;リュウ　投げｃｎｓ
;===============================
;背負い投げ
[Statedef 800]
type = S
movetype = A
physics = S
anim = 800
velset = 0,0
ctrl = 0
poweradd = 14

[State 800, 1]
type = Hitdef
triggerall = P2BodyDist X < 40
trigger1 = AnimElem = 3
attr = S, NT
givepower = 0
getpower = 0
guardflag = 
hitflag = M-
sparkno = -1
hitsound = -1
pausetime = 0,0
p1stateno = 810
p2facing = 1
p2stateno = 820
fall.recover = 0
fall = 1
fall.recover = 0
down.bounce = 0

[State 800, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
[Statedef 810]
type = S
movetype = A
physics = S
anim = 810
velset = 0,0

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,30

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = s20,1

[State 810, 1]
type = Width
trigger1 = Time >= 0
edge = 20,20

[State 810, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = -55,0

[State 810, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = -45,-95

[State 810, 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = -10,-90

[State 810, 2]
type = TargetBind
trigger1 = AnimElem = 4
pos = 55,-80

[State 810, 2]
type = TargetBind
trigger1 = AnimElem = 5
pos = 80,-40

[State 810, 3]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -140

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,30

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = s20,1

[State 810, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 820

[State 820, 2]
type = VelSet
trigger1 = Time = 36
X = -4
Y = -6

[State 820, 3]
type = VelAdd
trigger1 = Time >= 36
Y = 0.4

[State 820, 8]
type = Turn
trigger1 = Time > 36 && Pos Y >= 0

[State 820, 9]
type = SelfState
trigger1 = Time > 36 && Pos Y >= 0
value = 5100

;--------------------------
[Statedef 805]
type = S
movetype = A
physics = S
anim = 800
velset = 0,0
ctrl = 0
poweradd = 14

[State 805, 1]
type = Hitdef
triggerall = P2BodyDist X < 40
trigger1 = AnimElem = 3
attr = S, NT
givepower = 0
getpower = 0
guardflag = 
hitflag = M-
sparkno = -1
hitsound = -1
pausetime = 0,0
p1stateno = 815
p2facing = -1
p2stateno = 820
fall.recover = 0
fall = 1
fall.recover = 0
down.bounce = 0

[State 805, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
[Statedef 815]
type = S
movetype = A
physics = S
anim = 810
velset = 0,0

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,30

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = s20,1

[State 815, 0]
type = Turn
trigger1 = Time = 0

[State 815, 1]
type = Width
trigger1 = Time >= 0
edge = 20,20

[State 815, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = -55,0

[State 815, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = -40,-95

[State 815, 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = -10,-90

[State 815, 2]
type = TargetBind
trigger1 = AnimElem = 4
pos = 55,-80

[State 815, 2]
type = TargetBind
trigger1 = AnimElem = 5
pos = 80,-40

[State 815, 3]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -140

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,30

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = s20,1

[State 815, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;================================
;巴投げ
[Statedef 850]
type = S
movetype = A
physics = S
anim = 800
velset = 0,0
ctrl = 0
poweradd = 14

[State 850, 1]
type = Hitdef
triggerall = P2BodyDist X < 40
trigger1 = AnimElem = 3
attr = S, NT
givepower = 0
getpower = 0
guardflag = 
hitflag = M-
sparkno = -1
hitsound = -1
pausetime = 0,0
p1stateno = 860
p2facing = 1
p2stateno = 870
fall.recover = 0
fall = 1
fall.recover = 0
down.bounce = 0

[State 820, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
[Statedef 860]
type = S
movetype = A
physics = S
anim = 850
velset = 0,0

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,30

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = s20,0

[State 850, 1]
type = Width
trigger1 = Time >= 0
edge = 100,20

[State 850, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = -55,0

[State 850, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = -17,-85

[State 850, 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 75,-60

[State 850, 2]
type = TargetBind
trigger1 = AnimElem = 4
pos = 120,-50

[State 850, 3]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -140

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,30

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = s20,1

[State 850, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------
[Statedef 870]
type = A
movetype = H
physics = N
velset = 0,0

[State 870, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 860

[State 870, 2]
type = VelSet
trigger1 = Time = 31
X = -4
Y = -6

[State 820, 3]
type = VelAdd
trigger1 = Time >= 31
Y = 0.4

[State 820, 8]
type = Turn
trigger1 = Time > 31 && Pos Y >= 0

[State 820, 9]
type = SelfState
trigger1 = Time > 31 && Pos Y >= 0
value = 5100

;----------------------------
[Statedef 855]
type = S
movetype = A
physics = S
anim = 800
velset = 0,0
ctrl = 0
poweradd = 14

[State 850, 1]
type = Hitdef
triggerall = P2BodyDist X < 40
trigger1 = AnimElem = 3
attr = S, NT
givepower = 0
getpower = 0
guardflag = 
hitflag = M-
sparkno = -1
hitsound = -1
pausetime = 0,0
p1stateno = 865
p2facing = -1
p2stateno = 870
fall.recover = 0
fall = 1
fall.recover = 0
down.bounce = 0

[State 820, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
[Statedef 865]
type = S
movetype = A
physics = S
anim = 850
velset = 0,0

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,30

[State 810, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = s20,0

[State 865, 0]
type = Turn
trigger1 = Time = 0

[State 850, 1]
type = Width
trigger1 = Time >= 0
edge = 100,20

[State 850, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = -55,0

[State 850, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = -17,-85

[State 850, 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 75,-60

[State 850, 2]
type = TargetBind
trigger1 = AnimElem = 4
pos = 120,-50

[State 850, 3]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -140

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,30

[State 180, snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = s20,1

[State 850, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

