
;------------------------------------------------------------------
;立ち・弱
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200+var(10)*10000
ctrl = 0
juggle = 2

[State hit]
type = HitDef
trigger1 = animelemno(0) = 4
attr = S,NA
guardflag = MA
animtype = light
damage = 5
pausetime = 10,10
sparkno = 0
guard.sparkno = 40
sparkxy = -10,-70
hitsound = s4000,0
guardsound = s4400,0
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3
air.velocity = -2,-3
persistent = 0

[State explod]
type = RemoveExplod
trigger1 = animelem = 1
ID = 200
[State explod]
type = Explod
trigger1 = animelem = 2
anim = 204
ID = 200
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State snd]
type = PlaySnd
trigger1 = animelem = 4,-1
value = 4000,10

[State type]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;立ち・中
[Statedef 210]
type = S
movetype = A
physics = S
anim = 210+var(10)*10000
ctrl = 0
juggle = 2

[State 210]
type = ChangeState
trigger1 = command = "holddown"
trigger1 = animelem = 3,< 0
value = 310

[State vel]
type = velset
trigger1 = animelem = 5,< 0
x = 1
[State vel]
type = velset
trigger1 = animelemno(0) = [5,6]
x = 4

[State hit]
type = HitDef
trigger1 = animelemno(0) = 6
attr = S,NA
guardflag = MA
animtype = med
damage = 20
pausetime = 10,10
sparkno = 1
guard.sparkno = 41
sparkxy = -10,-40
hitsound = s4010,0
guardsound = s4400,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3
air.velocity = -2,-4
fall.recovertime = 20
persistent = 0

[State explod]
type = RemoveExplod
trigger1 = animelem = 1
ID = 200
[State explod]
type = Explod
trigger1 = animelem = 5
anim = 214
ID = 200
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State snd]
type = PlaySnd
trigger1 = animelem = 6,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 7
movetype = I

[State var]
type = varset
trigger1 = time = 0
var(4) = 0
[State var]
type = varset
trigger1 = command = "b" && time >= 1
var(4) = 1

[State 210]
type = ChangeState
trigger1 = var(4) = 1
trigger1 = animelem = 8,>= 5 && animelem = 9,< 0
value = 215

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;立ち・中(追撃)
[Statedef 215]
type = S
movetype = A
physics = S
anim = 215+var(10)*10000
ctrl = 0
juggle = 2

[State vel]
type = velset
trigger1 = animelemno(0) = 2
x = 3

[State hit]
type = HitDef
trigger1 = animelemno(0) = 3
attr = S,NA
guardflag = MA
animtype = up
damage = 30
pausetime = 12,12
sparkno = 1
guard.sparkno = 41
sparkxy = -10,-75
hitsound = s4020,0
guardsound = s4400,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
ground.velocity = -1,-14
air.velocity = -1,-13
airguard.velocity = -3,-4
fall = 1
fall.recovertime = 40
persistent = 0

[State explod]
type = RemoveExplod
trigger1 = animelem = 1
ID = 200
[State explod]
type = Explod
trigger1 = animelem = 2
anim = 219
ID = 200
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State snd]
type = PlaySnd
trigger1 = animelem = 3,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;立ち・強(近距離)
[Statedef 220]
type = S
movetype = A
physics = S
anim = 220+var(10)*10000
ctrl = 0
juggle = 2
sprpriority = 2

[State pos]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 10
[State pos]
type = posadd
trigger1 = animelem = 3
x = 20
[State pos]
type = posadd
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
x = -10

[State hit]
type = HitDef
trigger1 = animelemno(0) = 4
attr = S,NA
guardflag = MA
animtype = med
damage = 20
pausetime = 10,10
sparkno = 2
guard.sparkno = 41
sparkxy = -10,-60
hitsound = s4020,0
guardsound = s4400,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -2,-3
persistent = 0

[State hit]
type = HitDef
trigger1 = animelemno(0) = 5
attr = S,NA
guardflag = MA
animtype = med
damage = 20
pausetime = 10,10
sparkno = 2
guard.sparkno = 41
sparkxy = -10,-55
hitsound = s4020,0
guardsound = s4400,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -2,-3
persistent = 0

[State explod]
type = RemoveExplod
trigger1 = animelem = 1
ID = 200
[State explod]
type = Explod
trigger1 = animelem = 3
anim = 224
ID = 200
bindtime = -1
sprpriority = 1
ownpal = 1
removeongethit = 1

[State snd]
type = PlaySnd
trigger1 = animelem = 4,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;立ち・強(遠距離)
[Statedef 225]
type = S
movetype = A
physics = S
anim = 225+var(10)*10000
ctrl = 0
juggle = 2

[State vel]
type = velset
trigger1 = animelemno(0) = [5,7]
x = 6

[State hit]
type = HitDef
trigger1 = animelemno(0) = 9
attr = S,NA
guardflag = MA
animtype = med
damage = 40
pausetime = 12,12
sparkno = 2
guard.sparkno = 41
sparkxy = -10,-70
hitsound = s4020,1
guardsound = s4400,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6
air.velocity = -2,-3
persistent = 0

[State snd]
type = PlaySnd
trigger1 = animelem = 9,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 11
movetype = I

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------
;立ち・下入れ中
[Statedef 310]
type = S
movetype = A
physics = S
anim = 310+var(10)*10000
ctrl = 0
juggle = 2

[State vel]
type = velset
trigger1 = animelem = 3,< 0
x = 1

[State vel]
type = velset
trigger1 = animelemno(0) = [4,5]
x = 5

[State var]
type = VarRandom
trigger1 = uniqhitcount < 5
trigger1 = timemod = 4,0
v = 2
range = 0,50

[State hit]
type = HitDef
trigger1 = uniqhitcount < 5
trigger1 = timemod = 4,0
attr = S,SA
hitflag = MAFD
guardflag = MA
animtype = hard
damage = 20,8
pausetime = 4,4
sparkno = 6
guard.sparkno = 42
sparkxy = -40+var(2),-85+var(2)
hitsound = s4050,0
guardsound = s4400,0
ground.type = low
yaccel = .45
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -3,-4
air.fall = 1
fall.recover = 0

[State explod]
type = RemoveExplod
trigger1 = animelem = 1
ID = 200
[State explod]
type = Explod
trigger1 = animelem = 4
anim = 314
ID = 200
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State 310]
type = PlaySnd
trigger1 = animelem = 1
value = 310,ifelse(var(10)=1||fvar(10)>=2,10,0)
channel = 0
[State snd]
type = PlaySnd
trigger1 = animelem = 1
value = 310,1
[State snd]
type = PlaySnd
trigger1 = animelem = 5,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

[State var]
type = varset
trigger1 = time = 0
var(4) = 0
[State var]
type = varset
trigger1 = command = "b" && time >= 1
var(4) = 1

[State 310]
type = ChangeState
trigger1 = var(4) = 1
trigger1 = animelem = 10,>= 5 && animelem = 11,< 0
value = 215

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;お嬢ヤクザキック
[Statedef 320]
type = S
movetype = A
physics = S
anim = 320+var(10)*10000
ctrl = 0
juggle = 2

[State hit]
type = HitDef
trigger1 = animelemno(0) = 5
attr = S,NA
guardflag = HA
animtype = hard
damage = 40
pausetime = 12,12
sparkno = 2
guard.sparkno = 41
sparkxy = -10,-50
hitsound = s4020,2
guardsound = s4400,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
yaccel = .45
ground.velocity = -8
air.velocity = -4,-4
airguard.velocity = -3,-4
air.fall = 1
fall.recovertime = 20
envshake.time = 6
persistent = 0

[State snd]
type = PlaySnd
trigger1 = animelem = 5,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 7
movetype = I

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------
;屈み・弱
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400+var(10)*10000
ctrl = 0
juggle = 2
sprpriority = 2

[State hit]
type = HitDef
trigger1 = animelemno(0) = 3
attr = C,NA
hitflag = MAFD
guardflag = LA
animtype = light
damage = 10
pausetime = 10,10
sparkno = 0
guard.sparkno = 40
sparkxy = -10,-30
hitsound = s4000,0
guardsound = s4400,0
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3
air.velocity = -1,-3
down.velocity = -4,0
persistent = 0

[State explod]
type = RemoveExplod
trigger1 = animelem = 1
ID = 200
[State explod]
type = Explod
trigger1 = animelem = 3
anim = 404
ID = 200
bindtime = -1
sprpriority = 1
ownpal = 1
removeongethit = 1

[State snd]
type = PlaySnd
trigger1 = animelem = 3,-1
value = 4000,10

[State type]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;屈み・中
[Statedef 410]
type = C
movetype = A
physics = C
anim = 410+var(10)*10000
ctrl = 0
juggle = 2

[State hit]
type = HitDef
trigger1 = animelemno(0) = 5
attr = C,NA
hitflag = MAFD
guardflag = LA
animtype = med
damage = 20
pausetime = 10,10
sparkno = 1
guard.sparkno = 41
sparkxy = -10,-15
hitsound = s4010,0
guardsound = s4400,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -2,-3
persistent = 0

[State explod]
type = RemoveExplod
trigger1 = animelem = 1
ID = 200
[State explod]
type = Explod
trigger1 = animelem = 4
anim = 414
ID = 200
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State snd]
type = PlaySnd
trigger1 = animelem = 5,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I

[State var]
type = varset
trigger1 = time = 0
var(4) = 0
[State var]
type = varset
trigger1 = command = "b" && time >= 1
var(4) = 1

[State 410]
type = ChangeState
trigger1 = var(4) = 1
trigger1 = animelem = 6,>= 5 && animelem = 7,< 0
value = 415

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;屈み・中(追撃)
[Statedef 415]
type = C
movetype = A
physics = C
anim = 415+var(10)*10000
ctrl = 0
juggle = 2

[State hit]
type = HitDef
trigger1 = animelemno(0) = 4
attr = C,NA
hitflag = MAFD
guardflag = LA
animtype = med
air.animtype = up
damage = 20
pausetime = 10,12
sparkno = 1
guard.sparkno = 41
sparkxy = -10,-25
hitsound = s4010,0
guardsound = s4400,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
yaccel = .45
ground.velocity = 4
air.velocity = 1,-8
air.fall = 1
fall.recovertime = 40
persistent = 0

[State explod]
type = RemoveExplod
trigger1 = animelem = 1
ID = 200
[State explod]
type = Explod
trigger1 = animelem = 2
anim = 419
ID = 200
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State snd]
type = PlaySnd
trigger1 = animelem = 4,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

[State var]
type = varset
trigger1 = time = 0
var(4) = 0
[State var]
type = varset
trigger1 = command = "b" && time >= 1
var(4) = 1

[State 415]
type = ChangeState
trigger1 = var(4) = 1
trigger1 = animelem = 4,>= 2 && animelem = 5,< 0
value = 510

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;屈み・強
[Statedef 420]
type = C
movetype = A
physics = C
anim = 420+var(10)*10000
ctrl = 0
juggle = 2

[State vel]
type = velset
trigger1 = animelemno(0) = [3,6]
x = .6

[State explod]
type = RemoveExplod
trigger1 = 1
ID = 200

[State hit]
type = HitDef
trigger1 = animelemno(0) = 4
attr = C,NA
hitflag = MAFD
guardflag = LA
animtype = up
damage = 40
pausetime = 12,12
sparkno = 2
guard.sparkno = 41
sparkxy = -10,-50
hitsound = s4020,1
guardsound = s4400,0
ground.type = trip
ground.slidetime = 20
ground.hittime = 20
yaccel = .45
ground.velocity = -.1,-2
air.velocity = -2,-3
fall = 1
fall.recover = 0
persistent = 0

[State snd]
type = PlaySnd
trigger1 = animelem = 4,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;------------------------------------------------------------------
;屈み・中(追撃２)
[Statedef 510]
type = C
movetype = I
physics = C
anim = 510+var(10)*10000
ctrl = 0

[State explod]
type = RemoveExplod
trigger1 = animelem = 1
ID = 200

[State type]
type = StateTypeSet
trigger1 = animelem = 6
statetype = A
physics = A

[State vel]
type = velset
trigger1 = animelem = 6
x = 2
y = -7

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 610

;------------------------------------------------------------------
;空中・弱
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600+var(10)*10000
ctrl = 0
juggle = 1

[State explod]
type = RemoveExplod
trigger1 = 1
ID = 200

[State hit]
type = HitDef
trigger1 = animelemno(0) = 3
attr = A,NA
guardflag = HA
animtype = light
damage = 10
pausetime = 10,12
sparkno = 0
guard.sparkno = 40
sparkxy = -10,-40
hitsound = s4000,1
guardsound = s4400,0
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3
air.velocity = -1,-3
air.fall = fvar(11)
fall.recovertime = ifelse(fvar(11)=1,40,4)
persistent = 0

[State snd]
type = PlaySnd
trigger1 = animelem = 3,-1
value = 4000,10

[State type]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

[State ctrl]
type = ctrlset
trigger1 = animelem = 5
value = 1

;空中・中
[Statedef 610]
type = A
movetype = A
physics = A
anim = 610+var(10)*10000
ctrl = 0
juggle = 1

[State hit]
type = HitDef
trigger1 = animelemno(0) = 6
attr = A,NA
guardflag = HA
animtype = med
damage = 20
pausetime = 10,12
sparkno = 1
guard.sparkno = 41
sparkxy = -10,-30
hitsound = s4010,0
guardsound = s4400,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -1,-4
air.fall = fvar(11)
fall.recovertime = ifelse(fvar(11)=1,40,4)
persistent = 0

[State hit]
type = HitDef
trigger1 = prevstateno = 510
trigger1 = animelemno(0) = 6
attr = A,NA
guardflag = HA
animtype = back
damage = 20
pausetime = 10,10
sparkno = 1
guard.sparkno = 41
sparkxy = -10,-30
hitsound = s4010,0
guardsound = s4400,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
yaccel = .45
ground.velocity = -4,-5
air.velocity = -6,6
airguard.velocity = -3,-4
p2facing = 1
fall = 1
fall.xvelocity = -3
fall.recover = 0
persistent = 0

[State explod]
type = RemoveExplod
trigger1 = animelem = 1
ID = 200
[State explod]
type = Explod
trigger1 = animelem = 4
anim = 614
ID = 200
bindtime = -1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State snd]
type = PlaySnd
trigger1 = animelem = 6,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 7
movetype = I

;空中・強
[Statedef 620]
type = A
movetype = A
physics = A
anim = 620+var(10)*10000
ctrl = 0
juggle = 1

[State explod]
type = RemoveExplod
trigger1 = 1
ID = 200

[State vel]
type = veladd
trigger1 = time = 0
y = -.45

[State hit]
type = HitDef
trigger1 = animelemno(0) = 5
attr = A,NA
guardflag = HA
animtype = hard
damage = 30
pausetime = 10,12
sparkno = 2
guard.sparkno = 41
sparkxy = -10,-80
hitsound = s4020,1
guardsound = s4400,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -2,-4
air.fall = fvar(11)
fall.recovertime = ifelse(fvar(11)=1,40,4)
persistent = 0

[State snd]
type = PlaySnd
trigger1 = animelem = 5,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 7
movetype = I

;お嬢体罰覿面キック
[Statedef 720]
type = A
movetype = A
physics = A
anim = 720+var(10)*10000
velset = ifelse(vel x<0,.8,1.8),ifelse((prevstateno=[102,103]),-4.8,-5.6)
ctrl = 0

[State explod]
type = RemoveExplod
trigger1 = animelem = 1
ID = 200

[State hit]
type = HitDef
trigger1 = animelemno(0) = 8
attr = A,NA
guardflag = HA
animtype = up
damage = 40
pausetime = 10,12
sparkno = 2
guard.sparkno = 41
sparkxy = -10,-40
hitsound = s4020,2
guardsound = s4400,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
yaccel = .45
ground.velocity = -6,10
air.velocity = -6,10
airguard.velocity = -3,-4
p2facing = 1
fall = 1
fall.xvelocity = -3
fall.recover = 0
envshake.time = 6
persistent = 0

[State target]
type = TargetState
trigger1 = movehit && hitpausetime = 1
value = 5060
ignorehitpause = 1

[State snd]
type = PlaySnd
trigger1 = animelem = 8,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

;------------------------------------------------------------------
;投げ技(試行)
[Statedef 800]
type = S
movetype = A
physics = S
anim = 800+var(10)*10000
velset = 0,0
ctrl = 0

[State var]
type = varset
trigger1 = time = 0
var(3) = 0
[State var]
type = varset
trigger1 = command = "holdback"
trigger1 = time = 0
var(3) = 1

[State hit]
type = NotHitBy
trigger1 = animelemno(0) = 4
value = SCA

[State hit]
type = HitDef
trigger1 = animelem = 4
attr = S,NT
hitflag = M-
priority = 2,miss
sparkno = -1
p1facing = ifelse(var(3)=1,-1,1)
p2facing = 1
p1stateno = 801
p2stateno = 805
fall = 1
fall.xvelocity = -.5
fall.recover = 0
;hitonce = 1

[State type]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

[State 800]
type = PlaySnd
trigger1 = animelem = 5
value = 800,ifelse(var(10)=1||fvar(10)>=2,10,0)+random%2

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;投げ技(成功)
[Statedef 801]
type = S
movetype = A
physics = S
anim = 801+var(10)*10000

[State hit]
type = NotHitBy
trigger1 = 1
value = SCA
[State 801]
type = PlayerPush
trigger1 = 1
value = 0

[State pos]
type = posadd
trigger1 = var(3) = 1 && animelem = 1
x = 5

[State explod]
type = Explod
trigger1 = animelem = 2
anim = f4
pos = 44,-86
sprpriority = 1
ownpal = 1
[State snd]
type = PlaySnd
trigger1 = animelem = 2
value = 4000,0

[State bind]
type = TargetBind
trigger1 = animelemno(0) < 2
pos = 40,0
[State bind]
type = TargetBind
trigger1 = animelem = 2,>= 0
pos = 44,-86

[State life]
type = TargetLifeAdd
trigger1 = animelem = 6,>= 0
trigger1 = timemod = 9,0
value = -ceil(5*(const(data.attack)*.01))
kill = 0
[State hit]
type = HitAdd
trigger1 = animelem = 6,>= 0
trigger1 = timemod = 9,0
value = 1

[State var]
type = VarRandom
trigger1 = animelem = 7,>= 0
trigger1 = timemod = 9,0
v = 2
range = 0,50

[State explod]
type = Explod
trigger1 = animelem = 7,>= 0
trigger1 = timemod = 9,0
anim = f6
pos = 20+var(2),-85+var(2)
sprpriority = 2
ownpal = 1

[State explod]
type = Explod
trigger1 = animelem = 7,>= 0
trigger1 = timemod = 9,0
anim = 804
pos = 20+var(2),-85+var(2)
;random = 50,50
sprpriority = 2
ownpal = 1
[State snd]
type = PlaySnd
trigger1 = animelem = 7,>= 0
trigger1 = timemod = 9,0
value = 4050,0

[State 801]
type = PlaySnd
trigger1 = animelem = 1
value = 801,ifelse(var(10)=1||fvar(10)>=2,10+random%2,random%3)

[State 801]
type = ChangeState
trigger1 = time >= 30 && timemod = 9,0 && random < 100
trigger2 = time = 138
value = 802

;投げ技(終了)
[Statedef 802]
type = S
movetype = I
physics = S
anim = 802+var(10)*10000

[State life]
type = TargetLifeAdd
trigger1 = time = 0
value = -ceil(10*(const(data.attack)*.01))

[State target]
type = TargetState
trigger1 = time = 0
value = 806

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;投げ技(相手)
[Statedef 805]
type = A
movetype = H
physics = N

[State hit]
type = NotHitBy
trigger1 = 1
value = SCA
[State 805]
type = PlayerPush
trigger1 = 1
value = 0
[State 805]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State anim]
type = ChangeAnim
trigger1 = time = [0,1]
value = 5010

[State anim]
type = ChangeAnim2
trigger1 = time = [2,15]
trigger2 = time >= 15
trigger2 = timemod = 9,0
value = 5453

[State anim]
type = ChangeAnim2
trigger1 = time >= 15
trigger1 = timemod = 9,3
value = 5454

[Statedef 806]
type = A
movetype = H
physics = N

[State pos]
type = posadd
trigger1 = time = 0
y = -const(size.head.pos.y)

[State vel]
type = velset
trigger1 = time = 0
x = -1
y = -6

[State end]
type = SelfState
trigger1 = time = 0
value = 5050

;------------------------------------------------------------------
;空中投げ技(試行)
[Statedef 820]
type = A
movetype = A
physics = A
anim = 820+var(10)*10000
ctrl = 0

[State hit]
type = NotHitBy
trigger1 = 1
value = SCA

[State hit]
type = HitDef
trigger1 = time = 0
attr = A,NT
hitflag = AF
priority = 2,miss
sparkno = -1
p2facing = 1
p1stateno = 821
p2stateno = 825
p2getp1state = 1
fall = 1
fall.recover = 0
hitonce = 1

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 620

;空中投げ技(成功)
[Statedef 821]
type = A
movetype = A
physics = N
anim = 821+var(10)*10000
velset = vel x/2,-2

[State hit]
type = NotHitBy
trigger1 = 1
value = SCA
[State 821]
type = PlayerPush
trigger1 = 1
value = 0

[State explod]
type = Explod
trigger1 = animelem = 1
anim = f4
pos = 22,-80
sprpriority = 1
ownpal = 1
[State snd]
type = PlaySnd
trigger1 = animelem = 1
value = 4000,0

[State vel]
type = veladd
trigger1 = animelem = 4,>= 0
y = .45

[State bind]
type = TargetBind
trigger1 = animelemno(0) < 4
pos = 22,-80
[State bind]
type = TargetBind
trigger1 = animelemno(0) = 4
pos = 28,-70
[State bind]
type = TargetBind
trigger1 = animelemno(0) = 5
pos = 32,-54
[State bind]
type = TargetBind
trigger1 = animelemno(0) = 6
pos = 20,-30
[State bind]
type = TargetBind
trigger1 = animelem = 7,>= 0
pos = 14,-14

[State 821]
type = PlaySnd
trigger1 = animelem = 1
value = 801,ifelse(var(10)=1||fvar(10)>=2,10+random%2,random%3)

[State 821]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 822

;空中投げ技(終了)
[Statedef 822]
type = S
movetype = I
physics = S
anim = 822+var(10)*10000
velset = 0,0

[State pos]
type = posset
trigger1 = animelem = 1
y = 0

[State explod]
type = Explod
trigger1 = animelem = 1
anim = f2
pos = 30,-18
sprpriority = 2
ownpal = 1
[State snd]
type = PlaySnd
trigger1 = animelem = 1
value = 4020,0

[State explod]
type = Explod
trigger1 = animelem = 1
anim = f60
pos = 30,0
sprpriority = -6
ownpal = 1

[State life]
type = TargetLifeAdd
trigger1 = animelem = 1
value = -ceil(80*(const(data.attack)*.01))
[State hit]
type = HitAdd
trigger1 = animelem = 1
value = 1
[State 822]
type = EnvShake
trigger1 = animelem = 1
time = 6

[State target]
type = TargetState
trigger1 = time = 0
value = 826

[State vel]
type = velset
trigger1 = animtime = 0
x = -2
y = -6

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 0

;空中投げ技(相手)
[Statedef 825]
type = A
movetype = H
physics = N

[State hit]
type = NotHitBy
trigger1 = 1
value = SCA
[State 825]
type = PlayerPush
trigger1 = 1
value = 0
[State 825]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State anim]
type = ChangeAnim2
trigger1 = time = [0,8]
value = 5460
[State turn]
type = turn
trigger1 = time = 9
[State anim]
type = ChangeAnim2
trigger1 = time = [9,11]
value = 5461
[State anim]
type = ChangeAnim2
trigger1 = time = [12,14]
value = 5462
[State anim]
type = ChangeAnim2
trigger1 = time >= 15
value = 5463

[Statedef 826]
type = A
movetype = H
physics = N

[State pos]
type = posadd
trigger1 = time = 0
x = -const(size.head.pos.x)
y = -const(size.head.pos.y)+const(size.mid.pos.y)

[State anim]
type = ChangeAnim
trigger1 = time = 0
value = 5090

[State vel]
type = velset
trigger1 = time = 0
x = 2
y = -6

[State end]
type = SelfState
trigger1 = time = 0
value = 5050
