;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ここからは必殺技のステート
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;GO ACTIVE					[Statedef 1000]
;GO ACTIVE(強)				[Statedef 1020]
;GO ACTIVEを喰らった相手	[Statedef 1030]
;ドナサイドカッター			[Statedef 1050]
;空中ドナサイドカッター		[Statedef 1053]
;空中犯ヴァーガー4個分		[Statedef 1100]
;空中犯ヴァーガー			[Statedef 1110]
;犯ヴァーガー				[Statedef 1200]
;犯ヴァーガー4個分			[Statedef 1205]
;投げるまでのヴァーガー		[Statedef 1206]
;投げるまでのヴァーガー		[Statedef 1207]
;ぶちまけポテト				[Statedef 1600]
;リンゴ爆弾(本体)			[Statedef 1800]
;リンゴ爆弾(ヘルパー)		[Statedef 1810]
;リンゴ爆弾跳ねる			[Statedef 1811]
;リンゴ爆弾静止				[Statedef 1812]
;リンゴ爆弾HI				[Statedef 1813]
;リンゴ爆弾爆発				[Statedef 1820]
;---------------------------------------------------------------------------
; GO ACTIVE
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 6, 2

[State 1000, 移動速度]
type = VelSet
trigger1 = AnimElem = 1
x = 13

[State 1000, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
x = 8

[State 1000, 移動速度]
type = VelSet
trigger1 = AnimElem = 3
x = 2

[State 1000, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1000, ヒット定義] 
type = HitDef
trigger1 = Time = 8
attr = S, SA
animtype  = Hard
damage    = 25, 4
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = s7000
guard.sparkno = s7050
sparkxy = -10,-30
hitsound   = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -4,0
air.velocity = -4,-3
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 0

[State 1000, ヒット定義] 
type = HitDef
trigger1 = Time = 12
attr = S, SA
animtype  = Up
damage    = 35, 4
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = s7001
guard.sparkno = s7050
sparkxy = -10,-60
hitsound   = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -4,-8
air.velocity = -4,-8
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20

[State 1000, ヒット定義] 
type = HitDef
trigger1 = Time = 18
attr = S, SA
animtype  = Up
damage    = 35, 4
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = s7002
guard.sparkno = s7050
sparkxy = -10,-120
hitsound   = s1,3
guardsound = s2,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -2,-10
guard.velocity = -10
air.velocity = -2,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20

[State 1000, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 8
x = -5

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1000, 4]
type = CtrlSet
trigger1 = PalNo = 12
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; GO ACTIVE(強)
;
[Statedef 1020]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 70
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2
[State 1020, 残像]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1020, 残像表示時間]
type = AfterImageTime
trigger1 = 1
time = 2

[State 1020, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1020, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5
value = 6, 2

[State 1020, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 25
value = 6, 7

[State 1020, 移動速度]
type = VelSet
trigger1 = AnimElem = 3
x = 60

[State 1020, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1020, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = up
damage    = 130, 5
getpower  = 30
priority  = 5
guardflag = M
pausetime = 0,30
gurad.pausetime = 12,12
sparkxy = -10,-60
sparkno = s7003
guard.sparkno = s7050
hitsound   = s1,4
guardsound = s2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-20
guard.hittime  = 8
guard.ctrltime = 8
guard.velocity = -16
air.velocity = -1,-20
airguard.velocity = -7,-2
envshake.time = 30
envshake.ampl = 12
envshake.freq = 170
fall = 1
p2stateno = 1025

[State 1020, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
;GO ACTIVE(強)で殴られた相手
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, 制御した相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 1030

[State 1025, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1030

;---------------------------------------------------------------------------
;GO ACTIVE(強)で吹っ飛ばされた相手
[Statedef 1030]
type    = A
movetype= H
physics = N
velset = -5,-16

[State 1030, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 1030, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1030, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1030, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
;ドナサイドカッター
;
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1050, Explod]
type = Explod
trigger1 = Time = 1
anim = 9320
ID = 9320
pos = 0,0
postype = p1
facing = 1
bindtime = 999
pausemovetime = 0
scale = 1.1,1.1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 0
persistent = 1

[State 1050, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1050, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 6

[State 1050, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 6, 3

[State 1050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Random%2,1051,10510)

;------------------
;ドナサイドカッター(通常)

[Statedef 1051]
type    = A
movetype= A
physics = N
velset = 1.6,-11
anim = 1051

[State 1051, 移動速度]
type = posadd
trigger1 = AnimElem = 1
x = (p2dist x)-10

[State 1051, 移動速度]
type = posadd
trigger1 = AnimElem = 1
y =  (p2dist y)

[State 1051, 無敵]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) <= 0
value = SCA
time = 1

[State 1051, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Up
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 0,0
sparkxy = -10,-70
sparkno = s7002
guard.sparkno = s7050
hitsound   = s1,6
guardsound = s1,7
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20
ground.cornerpush.veloff = -5.5

[State 1051, ヒット定義]
type = HitDef
trigger1 = Time = 2
attr = A, SA
animtype  = Up
damage    = 50, 4
priority  = 5
guardflag = MA
pausetime = 0,25
sparkxy = -10,-70
sparkno = s7003
guard.sparkno = s7050
hitsound   = s1,6
guardsound = s1,7
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -5.3,-3.2
guard.velocity = -7
air.velocity = -5.3,-3.2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 70
ground.cornerpush.veloff = -15.5

[State 1051, 速度加算]
type = VelAdd
trigger1 = 1
y = .43

[State 1051]
type = Ctrlset
trigger1 = AnimElemTime(4) = 20
value = 1

[State 1051, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;------------------
;ドナサイドカッター(二段有り)
[Statedef 10510]
type    = A
movetype= A
physics = N
velset = 1.6,-7
anim = 10510

[State 10510, 移動速度]
type = posadd
trigger1 = AnimElem = 1
x = (p2dist x)-10

[State 10510, 移動速度]
type = posadd
trigger1 = AnimElem = 1
y =  (p2dist y)

[State 10510, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 9321
ID = 9321
pos = 0,0
postype = p1
facing = 1
bindtime = 999
pausemovetime = 0
scale = 1.1,1.1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 0
persistent = 1

[State 10510, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Up
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = s7003
guard.sparkno = s7050
hitsound   = s1,6
guardsound = s1,7
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0

[State 10510, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Up
damage    = 50, 4
priority  = 5
guardflag = MA
pausetime = 0,25
sparkxy = -10,-70
sparkno = s7003
guard.sparkno = s7050
hitsound   = s1,6
guardsound = s1,7
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2.3,-5.2
guard.velocity = -7
air.velocity = -2.3,-5.2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0

[State 10510, 移動速度]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
x = 1
y = -10

[State 10510, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Up
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 0,3
sparkxy = -10,-70
sparkno = s7003
guard.sparkno = s7050
hitsound   = s1,6
guardsound = s1,7
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20

[State 10510, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
animtype  = Up
damage    = 50, 4
priority  = 5
guardflag = MA
pausetime = 0,25
sparkxy = -10,-70
sparkno = s7003
guard.sparkno = s7050
hitsound   = s1,6
guardsound = s1,7
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -8.3,-8.2
guard.velocity = -7
air.velocity = -8.3,-8.2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 50

[State 10510, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 5

[State 10510, 速度加算]
type = VelAdd
trigger1 = 1
y = .43

[State 10510]
type = Ctrlset
trigger1 = AnimElemTime(7) = 20
value = 1

[State 10510, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;------------------
;着地
[Statedef 1052]
type    = S
movetype= I
physics = S
anim = 1052
sprpriority = 1
velset = 0,0

[State 1052, 軸位置設定]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1052, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1052, コントロール可否]
type = CtrlSet
trigger1 = Time >= 5
value = 1

[State 1052, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1052, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;空中ドナサイドカッター
[Statedef 1053]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1053, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Random%2,1051,10510)

;---------------------------------------------------------------------------
; 空中犯ヴァーガー
[Statedef 1110]
type    = A
movetype= A
physics = A
poweradd= 0
anim = 1110
ctrl = 0
sprpriority = 2

[State 1110, ヒットバック]
type = VelSet
trigger1 = 1
trigger1 = PrevStateNo = 640
Trigger1=EnemyNear,BackEdgeBodyDist <= 0
Trigger1=P2BodyDist X=[0,80]
trigger1 = EnemyNear,MoveType = H
x = -1.0 - (EnemyNear,GethitVar(hitcount) * 0.18)

[State 1110, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1200, 0

[State 1110, 物理的なキャラの幅]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1110, 飛び道具を出す]
type = Projectile
trigger1 = AnimElem = 2
attr = A, SP 
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-70
velocity = 4.5,-4
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
projstagebound = 80
projheightbound = -640,1
guardflag = MA
priority = 3
sparkno = s7002
guard.sparkno = s7050
sparkxy = 0,0
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime = ifelse(EnemyNear,GethitVar(hitcount) >= 20,6,16)
guard.hittime  = 16
guard.ctrltime = 16
air.hittime = ifelse(EnemyNear,GethitVar(hitcount) >= 25,3,16)
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 20,1,40)

;---------------------------------------------------------------------------
;空中犯ヴァーガー4個分
[Statedef 1100]
type    = A
movetype= A
physics = N
poweradd= 0
anim = 1100
velset = -1,-8
ctrl = 0
sprpriority = 2

[State 1100, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
x = -3
y = -3

[State 1100, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 1100, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

[State 1100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 0

[State 1100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200, 0

[State 1100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1200, 1

[State 1100, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = s7002
guard.sparkno = s7050
sparkxy = 0,0
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recovertime = 25

[State 1100, 飛び道具を出す]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = s7002
guard.sparkno = s7050
sparkxy = 0,0
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recovertime = 25

[State 1100, 飛び道具を出す]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = s7002
guard.sparkno = s7050
sparkxy = 0,0
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recovertime = 25

[State 1100, 飛び道具を出す]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = s7002
guard.sparkno = s7050
sparkxy = 0,0
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recovertime = 25

;---------------------------------------------------------------------------
; 犯ヴァーガー
[Statedef 1200]
type    = S
movetype= A
physics = S
poweradd= 50
anim = 1200
ctrl = 0
sprpriority = 2

[State 1205,]
type = AttackDist
trigger1 = 1
value = 280

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1200, 0

[State 1200, 物理的なキャラの幅]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1200, 飛び道具を出す]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 75,-60
velocity = 6.5,-3.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = s7002
guard.sparkno = s7050
sparkxy = 0,0
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -8,0
guard.hittime = 13
air.velocity = -6,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;犯ヴァーガー4個分
[Statedef 1205]
type    = S
movetype= A
physics = S
poweradd= 100
anim = 1205
ctrl = 0
sprpriority = 2

[State 1205,]
type = AttackDist
trigger1 = 1
value = 360

[State 1205, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1205, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200, 0

[State 1205, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1200, 1

[State 1205, 物理的なキャラの幅]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1205, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(2) = 1
Persistent = 0
name = "Hamburger"
stateno = 1206
ID = 1200
pos = -35,-85
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 1205, ヘルパーを出す]
type = Helper
trigger1 = AnimElemTime(2) = 1
Persistent = 0
name = "Hamburger"
stateno = 1207
ID = 1200
pos = 25,-90
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 1205, 飛び道具を出す]
type = Projectile
trigger1 = AnimElem = 4
attr = S, SP
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-80
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = s7002
guard.sparkno = s7050
sparkxy = 0,0
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 飛び道具を出す]
type = Projectile
trigger1 = AnimElem = 5
attr = S, SP
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-40
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = s7002
guard.sparkno = s7050
sparkxy = 0,0
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 飛び道具を出す]
type = Projectile
trigger1 = AnimElem = 9
attr = S, SP
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-20
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = s7002
guard.sparkno = s7050
sparkxy = 0,0
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 飛び道具を出す]
type = Projectile
trigger1 = AnimElem = 10
attr = S, SP
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-60
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = s7002
guard.sparkno = s7050
sparkxy = 0,0
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
; 放り投げるまでのヴァーガー
[Statedef 1206]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 1206
SprPriority = 5

[State 1206, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1206, キャラ本体に引っ付く位置]
type = BindToRoot
trigger1 = Root,AnimElem = 2
pos = -35,-85

[State 1206, キャラ本体に引っ付く位置]
type = BindToRoot
trigger1 = Root,AnimElem = 3
pos = -37,-70

[State 1206, このヘルパーを消す]
type = DestroySelf
trigger1 = Root,AnimElem = 4
trigger2 = Root,MoveType != A ;キャラ本体が攻撃してない時

;------------------
; 放り投げるまでのヴァーガー
[Statedef 1207]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 1206
SprPriority = 5

[State 1207, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 1207, キャラ本体に引っ付く位置]
type = BindToRoot
trigger1 = Root,AnimElem = 2
pos = 25,-90 

[State 1207, キャラ本体に引っ付く位置]
type = BindToRoot
trigger1 = Root,AnimElem = 3
pos = 33,-65

[State 1207, このヘルパーを消す]
type = DestroySelf
trigger1 = Root,AnimElem = 4
trigger2 = Root,MoveType != A ;キャラ本体が攻撃してない時

;--------------------------------------------------------
;ソウル・ウィスプ
[StateDef 1400]
type = S
movetype = A
physics = S
juggle = 0
anim = 1060
ctrl = 0

[State 1400, 1]
type = PlaySnd
trigger1 = Time = 0
value = 6,4

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1460, 0

[State 1400, Helper]
type = Helper
trigger1 = AnimElemtime(4) = 3
pos = -4,-125
postype = p1
scale = 0, 0
stateno = 1401
id = 1400
helpertype = normal
ownpal = 1

[State 1400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;ウィスプ
[Statedef 1401]
type = A
movetype = A
physics = N
juggle = 3
ctrl = 0
id = 1400
anim = 1400
velset = 0, 0
scale = 0,0
ontop = 1
SprPriority = 3

[State 1401, ガード不能]
type = AssertSpecial
flag = UnGuardable
trigger1 = 1

[State 1401, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1400, 0

[State 1401, 1]
type = Velset
trigger1 = Time >= 38
x = 1

[State 1401, 1]
type = Velset
trigger1 = roundstate = 2
trigger1 = Time >= 38
Trigger1 = P2BodyDist Y<=33
y = -0.4

[State 1401, 1]
type = Velset
trigger1 = roundstate = 2
trigger1 = Time >= 38
Trigger1 = P2BodyDist Y>=33
y = 0.3

[State 1401, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1401, 2]
type = HitDef
triggerall = !movecontact
trigger1 = enemynear,life = 4 || enemynear,life = 14 || enemynear,life = 24 || enemynear,life = 34 || enemynear,life = 44 || enemynear,life = 54 || enemynear,life = 64 || enemynear,life = 74 || enemynear,life = 84 || enemynear,life = 94
trigger2 = enemynear,life = 104 || enemynear,life = 114 || enemynear,life = 124 || enemynear,life = 134 || enemynear,life = 144 || enemynear,life = 154 || enemynear,life = 164 || enemynear,life = 174 || enemynear,life = 184 || enemynear,life = 194
trigger3 = enemynear,life = 204 || enemynear,life = 214 || enemynear,life = 224 || enemynear,life = 234 || enemynear,life = 244 || enemynear,life = 254 || enemynear,life = 264 || enemynear,life = 274 || enemynear,life = 284 || enemynear,life = 294
trigger4 = enemynear,life = 304 || enemynear,life = 314 || enemynear,life = 324 || enemynear,life = 334 || enemynear,life = 344 || enemynear,life = 354 || enemynear,life = 364 || enemynear,life = 374 || enemynear,life = 384 || enemynear,life = 394
trigger5 = enemynear,life = 404 || enemynear,life = 414 || enemynear,life = 424 || enemynear,life = 434 || enemynear,life = 444 || enemynear,life = 454 || enemynear,life = 464 || enemynear,life = 474 || enemynear,life = 484 || enemynear,life = 494
trigger6 = enemynear,life = 504 || enemynear,life = 514 || enemynear,life = 524 || enemynear,life = 534 || enemynear,life = 544 || enemynear,life = 554 || enemynear,life = 564 || enemynear,life = 574 || enemynear,life = 584 || enemynear,life = 594
trigger7 = enemynear,life = 604 || enemynear,life = 614 || enemynear,life = 624 || enemynear,life = 634 || enemynear,life = 644 || enemynear,life = 654 || enemynear,life = 664 || enemynear,life = 674 || enemynear,life = 684 || enemynear,life = 694
trigger8 = enemynear,life = 704 || enemynear,life = 714 || enemynear,life = 724 || enemynear,life = 734 || enemynear,life = 744 || enemynear,life = 754 || enemynear,life = 764 || enemynear,life = 774 || enemynear,life = 784 || enemynear,life = 794
trigger9 = enemynear,life = 804 || enemynear,life = 814 || enemynear,life = 824 || enemynear,life = 834 || enemynear,life = 844 || enemynear,life = 854 || enemynear,life = 864 || enemynear,life = 874 || enemynear,life = 884 || enemynear,life = 894
trigger10 = enemynear,life = 904 || enemynear,life = 914 || enemynear,life = 924 || enemynear,life = 934 || enemynear,life = 944 || enemynear,life = 954 || enemynear,life = 964 || enemynear,life = 974 || enemynear,life = 984 || enemynear,life = 994
trigger11 = enemynear,life = 1004 || enemynear,life = 1014 || enemynear,life = 1024 || enemynear,life = 1034 || enemynear,life = 1044 || enemynear,life = 1054 || enemynear,life = 1064 || enemynear,life = 1074 || enemynear,life = 1084 || enemynear,life = 1094
trigger12 = enemynear,life = 1104 || enemynear,life = 1114 || enemynear,life = 1124 || enemynear,life = 1134 || enemynear,life = 1144 || enemynear,life = 1154 || enemynear,life = 1164 || enemynear,life = 1174 || enemynear,life = 1184 || enemynear,life = 1194
trigger13 = enemynear,life = 1204 || enemynear,life = 1214 || enemynear,life = 1224 || enemynear,life = 1234 || enemynear,life = 1244 || enemynear,life = 1254 || enemynear,life = 1264 || enemynear,life = 1274 || enemynear,life = 1284 || enemynear,life = 1294
trigger14 = enemynear,life = 1304 || enemynear,life = 1314 || enemynear,life = 1324 || enemynear,life = 1334 || enemynear,life = 1344 || enemynear,life = 1354 || enemynear,life = 1364 || enemynear,life = 1374 || enemynear,life = 1384 || enemynear,life = 1394
trigger15 = enemynear,life = 1404 || enemynear,life = 1414 || enemynear,life = 1424 || enemynear,life = 1434 || enemynear,life = 1444 || enemynear,life = 1454 || enemynear,life = 1464 || enemynear,life = 1474 || enemynear,life = 1484 || enemynear,life = 1494
trigger16 = enemynear,life = 1504 || enemynear,life = 1514 || enemynear,life = 1524 || enemynear,life = 1534 || enemynear,life = 1544 || enemynear,life = 1554 || enemynear,life = 1564 || enemynear,life = 1574 || enemynear,life = 1584 || enemynear,life = 1594
trigger17 = enemynear,life = 1604 || enemynear,life = 1614 || enemynear,life = 1624 || enemynear,life = 1634 || enemynear,life = 1644 || enemynear,life = 1654 || enemynear,life = 1664 || enemynear,life = 1674 || enemynear,life = 1684 || enemynear,life = 1694
trigger18 = enemynear,life = 1704 || enemynear,life = 1714 || enemynear,life = 1724 || enemynear,life = 1734 || enemynear,life = 1744 || enemynear,life = 1754 || enemynear,life = 1764 || enemynear,life = 1774 || enemynear,life = 1784 || enemynear,life = 1794
trigger19 = enemynear,life = 1804 || enemynear,life = 1814 || enemynear,life = 1824 || enemynear,life = 1834 || enemynear,life = 1844 || enemynear,life = 1854 || enemynear,life = 1864 || enemynear,life = 1874 || enemynear,life = 1884 || enemynear,life = 1894
trigger20 = enemynear,life = 1904 || enemynear,life = 1914 || enemynear,life = 1924 || enemynear,life = 1934 || enemynear,life = 1944 || enemynear,life = 1954 || enemynear,life = 1964 || enemynear,life = 1974 || enemynear,life = 1984 || enemynear,life = 1994
trigger21 = enemynear,life = 2004 || enemynear,life = 2014 || enemynear,life = 2024 || enemynear,life = 2034 || enemynear,life = 2044 || enemynear,life = 2054 || enemynear,life = 2064 || enemynear,life = 2074 || enemynear,life = 2084 || enemynear,life = 2094
attr = A, NA
damage    = 1
guardflag =
priority = 3
pausetime = 5,5
sparkno = -1
hitsound   = s1400,1
givepower = -50,0
guard.dist = 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 30
air.hittime = 30
ground.velocity = -4
air.velocity = -2,-5
projremovetime = -1
ignorehitpause = 1
fall.recover = 0
p1stateno = 1405
p2stateno = 1403
kill = 0
palfx.time = 12
palfx.color = 256
palfx.invertall = 1

[State 1401, 2]
type = HitDef
triggerall = !movecontact
trigger1 = enemynear,life != 4 && enemynear,life != 14 && enemynear,life != 24 && enemynear,life != 34 && enemynear,life != 44 && enemynear,life != 54 && enemynear,life != 64 && enemynear,life != 74 && enemynear,life != 84 && enemynear,life != 94
trigger1 = enemynear,life != 104 && enemynear,life != 114 && enemynear,life != 124 && enemynear,life != 134 && enemynear,life != 144 && enemynear,life != 154 && enemynear,life != 164 && enemynear,life != 174 && enemynear,life != 184 && enemynear,life != 194
trigger1 = enemynear,life != 204 && enemynear,life != 214 && enemynear,life != 224 && enemynear,life != 234 && enemynear,life != 244 && enemynear,life != 254 && enemynear,life != 264 && enemynear,life != 274 && enemynear,life != 284 && enemynear,life != 294
trigger1 = enemynear,life != 304 && enemynear,life != 314 && enemynear,life != 324 && enemynear,life != 334 && enemynear,life != 344 && enemynear,life != 354 && enemynear,life != 364 && enemynear,life != 374 && enemynear,life != 384 && enemynear,life != 394
trigger1 = enemynear,life != 404 && enemynear,life != 414 && enemynear,life != 424 && enemynear,life != 434 && enemynear,life != 444 && enemynear,life != 454 && enemynear,life != 464 && enemynear,life != 474 && enemynear,life != 484 && enemynear,life != 494
trigger1 = enemynear,life != 504 && enemynear,life != 514 && enemynear,life != 524 && enemynear,life != 534 && enemynear,life != 544 && enemynear,life != 554 && enemynear,life != 564 && enemynear,life != 574 && enemynear,life != 584 && enemynear,life != 594
trigger1 = enemynear,life != 604 && enemynear,life != 614 && enemynear,life != 624 && enemynear,life != 634 && enemynear,life != 644 && enemynear,life != 654 && enemynear,life != 664 && enemynear,life != 674 && enemynear,life != 684 && enemynear,life != 694
trigger1 = enemynear,life != 704 && enemynear,life != 714 && enemynear,life != 724 && enemynear,life != 734 && enemynear,life != 744 && enemynear,life != 754 && enemynear,life != 764 && enemynear,life != 774 && enemynear,life != 784 && enemynear,life != 794
trigger1 = enemynear,life != 804 && enemynear,life != 814 && enemynear,life != 824 && enemynear,life != 834 && enemynear,life != 844 && enemynear,life != 854 && enemynear,life != 864 && enemynear,life != 874 && enemynear,life != 884 && enemynear,life != 894
trigger1 = enemynear,life != 904 && enemynear,life != 914 && enemynear,life != 924 && enemynear,life != 934 && enemynear,life != 944 && enemynear,life != 954 && enemynear,life != 964 && enemynear,life != 974 && enemynear,life != 984 && enemynear,life != 994
trigger1 = enemynear,life != 1004 && enemynear,life != 1014 && enemynear,life != 1024 && enemynear,life != 1034 && enemynear,life != 1044
trigger1 = enemynear,life != 1054 && enemynear,life != 1064 && enemynear,life != 1074 && enemynear,life != 1084 && enemynear,life != 1094
trigger1 = enemynear,life != 1104 && enemynear,life != 1114 && enemynear,life != 1124 && enemynear,life != 1134 && enemynear,life != 1144
trigger1 = enemynear,life != 1154 && enemynear,life != 1164 && enemynear,life != 1174 && enemynear,life != 1184 && enemynear,life != 1194
trigger1 = enemynear,life != 1204 && enemynear,life != 1214 && enemynear,life != 1224 && enemynear,life != 1234 && enemynear,life != 1244
trigger1 = enemynear,life != 1254 && enemynear,life != 1264 && enemynear,life != 1274 && enemynear,life != 1284 && enemynear,life != 1294
trigger1 = enemynear,life != 1304 && enemynear,life != 1314 && enemynear,life != 1324 && enemynear,life != 1334 && enemynear,life != 1344
trigger1 = enemynear,life != 1354 && enemynear,life != 1364 && enemynear,life != 1374 && enemynear,life != 1384 && enemynear,life != 1394
trigger1 = enemynear,life != 1404 && enemynear,life != 1414 && enemynear,life != 1424 && enemynear,life != 1434 && enemynear,life != 1444
trigger1 = enemynear,life != 1454 && enemynear,life != 1464 && enemynear,life != 1474 && enemynear,life != 1484 && enemynear,life != 1494
trigger1 = enemynear,life != 1504 && enemynear,life != 1514 && enemynear,life != 1524 && enemynear,life != 1534 && enemynear,life != 1544
trigger1 = enemynear,life != 1554 && enemynear,life != 1564 && enemynear,life != 1574 && enemynear,life != 1584 && enemynear,life != 1594
trigger1 = enemynear,life != 1604 && enemynear,life != 1614 && enemynear,life != 1624 && enemynear,life != 1634 && enemynear,life != 1644
trigger1 = enemynear,life != 1654 && enemynear,life != 1664 && enemynear,life != 1674 && enemynear,life != 1684 && enemynear,life != 1694
trigger1 = enemynear,life != 1704 && enemynear,life != 1714 && enemynear,life != 1724 && enemynear,life != 1734 && enemynear,life != 1744
trigger1 = enemynear,life != 1754 && enemynear,life != 1764 && enemynear,life != 1774 && enemynear,life != 1784 && enemynear,life != 1794
trigger1 = enemynear,life != 1804 && enemynear,life != 1814 && enemynear,life != 1824 && enemynear,life != 1834 && enemynear,life != 1844
trigger1 = enemynear,life != 1854 && enemynear,life != 1864 && enemynear,life != 1874 && enemynear,life != 1884 && enemynear,life != 1894
trigger1 = enemynear,life != 1904 && enemynear,life != 1914 && enemynear,life != 1924 && enemynear,life != 1934 && enemynear,life != 1944
trigger1 = enemynear,life != 1954 && enemynear,life != 1964 && enemynear,life != 1974 && enemynear,life != 1984 && enemynear,life != 1994
trigger1 = enemynear,life != 2004 && enemynear,life != 2014 && enemynear,life != 2024 && enemynear,life != 2034 && enemynear,life != 2044
trigger1 = enemynear,life != 2054 && enemynear,life != 2064 && enemynear,life != 2074 && enemynear,life != 2084 && enemynear,life != 2094
trigger2 = enemynear,life <= 1
attr = A, NA
damage    = 10 - ceil(random%10)
guardflag =
priority = 3
pausetime = 5,5
sparkno = -1
hitsound   = s1400,1
givepower = -50,0
guard.dist = 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 30
air.hittime = 30
ground.velocity = -4
air.velocity = -2,-5
ignorehitpause = 1
p1stateno = 1402
fall.recover = 0
kill = 0

[State 1401, AssertSpecial]
type = AssertSpecial
trigger1 = movecontact = 1
trigger1 = 1
Flag = noshadow
ignorehitpause = 1

[State 1401, ステート変更]
type = ChangeState
trigger1 = movecontact
trigger2 = POS Y >= -25
value = 1402

[State 1401, このヘルパーを消す]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -40

[State 1401, AttackDist]
type = AttackDist
trigger1 = 1
value = 1

;------------------------------
;ウィスプ命中
[Statedef 1402]
type = A
movetype = I
physics = N
velset = 0, 0
anim = 1402

[State 1402, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1402, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

;------------------------------
;ウィスプの呪い
[Statedef 1403]
movetype = H
physics = N

[State 1403, ヒット無効]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP, HP, AP, NA, SA, HA, NT, ST, HT
time = 5
ignorehitpause = 1

[State 1403, PalFXWiz]
type = PalFX
trigger1 = 1
time = 10
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256
ignorehitpause=1

[State 1403, パワー設定]
type = powerset
trigger1 = 1
value = 4
ignorehitpause = 1

[State 1403, ライフ設定]
type = lifeset
trigger1 = 1
value = 4
kill = 0
ignorehitpause = 1

[State 1403, SelfState]
Type = selfState
Trigger1 = time = 2
Trigger1 = statetype = A
Value = 5050

[State 1403, SelfState]
Type = selfState
Trigger1 = time = 2
Trigger1 = statetype != A
Value = 5000

;------------------------------
;ウィスプ命中呪い
[Statedef 1405]
type = A
movetype = I
physics = N
velset = 0, 0
anim = 1402

[State 1405,]
type = AssertSpecial
trigger1 = 1
flag = nomusic
ignorehitpause = 1

[State 1405, 1]
type = PlaySnd
triggerall = Time < 1
trigger1 = enemynear,life <= 4 || enemynear,life = 14 || enemynear,life = 24 || enemynear,life = 34 || enemynear,life = 44 || enemynear,life = 54 || enemynear,life = 64 || enemynear,life = 74 || enemynear,life = 84 || enemynear,life = 94
trigger2 = enemynear,life = 104 || enemynear,life = 114 || enemynear,life = 124 || enemynear,life = 134 || enemynear,life = 144 || enemynear,life = 154 || enemynear,life = 164 || enemynear,life = 174 || enemynear,life = 184 || enemynear,life = 194
trigger3 = enemynear,life = 204 || enemynear,life = 214 || enemynear,life = 224 || enemynear,life = 234 || enemynear,life = 244 || enemynear,life = 254 || enemynear,life = 264 || enemynear,life = 274 || enemynear,life = 284 || enemynear,life = 294
trigger4 = enemynear,life = 304 || enemynear,life = 314 || enemynear,life = 324 || enemynear,life = 334 || enemynear,life = 344 || enemynear,life = 354 || enemynear,life = 364 || enemynear,life = 374 || enemynear,life = 384 || enemynear,life = 394
trigger5 = enemynear,life = 404 || enemynear,life = 414 || enemynear,life = 424 || enemynear,life = 434 || enemynear,life = 444 || enemynear,life = 454 || enemynear,life = 464 || enemynear,life = 474 || enemynear,life = 484 || enemynear,life = 494
trigger6 = enemynear,life = 504 || enemynear,life = 514 || enemynear,life = 524 || enemynear,life = 534 || enemynear,life = 544 || enemynear,life = 554 || enemynear,life = 564 || enemynear,life = 574 || enemynear,life = 584 || enemynear,life = 594
trigger7 = enemynear,life = 604 || enemynear,life = 614 || enemynear,life = 624 || enemynear,life = 634 || enemynear,life = 644 || enemynear,life = 654 || enemynear,life = 664 || enemynear,life = 674 || enemynear,life = 684 || enemynear,life = 694
trigger8 = enemynear,life = 704 || enemynear,life = 714 || enemynear,life = 724 || enemynear,life = 734 || enemynear,life = 744 || enemynear,life = 754 || enemynear,life = 764 || enemynear,life = 774 || enemynear,life = 784 || enemynear,life = 794
trigger9 = enemynear,life = 804 || enemynear,life = 814 || enemynear,life = 824 || enemynear,life = 834 || enemynear,life = 844 || enemynear,life = 854 || enemynear,life = 864 || enemynear,life = 874 || enemynear,life = 884 || enemynear,life = 894
trigger10 = enemynear,life = 904 || enemynear,life = 914 || enemynear,life = 924 || enemynear,life = 934 || enemynear,life = 944 || enemynear,life = 954 || enemynear,life = 964 || enemynear,life = 974 || enemynear,life = 984 || enemynear,life = 994
trigger11 = enemynear,life = 1004 || enemynear,life = 1014 || enemynear,life = 1024 || enemynear,life = 1034 || enemynear,life = 1044 || enemynear,life = 1054 || enemynear,life = 1064 || enemynear,life = 1074 || enemynear,life = 1084 || enemynear,life = 1094
trigger12 = enemynear,life = 1104 || enemynear,life = 1114 || enemynear,life = 1124 || enemynear,life = 1134 || enemynear,life = 1144 || enemynear,life = 1154 || enemynear,life = 1164 || enemynear,life = 1174 || enemynear,life = 1184 || enemynear,life = 1194
trigger13 = enemynear,life = 1204 || enemynear,life = 1214 || enemynear,life = 1224 || enemynear,life = 1234 || enemynear,life = 1244 || enemynear,life = 1254 || enemynear,life = 1264 || enemynear,life = 1274 || enemynear,life = 1284 || enemynear,life = 1294
trigger14 = enemynear,life = 1304 || enemynear,life = 1314 || enemynear,life = 1324 || enemynear,life = 1334 || enemynear,life = 1344 || enemynear,life = 1354 || enemynear,life = 1364 || enemynear,life = 1374 || enemynear,life = 1384 || enemynear,life = 1394
trigger15 = enemynear,life = 1404 || enemynear,life = 1414 || enemynear,life = 1424 || enemynear,life = 1434 || enemynear,life = 1444 || enemynear,life = 1454 || enemynear,life = 1464 || enemynear,life = 1474 || enemynear,life = 1484 || enemynear,life = 1494
trigger16 = enemynear,life = 1504 || enemynear,life = 1514 || enemynear,life = 1524 || enemynear,life = 1534 || enemynear,life = 1544 || enemynear,life = 1554 || enemynear,life = 1564 || enemynear,life = 1574 || enemynear,life = 1584 || enemynear,life = 1594
trigger17 = enemynear,life = 1604 || enemynear,life = 1614 || enemynear,life = 1624 || enemynear,life = 1634 || enemynear,life = 1644 || enemynear,life = 1654 || enemynear,life = 1664 || enemynear,life = 1674 || enemynear,life = 1684 || enemynear,life = 1694
trigger18 = enemynear,life = 1704 || enemynear,life = 1714 || enemynear,life = 1724 || enemynear,life = 1734 || enemynear,life = 1744 || enemynear,life = 1754 || enemynear,life = 1764 || enemynear,life = 1774 || enemynear,life = 1784 || enemynear,life = 1794
trigger19 = enemynear,life = 1804 || enemynear,life = 1814 || enemynear,life = 1824 || enemynear,life = 1834 || enemynear,life = 1844 || enemynear,life = 1854 || enemynear,life = 1864 || enemynear,life = 1874 || enemynear,life = 1884 || enemynear,life = 1894
trigger20 = enemynear,life = 1904 || enemynear,life = 1914 || enemynear,life = 1924 || enemynear,life = 1934 || enemynear,life = 1944 || enemynear,life = 1954 || enemynear,life = 1964 || enemynear,life = 1974 || enemynear,life = 1984 || enemynear,life = 1994
trigger21 = enemynear,life = 2004 || enemynear,life = 2014 || enemynear,life = 2024 || enemynear,life = 2034 || enemynear,life = 2044 || enemynear,life = 2054 || enemynear,life = 2064 || enemynear,life = 2074 || enemynear,life = 2084 || enemynear,life = 2094
value = 1400,2
volume = 9999

[State 1405, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1405, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; ぶちまけポテト

[Statedef 1600]
type    = S
movetype= A
physics = S
poweradd= 90
anim = 1600
ctrl = 0
sprpriority = 2

[State 1600, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1600, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6, 6

[State 1600, 物理的なキャラの幅]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1600, 飛び道具を出す]
type = Projectile
trigger1 = Time = 21
attr = S, SP
damage = 10
animtype = Light
pausetime = 0,7
offset = 81,-17
velocity = 0.1,0
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 飛び道具を出す]
type = Projectile
trigger1 = Time = 21
attr = S, SP
damage = 10
animtype = Light
pausetime = 0,7
offset = 85,-23
velocity = 0.1,0
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 飛び道具を出す]
type = Projectile
trigger1 = Time = 21
attr = S, SP
damage = 10
animtype = Light
pausetime = 0,7
offset = 89,-30
velocity = 0.1,0
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 飛び道具を出す]
type = Projectile
trigger1 = Time = 21
attr = S, SP
damage = 10
animtype = Light
pausetime = 0,7
offset = 93,-40
velocity = 0.1,0
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 飛び道具を出す]
type = Projectile
trigger1 = Time = 21
attr = S, SP
damage = 10
animtype = Light
pausetime = 0,7
offset = 98,-51
velocity = 0.1,0
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 飛び道具を出す]
type = Projectile
trigger1 = Time = 21
attr = S, SP
damage = 10
animtype = Light
pausetime = 0,7
offset = 105,-60
velocity = 0.1,0
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 飛び道具を出す]
type = Projectile
trigger1 = Time = 23
attr = S, SP
damage = 10
animtype = Light
pausetime = 0,7
offset = 103,-70
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 飛び道具を出す]
type = Projectile
trigger1 = Time = 25
attr = S, SP
damage = 10
animtype = Light
pausetime = 0,7
offset = 100,-80
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 飛び道具を出す]
type = Projectile
trigger1 = Time = 27
attr = S, SP
damage = 10
animtype = Light
pausetime = 0,7
offset = 95,-88
velocity = 0.1,-0.1
accel = 0,0
projID = 1600
projanim = 4014
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 飛び道具を出す]
type = Projectile
trigger1 = Time = 29
attr = S, SP
damage = 10
animtype = Light
pausetime = 0,7
offset = 91,-100
velocity = 0.1,-0.1
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 飛び道具を出す]
type = Projectile
trigger1 = Time = 31
attr = S, SP
damage = 10
animtype = Light
pausetime = 0,7
offset = 84,-110
velocity = 0.1,-0.2
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 飛び道具を出す]
type = Projectile
trigger1 = Time = 33
attr = S, SP
damage = 10
animtype = Light
pausetime = 0,7
offset = 65,-120
velocity = 0.1,-0.2
velocity = 0,-0.2
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 飛び道具を出す]
type = Projectile
trigger1 = Time = 35
attr = S, SP
damage = 10
animtype = Light
pausetime = 0,7
offset = 52,-122
velocity = 0,-0.2
accel = 0,0
projID = 1600
projanim = 4014
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 飛び道具を出す]
type = Projectile
trigger1 = Time = 30
trigger1 = numprojid(1605) = 0
attr = S, SP
damage = 1
animtype = Light
pausetime = 0,7
offset = 77,0
velocity = 0.1
accel = 0,0
projID = 1605
projanim = 4020
projhitanim = 4020
projremanim = 4020
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 9999
projmisstime = 5
projpriority = 6
projremovetime = 9000
guardflag = L
priority = 6
sparkno = S7004
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,6
guardsound = s1,7
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -3,0
air.velocity = -2,-2
;air.juggle = 1

[State 1600, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;リンゴ爆弾 

[Statedef 1800]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
anim = 1800
ctrl = 0
sprpriority = 2

[State 1800, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 2
Persistent = 0
name = "applebom"
stateno = ifelse(Random%2,1810,ifElse(Random%2,18100,18200))
ID = 1810
pos = 60,-110
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

[State 1800, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 4

[State 1800, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 3

[State 1800, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
;------------------
;リンゴ爆弾(ヘルパー)
[Statedef 1810]
type = A
movetype= A
physics = N
velset = 7,17
ctrl = 0
anim = 4200
sprpriority = 5

[State 1810, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Light
damage    = 10, 4
priority  = 5
guardflag = MA
pausetime = 0,0
sparkxy = 0,0
sparkno = s7000
guard.sparkno = s7050
hitsound   = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2
guard.velocity = -2
air.velocity = -2,-2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 0
p1stateno = 1813

[State 1810]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 1810]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 1810,sift]
type = ChangeState
trigger1 = NumHelper(1810) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 1811

;------------------
;リンゴ爆弾(ヘルパー)
[Statedef 18100]
type = A
movetype= A
physics = N
velset = 7,17
ctrl = 0
anim = 4201
sprpriority = 5

[State 18100, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Light
damage    = 10, 4
priority  = 5
guardflag = MA
pausetime = 0,0
sparkxy = 0,0
sparkno = s7000
guard.sparkno = s7050
hitsound   = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2
guard.velocity = -2
air.velocity = -2,-2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 0
p1stateno = 18103

[State 18100]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 18100]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 18100,sift]
type = ChangeState
trigger1 = NumHelper(1810) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 18101

;------------------
;リンゴ爆弾(ヘルパー)
[Statedef 18200]
type = A
movetype= A
physics = N
velset = 7,17
ctrl = 0
anim = 4202
sprpriority = 5

[State 18200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Light
damage    = 10, 4
priority  = 5
guardflag = MA
pausetime = 0,0
sparkxy = 0,0
sparkno = s7000
guard.sparkno = s7050
hitsound   = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2
guard.velocity = -2
air.velocity = -2,-2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 0
p1stateno = 18203

[State 18200]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 18200]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 18200,sift]
type = ChangeState
trigger1 = NumHelper(1810) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 18201

;---------------------------------------------------------------------------
; リンゴ跳ねる
[Statedef 1811]
type = A
ctrl = 0
anim = 4200
velset = 1,-6
sprpriority = 5

[State 1811, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 1811]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 1811]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 1811, ステート変更] 
type = ChangeState
trigger1 = NumHelper(1810) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 1812

;---------------------------------------------------------------------------
; リンゴ跳ねる
[Statedef 18101]
type = A
ctrl = 0
anim = 4201
velset = 1,-6
sprpriority = 5

[State 18101, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 18101]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 18101]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 18101, ステート変更] 
type = ChangeState
trigger1 = NumHelper(1810) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 18102

;---------------------------------------------------------------------------
; リンゴ跳ねる
[Statedef 18201]
type = A
ctrl = 0
anim = 4202
velset = 1,-6
sprpriority = 5

[State 18201, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 18201]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 18201]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 18201, ステート変更] 
type = ChangeState
trigger1 = NumHelper(1810) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 18202

;---------------------------------------------------------------------------
; リンゴ静止
[Statedef 1812]
type = A
ctrl = 0
anim = 4200
velset = 0,0
sprpriority = 5

[State 1812]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 1812]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 1812]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 1812]
type = palfx
trigger1 = Time = 250
time = 50
add = 250,250,250
sinadd = 50,50,50,10
color = 0
invertall = 1

[State 1812, ステート変更] 
type = ChangeState
trigger1 = Time = 300
value = 1820

;---------------------------------------------------------------------------
; リンゴ静止
[Statedef 18102]
type = A
ctrl = 0
anim = 4201
velset = 0,0
sprpriority = 5

[State 18102]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 18102]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 18102]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 18102]
type = palfx
trigger1 = Time = 250
time = 50
add = 25,25,25
sinadd = 5,5,5,10
color = 0
invertall = 1

[State 18102, ステート変更] 
type = ChangeState
trigger1 = Time = 300
value = 1820

;---------------------------------------------------------------------------
; リンゴ静止
[Statedef 18202]
type = A
ctrl = 0
anim = 4202
velset = 0,0
sprpriority = 5

[State 18202]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 18202]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 18202]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 18202]
type = palfx
trigger1 = Time = 250
time = 50
add = 250,0,250
sinadd = 50,50,0,10
color = 0
invertall = 1

[State 18202, ステート変更] 
type = ChangeState
trigger1 = Time = 300
value = 1820

;---------------------------------------------------------------------------
; リンゴHIT
[Statedef 1813]
type = A
ctrl = 0
anim = 4200
velset = -1,-8
sprpriority = 5

[State 1813, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 1813]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 1813]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 1813, ステート変更] 
type = ChangeState
trigger1 = NumHelper(1810) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 1812

;---------------------------------------------------------------------------
; リンゴHIT
[Statedef 18103]
type = A
ctrl = 0
anim = 4201
velset = -1,-8
sprpriority = 5

[State 18103, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 18103]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 1813]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 18103, ステート変更] 
type = ChangeState
trigger1 = NumHelper(1810) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 18102

;---------------------------------------------------------------------------
; リンゴHIT
[Statedef 18203]
type = A
ctrl = 0
anim = 4202
velset = -1,-8
sprpriority = 5

[State 18203, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 18203]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 18203]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 18203, ステート変更] 
type = ChangeState
trigger1 = NumHelper(1810) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 18202

;---------------------------------------------------------------------------
;リンゴ爆発
[Statedef 1820]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 4210

[State 1820]
type = EnvShake
trigger1 = AnimElem = 1
time = 50
freq = 100
ampl = 10

[State 1820]
type = palfx
trigger1 = !Time
time = 1
color = 256

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000,1

[State 1820, ヒット定義]
type = HitDef
trigger1 = AnimElem >= 1
attr = A,SA
animtype  = up
damage    = 10,1
affectteam = E
priority  = 5
guardflag = MA
pausetime = 0,15
sparkxy = 0,0
sparkno = s7003
guard.sparkno = s7050
hitsound   = s1,5
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-13
guard.velocity = -7
air.velocity = 0,-13
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
palfx.time = 80
palfx.add = 200,200,200
palfx.sinadd = 150,150,150,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0

[State 1820, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime = 0
