




;サガット　投げ用ｃｎｓ
;-----------------
;タイガーキャリー
[Statedef 810]
type = S
movetype = A
physics = S
anim = 800
velset = 0,0
ctrl = 0
poweradd = 50


[State 800, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
hitflag = M
priority = 0, Miss
sparkno = -1
sprpriority = 1
p1facing = IfElse (Command = "holdback", 1, -1)
p1stateno = 811
p2facing = 1
p2stateno = 812
guard.dist = 0
fall = 1


[State 810, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
[Statedef 811]
type = S
movetype = A
physics = S
anim = 810
velset = 0,0
ctrl = 0

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s6786,0

[State 811, 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = -25,-85

[State 811, 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = -10,-110

[State 805, 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = 10,-110

[State 805, 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50,-70

[State 805, 7]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -140

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

[Statedef 815]
type = S
movetype = A
physics = S
anim = 800
velset = 0,0
ctrl = 0
poweradd = 50


[State 810, 1]
type = HitDef
triggerall = P2BodyDist X <= 40
trigger1 = AnimElem = 2
attr = S, NA
givepower = 15
guardflag = 
hitflag = M-
sparkno = -1
pausetime = 0,0
p1stateno = 816
p2facing = 1
p2stateno = 817
fall.recover = 0
fall = 1
snap = 0,0

[State 810, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
[Statedef 816]
type = S
movetype = A
physics = S
anim = 810
velset = 0,0
ctrl = 0



[State 816, 0]
type = Width
trigger1 = Time >= 0
edge = 50,-50

[State 816, 0]
type = Turn
trigger1 = Time = 0

[State 811, 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = -25,-85

[State 811, 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = -10,-110

[State 805, 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = 10,-110

[State 805, 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50,-70

[State 805, 7]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -140

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

;---------------------------
[Statedef 812]
type = A
movetype = H
physics = N

[State 812, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 812

[State 812, 2]
type = VelSet
trigger1 = Time = 24
x = -4
Y = -3

[State 812, 3]
type = VelAdd
trigger1 = Time >= 24
Y = 0.4

[State 812, 4]
type = Turn
trigger1 = Time > 23
trigger1 = Pos Y >= 0

[State 812, 9]
type = SelfState
trigger1 = Time > 23
trigger1 = Pos Y >= 0
value = 5100

[Statedef 817]
type = A
movetype = H
physics = N

[State 817, 0]
type = Turn
trigger1 = Time = 0

[State 812, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 812

[State 812, 2]
type = VelSet
trigger1 = Time = 24
x = -4
Y = -3

[State 812, 3]
type = VelAdd
trigger1 = Time >= 24
Y = 0.4

[State 812, 4]
type = Turn
trigger1 = Time > 23
trigger1 = Pos Y >= 0

[State 812, 9]
type = SelfState
trigger1 = Time > 23
trigger1 = Pos Y >= 0
value = 5100

;-----------------
;タイガーレイジ
[Statedef 820]
type = S
movetype = A
physics = S
anim = 800
velset = 0,0
ctrl = 0
poweradd = 50

[State 800, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
hitflag = M
priority = 0, Miss
sparkno = -1
sprpriority = 1
p1facing = IfElse (Command = "holdback", 1, -1)
p1stateno = 821
p2facing = 1
p2stateno = 822
guard.dist = 0
fall = 1
numhits = 0



[State 820, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
[Statedef 821]
type = S
movetype = A
physics = S
anim = 820
velset = 0,0
ctrl = 0

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s6786,0

[State 816, 0]
type = Width
trigger1 = Time >= 0
edge = 80,-80

[State 821, 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 80,-70

[State 821, 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 67,-120

[State 821, 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = 70,-135

[State 821, 1]
type = TargetBind
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 15
pos = 62,-103

[State 821, 1]
type = TargetBind
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 16
pos = 55,-90

[State 821, 1]
type = TargetBind
trigger1 = AnimElem = 8
trigger2 = AnimElem = 11
trigger3 = AnimElem = 14
pos = 55,-95

[State 821, 1]
type = TargetBind
trigger1 = AnimElem = 17
pos = 50,-50

[State 821, 7]
type = TargetLifeAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
value = -35

[State 621, 7]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
value = s500,20

[State 821, 8]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
anim = 8030
postype = p1
pos = 55,-85
ownpal = 1
sprpriority = 7
removetime = 8
bindtime = 8

[State 821, 8]
type = HitAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
value = 1

[State 821, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
[Statedef 822]
type = A
movetype = H
physics = N

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

[State 822, 2]
type = VelSet
trigger1 = Time = 161
x = -3
Y = -6

[State 812, 3]
type = VelAdd
trigger1 = Time >= 161
Y = 0.4

[State 812, 9]
type = SelfState
trigger1 = Time > 161
trigger1 = Pos Y >= 0
value = 5100

[Statedef 825]
type = S
movetype = A
physics = S
anim = 800
velset = 0,0
ctrl = 0
poweradd = 50



[State 820, 1]
type = HitDef
triggerall = P2BodyDist X <= 40
trigger1 = AnimElem = 2
attr = S, NA
givepower = 15
guardflag = 
hitflag = M-
sparkno = -1
pausetime = 0,0
p1stateno = 826
p2facing = 1
p2stateno = 827
fall.recover = 0
fall = 1
snap = 0,0
numhits = 0

[State 820, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
[Statedef 826]
type = S
movetype = A
physics = S
anim = 820
velset = 0,0
ctrl = 0



[State 816, 0]
type = Width
trigger1 = Time >= 0
edge = 80,-80

[State 821, 0]
type = Turn
trigger1 = Time = 0

[State 821, 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 80,-70

[State 821, 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 67,-115

[State 821, 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = 70,-130

[State 821, 1]
type = TargetBind
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 15
pos = 62,-98

[State 821, 1]
type = TargetBind
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 16
pos = 55,-85

[State 821, 1]
type = TargetBind
trigger1 = AnimElem = 8
trigger2 = AnimElem = 11
trigger3 = AnimElem = 14
pos = 55,-90

[State 821, 1]
type = TargetBind
trigger1 = AnimElem = 17
pos = 50,-50

[State 821, 7]
type = TargetLifeAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
value = -35

[State 621, 7]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
value = s500,20

[State 821, 8]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
anim = 8030
postype = p1
pos = 55,-85
ownpal = 1
sprpriority = 7
removetime = 8
bindtime = 8

[State 821, 8]
type = HitAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
value = 1

[State 821, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
[Statedef 827]
type = A
movetype = H
physics = N

[State 822, 0]
type = Turn
trigger1 = Time = 0

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

[State 822, 2]
type = VelSet
trigger1 = Time = 161
x = -3
Y = -6

[State 812, 3]
type = VelAdd
trigger1 = Time >= 161
Y = 0.4

[State 812, 9]
type = SelfState
trigger1 = Time > 161
trigger1 = Pos Y >= 0
value = 5100
