;----------------------- ;立ち・弱パンチ [Statedef 200] type = S ;キャラクターの状態  [S-直立 / C-しゃがみ / A-空中 / L-ダウン] movetype= A ;動作の種類  [I-どちらでもない / A-攻撃 / H-やられ状態] physics = S ;影響される重力&加速度: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;キャラクターの移動状況 ctrl = 0 ;コントロール不能か否か anim = 200 ;呼び出すアニメ番号 poweradd = 10 ;パワーの増加値 [State 200 , 1] type = HitDef trigger1 = AnimElem = 2 ;2枚目から以下の設定を有効に attr = S, NA ;攻撃の種類, 属性 [S/C/A], [N/S/H][A/T/P] damage = 20 ;与えるダメージ, ガード時のダメージ animtype = Light ;攻撃の強さ [Light/Medium/Hard/Back] getpower = 40,20 ;自分のパワー増分, ガード時のパワー増分 givepower = 20,5 ;相手のパワー増分, ガード時のパワー増分 guardflag = M ;ガード可能な状態の指定 [H/L/A/M(HL)/MA] hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 7,8 ;フリーズ時間(自分),フリーズ時間(相手) numhits = 1 ;Number of hits to count as (Def: 1) sparkno = -1 ;Spark image group and no (Def: set above) sparkxy = -10,-75 ;攻撃が当たった時のエフェクトの位置 hitsound = S0,0 guardsound = S0,3 ground.type = High ;地上にいる相手に攻撃が当たった時の相手の動作 [High/Low/Trip/None] ground.slidetime = 3 ;相手を後ずさりさせる時間 ground.hittime = 13 ;相手をヒット状態に保持する時間 ground.velocity = -3 ;相手が地上にいる時に攻撃がヒットした場合の相手に与える初速度 airguard.velocity = -1.9 ;相手が空中にいる時にガードされた場合の相手に与える初速度 air.velocity = -1.3,-3 ;相手が空中にいる時に攻撃がヒットした場合の相手に与える初速度 ;fall = 1 ;攻撃命中時、相手が空中復帰させない ;fall.recover = 0 ;リカバリー不能にさせる [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 2 [State 200 , 1] type = PlaySnd trigger1 = Time = 1 value = s3, 0 ヒットスパーク [State 200, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType != A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = -10,-35 postype = p2 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;supermove = 1 [State 200, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType = A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 35,-35 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;supermove = 1 [State 200 , 7] type = ChangeState ;アニメの終了確認後、通常状態 0 へ戻す。その際に入力待機状態へ trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------- ;立ち・中パンチ [Statedef 201] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 201 poweradd = 20 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 4 [State 202 , 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 40 animtype = Medium getpower = 50,25 givepower =15,8 guardflag = M hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,1 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 15 ground.velocity = -5 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 201 , 1] type = PlaySnd trigger1 = Time = 3 value = s3, 0 ;ヒットスパーク [State 202, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType != A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = -15,-38 postype = p2 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 [State 202, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType = A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 40,-38 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 [State 201 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------- ;近距離 強パンチ [Statedef 202] type = S movetype= A physics = S juggle = 1 velset = 3,0 ctrl = 0 anim = 202 poweradd = 40 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 3 [State 202 , 1] type = HitDef trigger1 = AnimElem = 1 attr = S, NA damage = 50 animtype = Hard getpower = 60,30 givepower =20,10 guardflag = M hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S3,4 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 20 ground.velocity = -7 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 202 , 1] type = PlaySnd trigger1 = Time = 5 value = s3, 1 ;ヒットスパーク [State 202, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType != A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = -10,-25 postype = p2 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;supermove = 1 [State 202, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType = A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 20,-25 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;supermove = 1 [State 202 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------- ;立ち・弱キック [Statedef 203] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 203 poweradd = 10 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 2 [State 200 , 1] type = HitDef trigger1 = AnimElem = 2 ;2枚目から以下の設定を有効に attr = S, NA ;攻撃の種類, 属性 [S/C/A], [N/S/H][A/T/P] damage = 20 ;与えるダメージ, ガード時のダメージ animtype = Light ;攻撃の強さ [Light/Medium/Hard/Back] getpower = 40,20 ;自分のパワー増分, ガード時のパワー増分 givepower = 20,5 ;相手のパワー増分, ガード時のパワー増分 guardflag = M ;ガード可能な状態の指定 [H/L/A/M(HL)/MA] hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 7,8 ;フリーズ時間(自分),フリーズ時間(相手) numhits = 1 ;Number of hits to count as (Def: 1) sparkno = -1 ;Spark image group and no (Def: set above) sparkxy = -10,-75 ;攻撃が当たった時のエフェクトの位置 hitsound = S0,0 guardsound = S0,3 ground.type = High ;地上にいる相手に攻撃が当たった時の相手の動作 [High/Low/Trip/None] ground.slidetime = 3 ;相手を後ずさりさせる時間 ground.hittime = 13 ;相手をヒット状態に保持する時間 ground.velocity = -3 ;相手が地上にいる時に攻撃がヒットした場合の相手に与える初速度 airguard.velocity = -1.9 ;相手が空中にいる時にガードされた場合の相手に与える初速度 air.velocity = -1.3,-3 ;相手が空中にいる時に攻撃がヒットした場合の相手に与える初速度 ;fall = 1 ;攻撃命中時、相手が空中復帰させない ;fall.recover = 0 ;リカバリー不能にさせる [State 200 , 1] type = PlaySnd trigger1 = Time = 3 value = s3, 0 ;ヒットスパーク [State 200, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType != A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = -10,-12 postype = p2 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 200, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType = A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 33,-12 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 200 , 7] type = ChangeState ;アニメの終了確認後、通常状態 0 へ戻す。その際に入力待機状態へ trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------- ;立ち・中キック [Statedef 204] type = S movetype= A physics = S juggle = 1 velset = 2,0 ctrl = 0 anim = 204 poweradd = 20 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 4 [State 202 , 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 40 animtype = Medium getpower = 50,25 givepower =15,8 guardflag = M hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,1 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 15 ground.velocity = -5 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 201 , 1] type = PlaySnd trigger1 = Time = 3 value = s3, 0 ;ヒットスパーク [State 202, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType != A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = -15,-27 postype = p2 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 [State 202, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType = A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 40,-27 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 [State 201 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------- ;立ち・強キック [Statedef 205] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 205 poweradd = 40 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 3 [State 202 , 1] type = HitDef trigger1 = AnimElem = 1 attr = S, NA damage = 50 animtype = Hard getpower = 60,30 givepower =20,10 guardflag = M hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S3, 4 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 20 ground.velocity = -1,-9 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 202 , 1] type = PlaySnd trigger1 = Time = 6 value = s3, 1 ;ヒットスパーク [State 202, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 43,-45 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0.1 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 202 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------- ;しゃがみ弱パンチ [Statedef 210] type = C movetype= A physics = C juggle = 1 velset = 0,0 ctrl = 0 anim = 210 poweradd = 10 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 2 [State 220 , 1] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 20 animtype = Light getpower = 40,20 givepower = 10,5 guardflag = L hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,0 guardsound = S0,3 ground.type = Low ground.slidetime = 3 ground.hittime = 15 ground.velocity = -3 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 220 , 1] type = PlaySnd trigger1 = Time = 1 value = s3, 0 ;ヒットスパーク [State 220, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType != A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = -10,-19 postype = p2 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 220, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType = A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 40,-19 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 220 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;----------------------- ;しゃがみ中パンチ [Statedef 211] type = C movetype= A physics = C juggle = 1 velset = 0,0 ctrl = 0 anim = 211 poweradd = 20 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 4 [State 221 , 1] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 40 animtype = Medium getpower = 50,25 givepower = 15,8 guardflag = L hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,1 guardsound = S0,3 ground.type = Low ground.slidetime = 5 ground.hittime = 15 ground.velocity = -5 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 221 , 1] type = PlaySnd trigger1 = Time = 1 value = s3, 0 ;ヒットスパーク [State 221, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType != A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = -10,-30 postype = p2 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 221, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType = A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 45,-30 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 221 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;----------------------- ;しゃがみ強パンチ [Statedef 212] type = C movetype= A physics = C juggle = 1 velset = 0,0 ctrl = 0 anim = 212 poweradd = 40 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 3 [State 222 , 1] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 50 animtype = Hard getpower = 60,30 givepower = 20,10 guardflag = L hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S3, 4 guardsound = S0,3 ground.type = Trip ground.slidetime = 5 ground.hittime = 20 ground.velocity = -2,-5 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 222 , 1] type = PlaySnd trigger1 = Time = 1 value = s3, 1 ;ヒットスパーク [State 222, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 25,-45 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.05,0.05 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 222 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;----------------------- ;しゃがみ弱キック [Statedef 213] type = C movetype= A physics = C juggle = 1 velset = 0,0 ctrl = 0 anim = 213 poweradd = 10 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 2 [State 220 , 1] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 20 animtype = Light getpower = 40,20 givepower = 10,5 guardflag = L hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,0 guardsound = S0,3 ground.type = Low ground.slidetime = 3 ground.hittime = 15 ground.velocity = -3 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 220 , 1] type = PlaySnd trigger1 = Time = 1 value = s3, 0 ;ヒットスパーク [State 220, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType != A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = -10,-16 postype = p2 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 220, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType = A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 47,-16 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 220 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;----------------------- ;しゃがみ中キック [Statedef 214] type = C movetype= A physics = C juggle = 1 velset = 0,0 ctrl = 0 anim = 214 poweradd = 20 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 4 [State 221 , 1] type = HitDef trigger1 = AnimElem = 2 attr = C, NA damage = 40 animtype = Medium getpower = 50,25 givepower = 15,8 guardflag = L hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,1 guardsound = S0,3 ground.type = Low ground.slidetime = 5 ground.hittime = 15 ground.velocity = -5 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 221 , 1] type = PlaySnd trigger1 = Time = 1 value = s3, 0 ;ヒットスパーク [State 221, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType != A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = -10,-5 postype = p2 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 221, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType = A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 55,-5 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 221 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;----------------------- ;しゃがみ強キック [Statedef 215] type = C movetype= A physics = C juggle = 1 velset = 3,0 ctrl = 0 anim = 215 [State 222 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 216 ctrl = 0 ;----------------------- ;しゃがみ強キック [Statedef 216] type = C movetype= A physics = N juggle = 1 velset = 4.5,0 ctrl = 0 anim = 216 poweradd = 40 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 3 [State 222 , 1] type = HitDef trigger1 = AnimElem = 1 attr = C, NA damage = 50 animtype = Hard getpower = 60,30 givepower = 20,10 guardflag = L hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S3,4 guardsound = S0,3 ground.type = Trip ground.slidetime = 5 ground.hittime = 20 ground.velocity = -1,-1 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 222 , 1] type = PlaySnd trigger1 = Time = 1 value = s3,1 ;ヒットスパーク [State 222, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 60,-5 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 222 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 217 ctrl = 0 ;----------------------- ;しゃがみ強キック [Statedef 217] type = C movetype= A physics = C juggle = 1 velset = 5,0 ctrl = 0 anim = 217 [State -2, cshoot] type = RemoveExplod trigger1 = AnimElem = 1 ID = 1500 [State 222 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;----------------------- ;ジャンプ弱パンチ [Statedef 220] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 220 poweradd = 10 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 2 [State 230 , 1] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 20 animtype = Light getpower = 40,20 givepower = 10,5 guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,0 guardsound = S0,3 ground.type = High ground.slidetime = 3 ground.hittime = 15 ground.velocity = -3 airguard.velocity = -1.9 air.velocity = -1.3,-3 [State 230 , 1] type = PlaySnd trigger1 = Time = 1 value = s3, 0 ;ヒットスパーク [State 230, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 52,-40 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.09,-0.09 scale = 1,1 ownpal = 1 [State 230 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;----------------------- ;ジャンプ中パンチ [Statedef 221] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 221 poweradd = 20 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 2 [State 231 , 1] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 40 animtype = Medium getpower = 50,25 givepower = 15,8 guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,1 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 15 ground.velocity = -5 airguard.velocity = -1.9,-0.5 air.velocity = -1.3,-3 [State 231 , 1] type = PlaySnd trigger1 = Time = 1 value = s3,0 ;ヒットスパーク [State 231, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 52,-45 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.02,0.09 scale = 1,1 ownpal = 1 [State 221 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;----------------------- ;ジャンプ強パンチ [Statedef 222] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 222 poweradd = 40 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 2 [State 232 , 1] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 50 animtype = Hard getpower = 60,30 givepower = 20,10 guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S3,4 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 15 ground.velocity = -7 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 232 , 1] type = PlaySnd trigger1 = Time = 1 value = s3, 1 ;ヒットスパーク [State 232, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 60,-44 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.09,-0.09 scale = 1,1 ownpal = 1 [State 232 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;----------------------- ;ジャンプ弱キック [Statedef 223] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 223 poweradd = 10 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 2 [State 230 , 1] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 20 animtype = Light getpower = 40,20 givepower = 10,5 guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,0 guardsound = S0,3 ground.type = High ground.slidetime = 3 ground.hittime = 15 ground.velocity = -3 airguard.velocity = -1.9 air.velocity = -1.3,-3 [State 230 , 1] type = PlaySnd trigger1 = Time = 1 value = s3,0 ;ヒットスパーク [State 230, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 52,-20 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.09,-0.09 scale = 1,1 ownpal = 1 [State 230 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;----------------------- ;ジャンプ中キック [Statedef 224] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 224 poweradd = 20 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 2 [State 231 , 1] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 40 animtype = Medium getpower = 50,25 givepower = 15,8 guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,1 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 15 ground.velocity = -5 airguard.velocity = -1.9,-0.5 air.velocity = -1.3,-3 [State 231 , 1] type = PlaySnd trigger1 = Time = 1 value = s3,0 ;ヒットスパーク [State 231, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 52,-40 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.02,0.09 scale = 1,1 ownpal = 1 [State 221 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;----------------------- ;ジャンプ強キック [Statedef 225] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 225 poweradd = 40 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 2 [State 232 , 1] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 50 animtype = Hard getpower = 60,30 givepower = 20,10 guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S3,4 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 15 ground.velocity = -7 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 232 , 1] type = PlaySnd trigger1 = Time = 1 value = s3,1 ;ヒットスパーク [State 232, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 53,-25 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.09,-0.09 scale = 1,1 ownpal = 1 [State 232 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;----------------------- ;叩きつけ・ジャンプ強パンチ [Statedef 226] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 222 poweradd = 40 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 4 [State 232 , 1] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 50 animtype = Hard getpower = 80,40 givepower = 20,10 guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,2 guardsound = S0,3 ground.type = Trip ground.slidetime = 5 ground.hittime = 15 ground.velocity = -7 airguard.velocity = -1.9 air.velocity = -6,6 fall = 1 fall.recover = 0 [State 232 , 1] type = PlaySnd trigger1 = Time = 1 value = s3,1 ;ヒットスパーク [State 232, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 60,-44 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.09,-0.09 scale = 1,1 ownpal = 1 [State 236 , 6] type = EnvShake trigger1 = MoveHit = 1 trigger1 = P2MoveType = H time = 20 ampl = 4 freq = 50 phase = 0 [State 232 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;----------------------- ;叩きつけ・ジャンプ強キック [Statedef 227] type = A movetype= A physics = A juggle = 1 ctrl = 0 anim = 225 poweradd = 40 [State 210, 2];ランダムボイス type = PlaySnd trigger1 = Random < 300 trigger1 = AnimElem = 2 value = s1, 4 [State 232 , 1] type = HitDef trigger1 = AnimElem = 2 attr = A, NA damage = 50 animtype = Hard getpower = 80,40 givepower = 20,10 guardflag = HA hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,2 guardsound = S0,3 ground.type = Trip ground.slidetime = 5 ground.hittime = 15 ground.velocity = -7 airguard.velocity = -1.9 air.velocity = -9,6 fall = 1 fall.recover = 0 [State 232 , 1] type = PlaySnd trigger1 = Time = 1 value = s3,1 ;ヒットスパーク [State 232, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 53,-25 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.09,-0.09 scale = 1,1 ownpal = 1 [State 236 , 6] type = EnvShake trigger1 = MoveHit = 1 trigger1 = P2MoveType = H time = 20 ampl = 4 freq = 50 phase = 0 [State 232 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;----------------------- ; エリアルジャンプ [Statedef 241] type = A movetype= I physics = A velset = 1.5,-9.5 ctrl = 0 anim = 41 [State 241 , 1] type = PlaySnd trigger1 = Time = 1 value = s3,5 [State 100, 2] type = Afterimage trigger1 = Time = 0 time = 23 length = 15;6;12 PalBright = 0, 0, 0 PalContrast = 128,128,256 PalAdd = 0, 0, 0 PalMul = 1,1,1 FrameGap = 4 Trans = Add1 [State 241 , 7] type = ChangeState ;アニメの終了確認後、通常状態 0 へ戻す。その際に入力待機状態へ trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;----------------------- ;挑発 [Statedef 250] type = S movetype= I physics = S velset = 0,0 ctrl = 0 anim = 250 poweradd = 300 [State 250 , 1] type = PlaySnd trigger1 = Time = 0 value = s1, 0 [State 250 , 7] type = ChangeState ;アニメの終了確認後、通常状態 0 へ戻す。その際に入力待機状態へ trigger1 = AnimTime = 0 value = 0 ctrl = 1