[State 752]
type = VelAdd
trigger1 = Anim = 752
trigger1 = AnimElemTime(2) >= 0
trigger2 = Anim = 753
trigger2 = AnimElemTime(1) >= 0
y = 0.8

[State 752, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 52

;---------------------------------------------------------------------------
;相手やられ
[Statedef 755]
type     = L
movetype = H
physics  = S
ctrl     = 0
anim     = 5080
velset   = 0, 0

[State 755]
type = PosSet
trigger1 = 1
y = 0

[State 755]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 755]
type = SelfState
trigger1 = time > 30
value = 5110

;---------------------------------------------------------------------------
;トイタッチ
[Statedef 760]
type     = C
movetype = A
physics  = C
poweradd = 6*7
ctrl     = 0
anim     = 760
velset   = 0, 0
hitcountpersist = 1

[State 760]
type = varset
trigger1 = time = 0
var(1) = 1

[State 760, 音声]
type = PlaySnd
trigger1 = AnimElem = 2
value = 760
channel = -1

[State 760, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = Ceil((0.5*6.67)+((7*6.67)*(Ifelse(var(14)=1,1,fvar(1))))) ;(0,7)
animtype  = Hard
ground.type = High
air.type = High
guardflag = HA
hitflag = FD
priority = 4, Hit
pausetime = 9, 9
sparkno = s15003
guard.sparkno = s15006
sparkxy = -30, 0
hitsound = s4, 0
guardsound = s6, 0
ground.slidetime = 10
guard.slidetime = 10
ground.hittime  = 10
guard.hittime  = 10
air.hittime = 10
ground.velocity = 0, 0
air.velocity = 0,0
getpower = 18*7,9*7 
givepower= 8*7,0 
fall = 1
ground.cornerpush.veloff = 0
p2StateNo = 755

[State 760, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl  = 1

;---------------------------------------------------------------------------
;ESトイタッチ
[Statedef 765]
type     = C
movetype = A
physics  = C
poweradd = 0
ctrl     = 0
anim     = 765
velset   = 0, 0
hitcountpersist = 1

[State 765]
type = varset
trigger1 = time = 0
var(1) = 4

[State 765, 鼠]
type = Explod
trigger1 = AnimElem = 1
anim = 766
ID = 765
pos = 0, 0
postype = p1
bindtime = -1
removetime = -2
scale = 0.9, 1
sprpriority = 2

[State 765, 音声]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 15
value = 760
channel = -1

[State 765, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 15
attr = A, SA
damage    = Ceil((1*6.67)+((2*6.67)*(Ifelse(var(14)=1,1,fvar(1))))) ;(1,2)
animtype  = Hard
ground.type = High
air.type = High
guardflag = HA
hitflag = FD
priority = 4, Hit
pausetime = 9, 9
sparkno = s15004
guard.sparkno = s15006
sparkxy = -30, 0
hitsound = s4, 0
guardsound = s6, 0
ground.slidetime = 10
guard.slidetime = 10
ground.hittime  = 10
guard.hittime  = 10
air.hittime = 10
ground.velocity = 0, 0
air.velocity = 0,0
givepower= 8*7,0 
fall = 1
fall.recover = 0
p2StateNo = 755
ground.cornerpush.veloff = 0

[State 765, 画面端ヒットバック]
type = VarSet
trigger1 = movecontact && enemynear,backedgebodydist <= 5
fvar(3) = 0
ignorehitpause=1

[State 765, ゲージ消費]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000

[State 765, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl  = 1

;---------------------------------------------------------------------------
;ゲージ溜め
[Statedef 780]
type      = S
movetype  = I 
physics   = S
ctrl      = 0
anim      = 780
velset    = 0, 0

;[State 780, 画像修正]
;type = AngleDraw
;trigger1 = 1
;value = 0
;scale = 0.95, 0.95
 
[State 780, 音声]
type = PlaySnd
trigger1 = time = 3
value = 4000
channel = -1

[State 780]
type = PowerAdd
trigger1 = Time%3 = 0
value =  3

[State 780]
type = PowerAdd
trigger1 = Time%3 = [1, 2]
value =  2

[State 780, ステート変更]
type = ChangeState
triggerall = time >= 1
trigger1 = (command != "溜めA") + (command != "溜めB") + (command != "溜めC") >= 2
trigger2 = RoundState != 2
value = 781

;---------------------------------------------------------------------------
;ゲージ溜め終了
[Statedef 781]
type      = S
movetype  = I 
physics   = S
ctrl      = 0
anim      = 781
velset    = 0, 0

;[State 781, 画像修正]
;type = AngleDraw
;trigger1 = 1
;value = 0
;scale = 0.95, 0.95

[State 781]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;=(アドバンシングガード)======================================================
[Statedef 20000]
type = S
movetype = A
physics = N
velset = 25,0
anim = 20000
ownpal = 1

[State 20000]
type = Parentvarset
trigger1 = time = 0
var(12) = 1

[State 20000]
type = Parentvarset
trigger1 = 1
var(25) = 0

[State 20000, ムテキング]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20000]
type = PlayerPush
trigger1 = 1
value = 1

[State 20000, ステート変更]
type = DestroySelf
trigger1 = time = 6

[Statedef 20001]
type = S
movetype = A
physics = N
velset = 25,0
anim = 20000
ownpal = 1

[State 20001]
type = Parentvarset
trigger1 = time = 0
var(12) = 1

[State 20001]
type = Parentvarset
trigger1 = 1
var(25) = 0

[State 20001, ムテキング]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20001]
type = PlayerPush
trigger1 = 1
value = 1

[State 20001, ステート変更]
type = DestroySelf
trigger1 = time = 8

[Statedef 20002]
type = S
movetype = A
physics = N
velset = 25,0
anim = 20000
ownpal = 1

[State 20002]
type = Parentvarset
trigger1 = time = 0
var(12) = 1

[State 20002]
type = Parentvarset
trigger1 = 1
var(25) = 0

[State 20002, ムテキング]
type = NotHitBy
trigger1 = 1
value = SCA

[State 20002]
type = PlayerPush
trigger1 = 1
value = 1

[State 20002, ステート変更]
type = DestroySelf
trigger1 = time = 10
