;さくら　投げ
;---------------------------------
;さくら絞め
[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

;---------------------------------------------------
;１Ｐ側
;組み付き
[Statedef 810]
type = S
movetype = A
physics = S
anim = 810
velset = 0,0

[State 810, 0]
type = SprPriority
trigger1 = Time >= 0
value = 5

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

[State 810, 1]
type = BindToTarget
trigger1 = AnimElem = 1
pos = 0,((enemynear,const(size.head.pos.Y)-const(size.head.pos.Y))/2),foot

[State 810, 1]
type = BindToTarget
trigger1 = AnimElem = 2
pos = -18,(enemynear,const(size.head.pos.Y)-const(size.head.pos.Y)),foot

[State 810, 2]
type = PlaySnd
trigger1 = Time = 1
value = s100,30

;変数初期化
[State 810, 3]
type = VarSet
trigger1 = Time = 0
v = 35
value = 24 * 3

[State 810, 4]
type = VarSet
trigger1 = Time = 0
v = 36
value = 0

[State 810, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 811

;-----------------------------------
;絞め
;MEMO レバガチャに対応 通常3+1 最大6+1
[Statedef 811]
type = A
movetype = A
physics = N
anim = 811
velset = 0,0

[State 811, 0]
type = TargetState
trigger1 = Time = 0
value = 821

[State 811, 0]
type = SprPriority
trigger1 = Time >= 0
value = 5

[State 811, 0]
type = Width
trigger1 = Time >= 0
edge = 20,20

;変数更新
[State 811, 1]
type = VarAdd
trigger1 = Time = 0
v = 35
value = -24

[State 811, 1]
type = VarAdd
trigger1 = Time = 0
v = 36
value = 1

;移動
[State 811, 2]
type = PosAdd
trigger1 = AnimElem = 2
X = 10
Y = 8

[State 811, 2]
type = PosAdd
trigger1 = AnimElem = 6
X = -10
Y = -8

[State 811, 3]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -21

;掛け声
[State 811, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = s20,2

;ＳＥ
[State 811, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = s100,50

;エフェクト表示
[State 811, 5]
type = Explod
trigger1 = AnimElem = 3
postype = p1
pos = -22,-67
anim = 8030
sprpriority = 7

;レバガチャ
[State 811, 7]
type = VarAdd
trigger1 = Command = "x" || Command = "y" || Command = "z"  || Command = "a" || Command = "b" || Command = "c" 
v = 35
value = 1

[State 811, 7]
type = VarAdd
trigger1 = Command = "F" || Command = "B" || Command = "U"  || Command = "D" 
v = 35
value = 1

[State 811, 7]
type = VarAdd
trigger1 = Target,Command = "x" || Target,Command = "y" || Target,Command = "z"  || Target,Command = "a" || Target,Command = "b" || Target,Command = "c" 
v = 35
value = -1

[State 811, 7]
type = VarAdd
trigger1 = Target,Command = "F" || Target,Command = "B" || Target,Command = "U"  || Target,Command = "D" 
v = 35
value = -1

;条件を満たしたらループを抜ける
[State 811, 8]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Var(35) <= 0
trigger2 = Var(36) >= 6
value = 812

;繰り返し
[State 811, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 811

;-----------------------
;終了へ
[Statedef 812]
type = A
movetype = A
physics = N
anim = 812
velset = 0,0

[State 812, 0]
type = TargetState
trigger1 = Time = 0
value = 822

[State 812, 0]
type = SprPriority
trigger1 = Time >= 0
value = 5

[State 812, 0]
type = Width
trigger1 = Time >= 0
edge = 20,20

[State 812, 2]
type = PosAdd
trigger1 = AnimElem = 2
X = 10
Y = 8

;遷移
[State 812, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 815

;-----------------------
;肘&落下
[Statedef 815]
type = A
movetype = A
physics = N
anim = 815

[State 815, 0]
type = TargetState
trigger1 = Time = 0
value = 825

;肘
[State 815, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -56

;重力落下
[State 815, 2]
type = Gravity
trigger1 = Time > 8

[State 815, 3]
type = Explod
trigger1 = Time = 1
postype = p1
pos = -30,-60
anim = 8030
sprpriority = 7

[State 815, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = s20,1

[State 815, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,2

[State 815, 9]
type = ChangeState
trigger1 = Time > 8 && Pos Y >= 0
value = 816

;着地
[Statedef 816]
type = S
movetype = I
physics = S
anim = 816
velset = 0,0

[State 816, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 816, 2]
type = Width
trigger1 = Time >= 0
player = 20,0

[State 816, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
  
;---------------------------------------------
;２Ｐ側
;移動
[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 = SprPriority
trigger1 = Time >= 0
value = -1

;絞め
[Statedef 821]
type = A
movetype = H
physics = N
velset = 0,0

[State 821, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 821

[State 821, 2]
type = SprPriority
trigger1 = Time >= 0
value = -1

;終了へ
[Statedef 822]
type = A
movetype = H
physics = N
velset = 0,0

[State 822, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 822

[State 822, 2]
type = SprPriority
trigger1 = Time >= 0
value = -1

;ダウン
[Statedef 825]
type = A
movetype = H
physics = N
velset = 0,0

[State 825, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 825

[State 825, 2]
type = SprPriority
trigger1 = Time >= 0
value = -1

[State 825, 3]
type = VelSet
trigger1 = AnimTime = 0
X = 3
Y = 3

[State 825, 9]
type = SelfState
trigger1 = AnimTime = 0
value = 5100

;---------------------------------
;セーラーシュート
[Statedef 850]
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 = 860
p2facing = 1
p2stateno = 870
fall.recover = 0
fall = 1
fall.recover = 0
numhits = 0

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

[Statedef 851]
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 = 861
p2facing = -1
p2stateno = 870
fall.recover = 0
fall = 1
fall.recover = 0
numhits = 0

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

;---------------------------------------------------
;１Ｐ側
[Statedef 860]
type = S
movetype = A
physics = S
anim = 860
velset = 0,0

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

[State 860, 1]
type = BindToTarget
trigger1 = AnimElem = 1
pos = 10,-5,foot

[State 860, 1]
type = BindToTarget
trigger1 = AnimElem = 2
pos = 5,-12,foot

[State 860, 8]
type = PlaySnd
trigger1 = Time = 1
value = s100,30

[State 810, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 865

;振り返り
[Statedef 861]
type = S
movetype = A
physics = S
velset = 0,0

[State 861, 1]
type = Turn
trigger1 = Time = 0

[State 861, 2]
type = ChangeState
trigger1 = Time = 0
value = 860

;飛ぶ
[Statedef 865]
type = A
movetype = A
physics = N
anim = 865

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

[State 865, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -140

[State 865, 2]
type = Explod
trigger1 = AnimElem = 1
postype = p1
pos = -40,-35
anim = 8030
sprpriority = 7

[State 860, 8]
type = PlaySnd
trigger1 = Time = 1
value = s100,6

[State 860, 8]
type = PlaySnd
trigger1 = Time = 1
value = s20,5

[State 865, 3]
type = VelSet
trigger1 = Time = 5
X = 4
Y = -6

[State 865, 4]
type = Gravity
trigger1 = Time >= 5

[State 865, 9]
type = ChangeState
trigger1 = Time > 5 && Pos Y >= 0
value = 866

;着地
[Statedef 866]
type = C
movetype = I
physics = C
anim = 866 
velset = 0,0

[State 866, 1]
type = PosSet
trigger1 = Time = 0
Y = 0

[State 866, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------
;２Ｐ側
[Statedef 870]
type = A
movetype = H
physics = N
velset = 0,0

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

[State 870, 2]
type = SprPriority
trigger1 = Time >= 0
value = 1

[State 870, 3]
type = VelSet
trigger1 = Time = 24
X = -4
Y = -4

[State 870, 4]
type = VelAdd
trigger1 = Time >= 24
Y = 0.4

[State 870, 9]
type = SelfState
trigger1 = Time > 30 && Pos Y >= 0
value = 5100

[Statedef 871]
type = A
movetype = H
physics = N
velset = 0,0

[State 871, 1]
type = Turn
trigger1 = Time = 0

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

[State 870, 2]
type = SprPriority
trigger1 = Time >= 0
value = 1

[State 870, 3]
type = VelSet
trigger1 = Time = 24
X = -4
Y = -4

[State 870, 4]
type = VelAdd
trigger1 = Time >= 24
Y = 0.4

[State 870, 9]
type = SelfState
trigger1 = Time > 30 && Pos Y >= 0
value = 5100
