;---------------------------------------------------------------------------
;ドナルドガール呼び出し 

[Statedef 1060]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
ctrl = 0
sprpriority = 2

[state おいアホ]
type = Helper
trigger1 = root,name!="RS"&&(!IsHelper(943003868))
trigger1 = root,NumHelper(943003868) <1
id = 943003868
stateno = IfElse((PrevStateNo=[427020,427029])||MoveType=H,IfElse(Random<500,Anim,0),PrevStateNo)
postype = p1
pos = 0,-pos y + 100
name = "Virus-Helper by.ExD"
helpertype = Normal
SuperMoveTime = 999999
PauseMoveTime = 999999
size.xscale = 1
size.yscale = 1
IgnoreHitPause = 1

[state 5150]
type = ChangeAnim2
trigger1 = (Name != "RS" || !(Authorname = "REI MD J"))&&(prevstateno!=[427020,427099])&&(prevstateno!=[548010,548015])
value = 3600
IgnoreHitPause = 1

[state 548000]
type = ReversalDef
trigger1=root,name!="RS"
reversal.attr = SCA,AA,AT,AP
pausetime = 21,0
IgnoreHitPause = 1

[state 5150]
type = Changestate
trigger1 = !ishelper&&(prevstateno!=[427020,427090])
trigger1 = !ishelper
trigger1=root,name!="RS"
value = 427020
IgnoreHitPause = 1

[state 5150]
type = Changestate
trigger1 = ishelper&&(prevstateno!=[548010,548015])&&!ishelper(-5959)&&(root,numhelper(-5959)<1||root,numhelper(-4545)<1||root,numhelper(-1919)<1)
trigger1 = ishelper
trigger1=root,name!="RS"
value=548010
IgnoreHitPause = 1

[state -2]
type = selfstate
trigger1 = roundstate = 3
value = 0
ctrl = 1
IgnoreHitPause = 1

[State Anim]
type = ChangeAnim
trigger1 = Anim != 1060
value = 1060

[State 1060, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 4&&!helper(1),var(41)
Persistent = 0
name = "donaldgirl"  ;ヘルパーの名前
stateno = 2100       ;ヘルパーが最初に行くステート
ID = 2100            ;ヘルパーのＩＤナンバー
pos = 400,-80         ;ヘルパーの出現位置
postype = P2         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
facing = -1
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 0           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.5      ;ヘルパーの横のサイズ
size.yscale = 0.5      ;ヘルパーの縦のサイズ
helpertype = Normal    ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
SuperMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
PauseMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
supermovetime = 99999999

[State 1060, ヘルパーを出す]
type = Helper
trigger1 = ((Var(11)&3840)/256) >= 10
trigger1 = AnimElem = 4&&!helper(1),var(41)
Persistent = 0
name = "donaldgirl"  ;ヘルパーの名前
stateno = 2100       ;ヘルパーが最初に行くステート
ID = 2100            ;ヘルパーのＩＤナンバー
pos = 450,-80         ;ヘルパーの出現位置
postype = P2         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
facing = -1
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 0           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.5      ;ヘルパーの横のサイズ
size.yscale = 0.5      ;ヘルパーの縦のサイズ
helpertype = Normal    ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
SuperMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
PauseMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
supermovetime = 99999999

[State 1060, ヘルパーを出す]
type = Helper
trigger1 = ((Var(11)&3840)/256) >= 10
trigger1 = AnimElem = 4
Persistent = 0
name = "donaldgirl"  ;ヘルパーの名前
stateno = 2100       ;ヘルパーが最初に行くステート
ID = 2100            ;ヘルパーのＩＤナンバー
pos = 350,-80         ;ヘルパーの出現位置
postype = P2         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
facing = -1
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 0           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.5      ;ヘルパーの横のサイズ
size.yscale = 0.5      ;ヘルパーの縦のサイズ
helpertype = Normal    ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
SuperMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
PauseMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
supermovetime = 99999999

[State 1600, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
animtype  = up
damage    = 50, 5
getpower  = 0
priority  = 5
ground.type = Low
ground.slidetime = 100
ground.hittime  = 100
ground.velocity = 0
guard.hittime = 8
guard.velocity = -16
air.velocity = 0
airguard.velocity = 0
fall.recover = 0

[State 1060, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3000, 9

[State 1060, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
IgnoreHitPause = 1

[State 610, 4]
type = CtrlSet
trigger1 = AnimElemTime(1) = 20
value = 1

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1

;------------------
;ドナルドガール カカト落とし

[Statedef 2100]
type = A
movetype= A
physics = N
velset = 12,-12
ctrl = 0

[State 2100]
type = ParentVarAdd
trigger1 = Anim != 2100
fv = 12
value = -200
Persistent = 0

[State Anim]
type = ChangeAnim
trigger1 = Anim != 2100
value = 2100

[State 2100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3

[State 2100, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 9999, 3

[State 2100, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3,4
attr = , SA
animtype  = Hard
damage    = 150, 4
priority  = 5
pausetime = 15,15
sparkxy = -10,-70
sparkno = 3
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,19
guard.velocity = -7
air.velocity = -2,ifelse(enemynear,pos Y <=-100,29,19)
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1
fall.recover = 0

[State 2100, 速度加算]
type = VelAdd
trigger1 = 1
y = 1.0

;攻撃受けた時の動作部分への移行。
[State 2100]
type = HitOverride
trigger1 = ((Var(11)&3840)/256) < 12
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 2120
time = -1

[State 2100]
type = NotHitBy
trigger1 = 1
value = , AT;全ての投げに対し無効化
time = -1

[State 2100]
type = NotHitBy
trigger1 = ((Var(11)&3840)/256) >= 12
value = SCA,AA,AT,AP
time = -1

[State 2100]
type = Playerpush
trigger1 = 1
value = 1

[State 2100, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime >= 120
;trigger2 = BackEdgeBodyDist <= -(Const(size.air.back) +20)

[State 2100,sift]
type = ChangeState
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
value = 2110

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1

;---------------------------------------------------------------------------
; ドナルドガール勝利ポーズへ
;
[Statedef 2105]
type = S
ctrl = 0
velset = 0,0

[State Anim]
type = ChangeAnim
trigger1 = Anim != 2105
value = 2105
IgnoreHitPause = 1

[State 2105, 変数をセットする] ;設定の仕方その１
type = ParentVarSet
trigger1 = Time = 0
v = 4      ;var(4)を
value = 182  ;182にセットする
IgnoreHitPause = 1
Persistent = 1

[State 2105, ]
type = PlaySnd
trigger1 = AnimElem =1
value = 3000, 5

[State 2105, ステート変更]
type = ChangeState
trigger1 = helper(1),stateno = [180,183]
value = 2400

[State 2105, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ドナルドガール勝利ポーズ
[Statedef 2400]
type = S
ctrl = 0
velset = 0,0

[State Anim]
type = ChangeAnim
trigger1 = Anim != 2400
value = 2400

[State 2400, 変数をセットする] ;設定の仕方その１
type = ParentVarSet
trigger1 = Time = 0
v = 4      ;var(4)を
value = 180  ;0にセットする
IgnoreHitPause = 1
Persistent = 1

[State 181, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8888, 0

[State 180, 3]
type = AssertSpecial
trigger1 = RoundState = 4
trigger1 = AnimTime <= 108
flag = roundnotover

[State 2400, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1
;---------------------------------------------------------------------------
; ドナルドガール勝利ポーズへ
;
[Statedef 2401]
type = S
ctrl = 0
velset = 0,0

[State Anim]
type = ChangeAnim
trigger1 = Anim != 2401
value = 2401

[State 2401, 変数をセットする] ;設定の仕方その１
type = ParentVarSet
trigger1 = Time = 0
v = 4      ;var(4)を
value = 1  ;1にセットする
IgnoreHitPause = 1
Persistent = 1

[State 2401, ステート変更]
type = ChangeState
trigger1 = helper(1),stateno = [180,183]
trigger2 = helper(1),anim = 181
value = 2400

[State 2401, 音を鳴らす]
type = PlaySnd
trigger1 = AnimTime = 5
value = 9999, 3
channel = 3

;[State 2401, 音を鳴らす]
;type = PlaySnd
;trigger1 = time = 15
;value = 9999, 4
;channel = 3

[State 2401, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1
;---------------------------------------------------------------------------
;ドナルドガール帰る

[Statedef 2110]
type = S
movetype= I
physics = N
velset = 0,0
ctrl = 0

[State Anim]
type = ChangeAnim
trigger1 = Anim != 2110
value = 2110

[State 2100,sift]
type = posset
trigger1 = Pos Y != 0
y=0

;攻撃受けた時の動作部分への移行。
[State 2110]
type = HitOverride
trigger1 = 1
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 2120
time = -1

[State 2110]
type = NotHitBy
trigger1 = 1
value = , AT;全ての投げに対し無効化
time = -1

[State 2110]
type = Playerpush
trigger1 = 1
value = 1

[State 2110]
type = ChangeState
trigger1 = AnimTime = 0
value = 1930
ctrl = 1

[State 2110, ステート変更]
type = ChangeState
trigger1 = WinKO = 1
value = 2105

[State 2110, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 5
channel = 3

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1
;---------------------------------------------------------------------------
;ドナルドガール喰らい

[Statedef 2120]
type = S
movetype= H
physics = N
velset = -10,-11
ctrl = 0

[State Anim]
type = ChangeAnim
trigger1 = Anim != 2120
value = 2120

[State 2120, 速度加算] ;重力
type = VelAdd
trigger1 = 1
y = .45

[State 2110, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 11,2
channel = 3

[State 2120, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimTime >=23

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;シェイク爆弾 

[Statedef 3900]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
sprpriority = 2

[State Power]
type = PowerAdd
trigger1 = Anim != 1200
value = 1200
IgnoreHitPause = 1

[State 3900, 超必殺技発動の時間停止]
type = superpause
trigger1 = Anim != 1200
trigger1 = AnimElem = 1
time = IfElse((Var(11)&4194304),2147483647,50)
movetime = IfElse((Var(11)&4194304),2147483647,50)
pos = 30,-50
anim = 100
sound = 20, 0
poweradd = -2000
unhittable = 0
[state ]
type = Explod
trigger1 = Anim != 1200
trigger1 = AnimElem = 1
trigger1 = (helper(485000),SysVar(2)&124)/4 !=2
Persistent = 0
ID = 6001
anim = 1
ontop = 1
removetime = 2
supermovetime = 0
pausemovetime = 0
[state BlockPause]
type =null; Helper
triggerall = Anim = 1200
triggerall = AnimElemTime(1) >=50 || AnimElemNo(0) >1
trigger1 = NumExplod(6001)
helpertype = player
stateno = 1919899
id = 1919899
name = "B-Pause"
postype = p1
pos = 0,500
supermovetime = 2
pausemovetime = 2
[state ]
type = ChangeAnim
trigger1 = AnimTime < 0
trigger1 = AnimElemNo(0) = 1
trigger1 = !NumExplod(6001)
value = Anim
elem = 2

[State Anim]
type = ChangeAnim
trigger1 = Anim != 1200
value = 1200
IgnoreHitPause = 1

[state cutin]
type = Explod
trigger1 = AnimElem = 1
Persistent = 0
ID = 6000
anim = ifelse(random<300,6005,6000)
pos = 0, 0
postype = back
facing = 1
ownpal = 0
removetime = -2
supermovetime = 70
pausemovetime = 70
scale = 0.7,0.7

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 0
freqmul=ifelse(helper(1919822),sysfvar(3)=1,2,1)
[State 1800, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1900, 9
volume = 255
freqmul=ifelse(helper(1919822),sysfvar(3)=1,2,1)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 5555, 8

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 20, 13
volume = 255

[State 1900, ヘルパーを出す]
type = Helper
trigger1 = animelem = 4
Persistent = 0
name = "shakebomwww"  ;ヘルパーの名前
stateno = 3508       ;ヘルパーが最初に行くステート
ID = 1980            ;ヘルパーのＩＤナンバー
pos = 75,-40             ;飛び道具の出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.8      ;ヘルパーの横のサイズ
size.yscale = 0.8      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 910, NoHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 1051]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1051]
type = CtrlSet
trigger1 = !(!(playerID(-var(12)+10),Var(54)&134217728)&&(playerID(-var(12)+10),Var(52)&24)/8 >=3)
trigger1 = AnimElem = 5
value = 1

[State C, StSys]
type = VarSet
trigger1 = Name = "RS"
trigger1 = AuthorName = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1
;------------------
;------------------
;シェイク
[Statedef 3508]
type = A
movetype= A
physics = N
ctrl = 0
sprpriority = 5

[State Random]
type = VarRandom
trigger1 = Anim != 4250
v = 5
range = 1,2

[State Vel]
type = VelSet
trigger1 = Anim != 4250
x = 1
y = -8
IgnoreHitPause = 1

[State Anim]
type = ChangeAnim
trigger1 = Anim != 4250
value = 4250
IgnoreHitPause = 1

[State 3005, Gravity]
type = VelAdd
trigger1 = 1
y = 0.22

[State 1051]
type = screenbound
trigger1 = FrontEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist >= 5
value = 1 

[state ]
type = PalFx
trigger1 = var(5) != 2
add = 255,0,0
time = -1
IgnoreHitPause = 1
[state ]
type = PalFx
trigger1 = var(5) = 2
mul = 0,0,0
time = -1
IgnoreHitPause = 1

[State 1910, ヒット定義]
type = HitDef
trigger1 = time = 8
attr = , SA
animtype  = hard
damage    = 10, 4
priority  = 5
guardflag = HA
pausetime = 0,0
sparkxy = 0,0
sparkno = 3
hitsound   = s20,1
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 50
ground.velocity = -0.5
guard.velocity = -1
air.velocity = -0.1,-5
air.hittime = 100
air.type = High
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall.recover = 0 
p1stateno = 3918       ;自分のステート変更

[State 1810]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 3913
time = -1

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

[State 1810, ステート変更]
type = ChangeState
trigger1 = MoveGuarded
value = 3912

[State 1810,sift]
type = ChangeState
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 3918

[State 1810,sift]
type = ChangeState
trigger1 = FrontEdgeDist <= 6
trigger2 = BackEdgeDist <= 6
value = 3912
;---------------------------------------------------------------------------
;シェイクGUARD/BACK
; 
[Statedef 3912]
type = A
ctrl = 0
sprpriority = 5

[State Vel]
type = VelSet
trigger1 = Anim != 4288
x = -1.5
y = -5.5
IgnoreHitPause = 1

[State Anim]
type = ChangeAnim
trigger1 = Anim != 4288
value = 4288
IgnoreHitPause = 1

[State 1051]
type = screenbound
trigger1 = FrontEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist >= 5
value = 1 

[state ]
type = PalFx
trigger1 = var(5) != 2
add = 255,0,0
time = -1
IgnoreHitPause = 1
[state ]
type = PalFx
trigger1 = var(5) = 2
mul = 0,0,0
time = -1
IgnoreHitPause = 1

[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 = 3913
time = -1

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

[State 1811, ステート変更] 
type = ChangeState
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 3988
;---------------------------------------------------------------------------
;シェイクDAMAGE
; 
[Statedef 3913]
type = A
ctrl = 0
sprpriority = 5

[State Vel]
type = VelSet
trigger1 = Anim != 4288
x = -1.5
y = -5.5
IgnoreHitPause = 1

[State Anim]
type = ChangeAnim
trigger1 = Anim != 4288
value = 4288
IgnoreHitPause = 1

[State 1051]
type = screenbound
trigger1 = FrontEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist >= 5
value = 1 

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

[state ]
type = PalFx
trigger1 = var(5) != 2
add = 255,0,0
time = -1
IgnoreHitPause = 1
[state ]
type = PalFx
trigger1 = var(5) = 2
mul = 0,0,0
time = -1
IgnoreHitPause = 1

[State 1811]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 3913
time = -1

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

[State 1811, ステート変更] 
type = ChangeState
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 3988
;---------------------------------------------------------------------------
;シェイクHIT
; 
[Statedef 3918]
type = A
ctrl = 0
sprpriority = 5

[State Vel]
type = VelSet
trigger1 = Anim != 4288
x = 1
y = -6
IgnoreHitPause = 1

[State Anim]
type = ChangeAnim
trigger1 = Anim != 4288
value = 4288
IgnoreHitPause = 1

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

[state ]
type = PalFx
trigger1 = var(5) != 2
add = 255,0,0
time = -1
IgnoreHitPause = 1
[state ]
type = PalFx
trigger1 = var(5) = 2
mul = 0,0,0
time = -1
IgnoreHitPause = 1

[State 1811]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 3918
time = -1

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

[State 1811, ステート変更] 
type = ChangeState
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 3988

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;シェイク爆発

[Statedef 3988]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
sprpriority = 10

[State BH]
type = ChangeState
trigger1 = Anim != 4315 && Anim != 4316 && var(5) = 2
value = 39800
Persistent = 256
IgnoreHitPause = 1

[State Anim]
type = ChangeAnim
trigger1 = Anim != 4315 && Anim != 4316
value = 4315
IgnoreHitPause = 1

[state 500,4]
type = nothitby
trigger1 = 1
trigger2 = Time >= 0
trigger3 = !Time
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
IgnoreHitPause = 1

[State 1811]
type = HitOverride
trigger1 = Time >= 0
trigger2 = !Time
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
stateno = 3988
time = 2

[State -2, 黒ドナルド攻撃力アップ]
type = AttackMulSet
trigger1 = PlayerIDExist(-var(12)+10)
value = IfElse((playerID(-var(12)+10),Var(52)&24)/8<2,1.0,IfElse((playerID(-var(12)+10),Var(52)&24)/8<3,0.8,0.5))
IgnoreHitPause = 1

[state ]
type = PalFx
trigger1 = 1
add = 0,0,0
time = 0
Persistent = 0
IgnoreHitPause = 1

[State 1051]
type = AngleDraw
trigger1 = 1
scale = 1.5,1.5

[State 1820, 音を鳴らす]
type = posset
trigger1 = 1
y = 5

[State 3108, EnvShake]
type = EnvShake
trigger1 = time%30 = 0
time = 30
ampl = 7

[State 8011, Assert]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1

[State 8011, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1040, 7

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 120, 54
volume = 255
loop = 1
channel = 6

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = anim = 4316
trigger1 = Animelem = 10
value = 120, random % 8
channel = 6

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1020, 1
volume = 255

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1080, 2
volume = 255

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1030, 4
volume = 255

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 5
volume = 255

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 7
volume = 255

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1080, 1
volume = 255

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = anim != 4316
value = 120, random % 58
[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = anim != 4316
value = 120, random % 58
[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = anim != 4316
value = 120, random % 58

[State 222,3]
type = HitDef
trigger1 = !(!(playerID(-var(12)+10),Var(54)&134217728)&&(playerID(-var(12)+10),Var(52)&24)/8 >=3)
trigger1 = GameTime%2 = 0
trigger2 = GameTime%4 = 0
attr = , NA
damage = 2,2
animtype = light
guardflag =
hitflag = MAFDP
priority = 3, Hit
pausetime = 0,0
guard.sparkno = S451
sparkno = S454
sparkxy = 0, 200
hitsound = s888,0
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0
air.velocity = 0,-1.3
guard.velocity = 0
airguard.velocity = 0,0
air.type = High
air.hittime = 2
down.velocity = 0,-2.2
givepower = -100,10
fall = 1
fall.recover = 0
envshake.time = 30
envshake.ampl = 12
envshake.freq = 170
IgnoreHitPause = 1

[State 3506, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = 1
value = ifelse((Var(11)&3840)/256>=11,-100,-2)
IgnoreHitPause = 1

[State 3506, 掴んだ相手の体力ゲージの増減]
type = TargetpowerAdd
trigger1 = 1
value = ifelse((Var(11)&3840)/256>=11,-100,-2)
IgnoreHitPause = 1

[State 1820]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 1811, ステート変更] 
type = Changeanim
trigger1 = anim != 4316
trigger1 = Time >= 250
trigger1 = random <= 100
value = 4316

[State 8011, DestroySelf]
type = DestroySelf
trigger1 = anim = 4316
trigger1 = animtime = 0


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

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

[State Anim]
type = ChangeAnim
trigger1 = Anim != 1800
value = 1800

[state 1800]
type = varrandom
trigger1 = AnimElem = 2
v = 0
range = 2,4

[state ]
type = VarSet
trigger1 = !(playerID(-var(12)+10),Var(54)&134217728)
trigger1 = (playerID(-var(12)+10),Var(52)&24)/8 >=3
var(0) = 1

[State 1800, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 2
trigger1 = NumHelper(1810) <3
Persistent = 0
name = "kingbom"    ;ヘルパーの名前
stateno = 1810       ;ヘルパーが最初に行くステート
ID = 1810            ;ヘルパーのＩＤナンバー
pos = 60,-110         ;ヘルパーの出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = var(0)      ;ヘルパーの横のサイズ
size.yscale = var(0)      ;ヘルパーの縦のサイズ
helpertype = Player  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）
SuperMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
PauseMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))


[State 1800, ヘルパーを出す]
type = Helper
triggerall = AnimElem = 2
triggerall = (playerID(-var(12)+10),Var(54)&134217728) || (playerID(-var(12)+10),Var(52)&24)/8 <3 || (Var(11)&3840)/256 >=10
trigger1 = (playerID(-var(12)+10),Var(54)&134217728) ||(Var(11)&3840)/256 >=10
trigger1 = NumHelper(11810) <8
trigger2 = (playerID(-var(12)+10),Var(52)&24)/8 = 0
trigger2 = NumHelper(11810) <6
trigger3 = (playerID(-var(12)+10),Var(52)&24)/8 = 1
trigger3 = NumHelper(11810) <3
trigger4 = (playerID(-var(12)+10),Var(52)&24)/8 = 2
trigger4 = NumHelper(11810) <1
Persistent = 0
name = "applebom"
stateno = 11810
ID = 11810
pos = 60,-110
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Player
SuperMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
PauseMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))

[State 1800, ヘルパーを出す]
type = Helper
triggerall = AnimElem = 2
triggerall = (playerID(-var(12)+10),Var(54)&134217728) || (playerID(-var(12)+10),Var(52)&24)/8 <3 || (Var(11)&3840)/256 >=10
trigger1 = (playerID(-var(12)+10),Var(54)&134217728) ||(Var(11)&3840)/256 >=10
trigger1 = NumHelper(11810) <8
trigger2 = (playerID(-var(12)+10),Var(52)&24)/8 = 0
trigger2 = NumHelper(11810) <6
trigger3 = (playerID(-var(12)+10),Var(52)&24)/8 = 1
trigger3 = NumHelper(11810) <3
trigger4 = (playerID(-var(12)+10),Var(52)&24)/8 = 2
trigger4 = NumHelper(11810) <1
Persistent = 0
name = "applebom"
stateno = 11810
ID = 11810
pos = 120,-110
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Player
SuperMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
PauseMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))

[State 1800, ヘルパーを出す]
type = Helper
triggerall = AnimElem = 2
triggerall = (playerID(-var(12)+10),Var(54)&134217728) || (playerID(-var(12)+10),Var(52)&24)/8 <3 || (Var(11)&3840)/256 >=10
trigger1 = (playerID(-var(12)+10),Var(54)&134217728) ||(Var(11)&3840)/256 >=10
trigger1 = NumHelper(11810) <8
trigger2 = (playerID(-var(12)+10),Var(52)&24)/8 = 0
trigger2 = NumHelper(11810) <6
trigger3 = (playerID(-var(12)+10),Var(52)&24)/8 = 1
trigger3 = NumHelper(11810) <3
trigger4 = (playerID(-var(12)+10),Var(52)&24)/8 = 2
trigger4 = NumHelper(11810) <1
Persistent = 0
name = "applebom"
stateno = 11810
ID = 11810
pos = 180,-110
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Player
SuperMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
PauseMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))


[State 1800, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem =1
value = 6, 4
freqmul=ifelse(helper(1919822),sysfvar(3)=1,2,1)

[State 1800, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem =1
value = 345, 0

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

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1

;------------------
;------------------
[Statedef 11810]
type = A
movetype= A
physics = N
velset = 3.5,16.5
ctrl = 0
sprpriority = 5

[State Anim]
type = ChangeAnim
trigger1 = Anim != [4220,4223]
value = 4220+(random%4)

[State 1051]
type = screenbound
trigger1 = 1
value = 1 

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

[State 1881, 着地]
type = ChangeAnim
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
trigger1 = anim = 4223
value = 4223
elem = 2

[State 1881, 速度加算] ;重力
type = velset
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
trigger1 = (playerID(-var(12)+10),Var(54)&134217728)
trigger1 = p2bodydist x <=-20
x = -vel x

[State 1881, 速度加算] ;重力
type = velset
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
y = -10

[State 1811, 速度加算] ;重力
type = VelAdd
trigger1 = 1
trigger1 = FrontEdgeBodyDist <= 5
x = -1.5

[State 1811, 速度加算] ;重力
type = VelAdd
trigger1 = 1
trigger1 = backEdgeBodyDist <= 5
x = 1.5

[state 1811]
type = turn
trigger1 = vel x < 0
;trigger1 = facing = 1
;triggerall = anim = 4222

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = Pos Y >= -6
value = 800, 4

[State 1810, ヒット定義]
type = HitDef
trigger1 = time%45 = 0
;trigger1 = helper(1810),POS X < POS X + 10
;trigger1 = helper(1810),POS X > POS X - 10
attr = , SA
animtype  = Light
damage    = 10, 4
priority  = 5
guardflag = MA
pausetime = 0,0
sparkxy = 0,0
sparkno = 3
kill = 0
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2
guard.velocity = -2
air.velocity = -2,-3
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 0
IgnoreHitPause =1

;攻撃受けた時の動作部分への移行。
[State 1810]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 11820
time = -1

[State 1810]
type = NotHitBy
trigger1 = 1;Time = 0
value = , AT;全ての投げに対し無効化
time = -1

[State 1810]
type = ChangeState
trigger1 = Win
trigger1 = RoundState = 4
value = 11820

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;リンゴ爆発

[Statedef 11820]
type = S
movetype= A
physics = N
;velset = 0,0
ctrl = 0

[state 1820]
type = selfstate
trigger1 = !IsHelper
value = 0
Persistent = 256
IgnoreHitPause = 1

[State Anim]
type = ChangeAnim
trigger1 = Anim != 4210
value = 4210
IgnoreHitPause = 1

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

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 8

[State 1820, ヒット定義]
type = HitDef
trigger1 = IsHelper(11820) || IsHelper(1710)
attr = , SA
animtype  = up
affectteam = E
damage    = 100, 10
priority  = 5
guardflag = MA
hitflag = -MAFD
pausetime = 0,15
sparkxy = 0,0
sparkno = 3
hitsound   = s1020,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-16
guard.velocity = -7
air.velocity = 0,-15
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
palfx.time = 100
palfx.add = 150,0,-100
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
IgnoreHitPause =1

[State 0, PalFXWiz] ;Generated by MEE PalFX Editor
type = PalFX
trigger1 = time = 0
time = 100
add = 150,0,-100
sinadd = 50,50,0,10
invertall = 1
color = 0

[State 1820, このヘルパーを消す]
type = DestroySelf
trigger1 = AnimElem = 7

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1

;------------------
;------------------

;王様？爆弾
[Statedef 1810]
type = A
movetype= A
physics = N
ctrl = 0
sprpriority = 5

[state 1810]
type = parentvaradd
trigger1 = time = 0
triggerall = sysvar(4) != -stateno+ID
fv = 12
value = -200
Persistent = 0
IgnoreHitPause=1

[state ]
type = VelSet
trigger1 = time = 0
triggerall = sysvar(4) != -stateno+ID
x = 15
y = 29
IgnoreHitPause = 1

[state 1810]
type = ChangeAnim
triggerall = Anim !=3507 && Anim !=5911 && (Anim !=[3511,3513]) && Anim !=10145 && Anim !=5960 && Anim !=5937 && Anim !=[4200,4201]
triggerall = 1||var(1):= (random%10)
trigger1 = var(1) = 0
trigger2 = var(1) = 1
trigger2 = 1||var(1):= 3511
trigger3 = var(1) = 2
trigger3 = 1||var(1):= 3507
trigger4 = var(1) = 3
trigger4 = 1||var(1):= 4200
trigger5 = var(1) = 4
trigger5 = 1||var(1):= 4201
trigger6 = var(1) = 5
trigger6 = 1||var(1):= 59115
trigger7 = var(1) = 6
trigger7 = 1||var(1):= 1014
trigger8 = var(1) = 7
trigger8 = 1||var(1):= 5960
trigger9 = var(1) = 8
trigger9 = 1||var(1):= 5937
trigger10= var(1) = 9
trigger10= 1||var(1):= 3512
trigger11= var(1) = 10
trigger11= 1||var(1):= 3513
value = var(1)
IgnoreHitPause = 1

[state 1810]
type = AngleDraw
trigger1 = anim = 4201 || anim = 5937
scale = 0.5,0.5
IgnoreHitPause=1

[state 1810]
type = AngleDraw
trigger1 = anim = 5960
scale = 0.25,0.25
IgnoreHitPause=1

[state 1810]
type = AngleDraw
trigger1 = !anim
scale = 0.125,0.125
IgnoreHitPause=1

[state 1810]
type = AngleDraw
trigger1 = anim = 3513
scale = 2,2
IgnoreHitPause=1

[state 1810]
type = AfterImage
trigger1 = 1;time = 0
time = -1
palbright = 255,0,0
palcontrast = 255,0,0
Persistent=0
IgnoreHitPause=1


[State 1810, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = , SA
animtype  = Hard
damage    = 100, 25
priority  = 5
guardflag = HA
pausetime = 0,0
sparkxy = 0,0
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2
guard.velocity = -2
air.velocity = -2,-2
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1
fall.recover = 0
p1stateno = 1813       ;自分のステート変更
IgnoreHitPause =1

;攻撃受けた時の動作部分への移行。
[State 1810]
type = HitOverride
trigger1 = 1
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 1810]
type = HitBy
trigger1 = 1
value = SCA,AA,AP
time = -1
[State 1810]
type = HitBy
trigger1 = 1
value2= SCA,AA,AP
time = -1

[State 1810,sift]
type = ChangeState
trigger1 = movecontact
value = 1813

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

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1
;---------------------------------------------------------------------------
; 王様跳ねる
; 
[Statedef 1811]
type = A
ctrl = 0
;anim = 4200
sprpriority = 5

[state ]
type = VelSet
trigger1 = sysvar(4) != -stateno+ID
triggerall = vel x >0.6 && vel y >-6
x = 0.6
y = -6
IgnoreHitPause = 1

[state 1810]
type = AngleDraw
trigger1 = anim = 4201 || anim = 5937
scale = 0.5,0.5
IgnoreHitPause=1

[state 1810]
type = AngleDraw
trigger1 = anim = 5960
scale = 0.25,0.25
IgnoreHitPause=1

[state 1810]
type = AngleDraw
trigger1 = !anim
scale = 0.125,0.125
IgnoreHitPause=1

[state 1810]
type = AngleDraw
trigger1 = anim = 3513
scale = 2,2
IgnoreHitPause=1

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

;攻撃受けた時の動作部分への移行。
[State 1811]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1


[State 1810]
type = HitBy
trigger1 = 1
value = SCA,AA,AP
time = -1
[State 1810]
type = HitBy
trigger1 = 1
value2= SCA,AA,AP
time = -1

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

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1

;---------------------------------------------------------------------------
; 王様HIT
; 
[Statedef 1813]
type = A
ctrl = 0
;anim = 4200
sprpriority = 5

[state ]
type = VelSet
trigger1 = sysvar(4) != -stateno+ID
x = -1
y = -8
IgnoreHitPause = 1

[state 1810]
type = AngleDraw
trigger1 = anim = 4201 || anim = 5937
scale = 0.5,0.5
IgnoreHitPause=1

[state 1810]
type = AngleDraw
trigger1 = anim = 5960
scale = 0.25,0.25
IgnoreHitPause=1

[state 1810]
type = AngleDraw
trigger1 = !anim
scale = 0.125,0.125
IgnoreHitPause=1

[state 1810]
type = AngleDraw
trigger1 = anim = 3513
scale = 2,2
IgnoreHitPause=1

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

;攻撃受けた時の動作部分への移行。
[State 1811]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1


[State 1810]
type = HitBy
trigger1 = 1
value = SCA,AA,AP
time = -1
[State 1810]
type = HitBy
trigger1 = 1
value2= SCA,AA,AP
time = -1

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

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;シェイク爆弾 

[Statedef 1900]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
velset = 0,0
ctrl = 0
sprpriority = 2

[State Anim]
type = ChangeAnim
trigger1 = Anim != 1250
value = 1250+(0&&var(9):= 0)

;[state 1919]
;type = varrandom
;triggerall = AnimElem =2
;trigger1 = !(numhelper(191000)>=3&&numhelper(1910)>=3&&numhelper(3)>=2)
;v = 5
;range = 1,3-!(!(playerID(-var(12)+10),Var(58)&67108864));(1+(numhelper(191000)>=3)),(3-(numhelper(3)>=2))
;IgnoreHitPause = 1


[state 1919]
type = varrandom
trigger1 = time = 0
;triggerall = var(5):=0 || 1
triggerall = !(numhelper(191000)>=3&&numhelper(1910)>=3&&numhelper(3)>=2)
v = 5
range = 1,3-!(!(playerID(-var(12)+10),Var(58)&67108864));(1+(numhelper(191000)>=3)),(3-(numhelper(3)>=2))
IgnoreHitPause = 1

[state 1919]
type = Null
triggerall = (numhelper(191000)||numhelper(1910)||(NumHelper(3)&&(playerID(-var(12)+10),Var(58)&67108864)))
triggerall = !(numhelper(191000)>=3&&numhelper(1910)>=3&&(numhelper(3)>=2||!(playerID(-var(12)+10),Var(58)&67108864)))
trigger1 = numhelper(191000)>=3&&numhelper(1910)>=3 && var(5) = 1
trigger1 = 1||var(5):=3
trigger2 = numhelper(191000)>=3&&(numhelper(3)>=2||!(playerID(-var(12)+10),Var(58)&67108864)) && var(5) = 1
trigger2 = 1||var(5):=2
trigger3 = numhelper(1910)>=3&&numhelper(191000)>=3 && var(5) = 2
trigger3 = 1||var(5):=3
trigger4 = numhelper(1910)>=3&&(numhelper(3)>=2||!(playerID(-var(12)+10),Var(58)&67108864)) && var(5) = 2
trigger4 = 1||var(5):=1
trigger5 = numhelper(3)>=2&&numhelper(191000)>=3 && var(5) = 3
trigger5 = 1||var(5):=2
trigger6 = numhelper(3)>=2&&numhelper(1910)>=3 && var(5) = 3
trigger6 = 1||var(5):=1
trigger7 = numhelper(191000)>=3 && var(5) = 1
trigger7 = 1||var(5):=2+(random%2)
trigger8 = numhelper(1910)>=3 && var(5) = 2
trigger8 = 1||var(5):=1+(2*(random%2))
trigger9 = (numhelper(3)>=2||!(playerID(-var(12)+10),Var(58)&67108864)) && var(5) = 3
trigger9 = 1||var(5):=1+(random%2)
IgnoreHitPause=1

[state 1919]
type = varset
trigger1 = var(5)
trigger1 = (numhelper(191000)>=3&&numhelper(1910)>=3&&(numhelper(3)>=2||!(playerID(-var(12)+10),Var(58)&67108864)))
v = 5
value = 0
IgnoreHitPause = 1

[state 1900,potato]
type = Helper
trigger1 = animelem = 4
trigger1 = var(5) = 1
Persistent = 0
name = "Potato"  ;ヘルパーの名前
stateno = 19110       ;ヘルパーが最初に行くステート
ID = 191000            ;ヘルパーのＩＤナンバー
pos = 75,-40             ;飛び道具の出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）
SuperMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
PauseMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))

[State 1900, ヘルパーを出す]
type = Helper
trigger1 = animelem = 4
trigger1 = var(5) = 2
Persistent = 0
name = "shakebom"  ;ヘルパーの名前
stateno = 1910       ;ヘルパーが最初に行くステート
ID = 1910            ;ヘルパーのＩＤナンバー
pos = 75,-40             ;飛び道具の出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.8      ;ヘルパーの横のサイズ
size.yscale = 0.8      ;ヘルパーの縦のサイズ
helpertype = Player  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）
SuperMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
PauseMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))

[State 1900, ヘルパーを出す]
type = Helper
trigger1 = animelem = 4
trigger1 = var(5) = 3
Persistent = 0
name = "mini-Donald"  ;ヘルパーの名前
stateno = 1910       ;ヘルパーが最初に行くステート
ID = 3            ;ヘルパーのＩＤナンバー
pos = 75,-40             ;飛び道具の出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 1          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale =		root,Const(size.xscale)/2      ;ヘルパーの横のサイズ
size.yscale =		root,Const(size.yscale)/2      ;ヘルパーの縦のサイズ
size.ground.back =	root,Const(size.ground.back)/2
size.ground.front =	root,Const(size.ground.front)/2
size.air.back =		root,Const(size.air.back)/2
size.air.front =	root,Const(size.air.front)/2
size.height =		root,Const(size.height)/2
size.proj.doscale =	root,Const(size.proj.doscale)/2
size.head.pos =		root,Const(size.head.pos.x)/2, root,Const(size.head.pos.y)/2
size.mid.pos =		root,Const(size.mid.pos.x)/2, root,Const(size.mid.pos.y)/2
size.shadowoffset =	root,Const(size.shadowoffset)/2
helpertype = Player  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）
SuperMoveTime = 99999999*!(!(Var(11)&4194304))
PauseMoveTime = 99999999*!(!(Var(11)&4194304))

[State 1800, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1900, 9
volume = 255
freqmul=ifelse(helper(1919822),sysfvar(3)=1,2,1)

[State 1800, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 345, 0
volume = 255

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 5555, 8

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 20, 13
volume = 255

[state 1919]
type = varset
trigger1 = AnimTime = 0
v = 5
value = 0

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

[State 1051]
type = CtrlSet
trigger1 = !(!(playerID(-var(12)+10),Var(54)&134217728)&&(playerID(-var(12)+10),Var(52)&24)/8 >=3)
trigger1 = AnimElem = 5
value = 1

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1
;------------------
;------------------
;シェイク
[Statedef 1910]
type = A
movetype= A
physics = N
ctrl = 0
sprpriority = 5

[State Random]
type = VarRandom
trigger1 = Anim != 4250
v = 5
range = 1,2

[state Vel]
type = VelSet
trigger1 = Anim != 4250
x = 1
y = -8

[state Anim]
type = ChangeAnim
trigger1 = Anim != 4250
value = 4250

[state angle]
type = AngleDraw
trigger1 = IsHelper(3)
scale = 3,3
IgnoreHitPause = 1

[State -2, palno=12,光用]
type = PalFX
trigger1 = !IsHelper(3)
time = 1
add = IfElse(var(5)=1,255,128),128,IfElse(var(5)=1,128,255)
IgnoreHitPause = 1

[State 3005, Gravity]
type = VelAdd
trigger1 = 1
y = 0.22

[State 1051]
type = screenbound
trigger1 = FrontEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist >= 5
value = 1 

[State 1910, ヒット定義]
type = HitDef
trigger1 = time = 8
triggerall = enemynear,stateno != 000002
attr = , SA
animtype  = hard
damage    = 10, 4
priority  = 5
guardflag = HA
pausetime = 0,0
sparkxy = 0,0
sparkno = 3
hitsound   = s20,1
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 50
ground.velocity = -0.5
guard.velocity = -1
air.velocity = -0.1,-5
air.hittime = 100
air.type = High
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall.recover = 0 
p1stateno = 1918       ;自分のステート変更
IgnoreHitPause =1

[State 910, NoHitBy]
type = changeanim
trigger1 = numhelper(1890) = 1
value = 4258

;攻撃受けた時の動作部分への移行。
[State 1810]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1913
time = -1

[State 1810]
type = NotHitBy
trigger1 = Time = 0
value = , AT;全ての投げに対し無効化
time = -1

[State 1810, ステート変更]
type = ChangeState
trigger1 = MoveGuarded
value = 1912

[State 1810,sift]
type = ChangeState
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 1918

[State 1810,sift]
type = ChangeState
trigger1 = FrontEdgeDist <= 6
trigger2 = BackEdgeDist <= 6
value = 1912

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1
;---------------------------------------------------------------------------
;シェイクGUARD/BACK
; 
[Statedef 1912]
type = A
ctrl = 0
anim = 4288
velset = -1.5,-5.5
sprpriority = 5

[state angle]
type = AngleDraw
trigger1 = IsHelper(3)
scale = 3,3
IgnoreHitPause = 1

[State Random]
type = VarRandom
trigger1 = Var(5) != [1,2]
v = 5
range = 1,2

[State -2, palno=12,光用]
type = PalFX
trigger1 = !IsHelper(3)
time = 1
add = IfElse(var(5)=1,255,128),128,IfElse(var(5)=1,128,255)
IgnoreHitPause = 1

[State 1051]
type = screenbound
trigger1 = FrontEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist >= 5
value = 1 

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

;攻撃受けた時の動作部分への移行。
[State 1811]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1913
time = -1

[State 1811]
type = NotHitBy
trigger1 = Time = 0
value = , AT;全ての投げに対し無効化
time = -1

[State 1811, ステート変更] 
type = ChangeState
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 1919

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1
;---------------------------------------------------------------------------
;シェイクDAMAGE
; 
[Statedef 1913]
type = A
ctrl = 0
anim = 4288
velset = -1.5,-5.5
sprpriority = 5

[state angle]
type = AngleDraw
trigger1 = IsHelper(3)
scale = 3,3
IgnoreHitPause = 1

[State Random]
type = VarRandom
trigger1 = Var(5) != [1,2]
v = 5
range = 1,2

[State -2, palno=12,光用]
type = PalFX
trigger1 = !IsHelper(3)
time = 1
add = IfElse(var(5)=1,255,128),128,IfElse(var(5)=1,128,255)
IgnoreHitPause = 1

[State 1051]
type = screenbound
trigger1 = FrontEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist >= 5
value = 1 

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

;攻撃受けた時の動作部分への移行。
[State 1811]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1913
time = -1

[State 1811]
type = NotHitBy
trigger1 = Time = 0
value = , AT;全ての投げに対し無効化
time = -1

[State 1811, ステート変更] 
type = ChangeState
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 1919

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1
;---------------------------------------------------------------------------
;シェイクHIT
; 
[Statedef 1918]
type = A
ctrl = 0
anim = 4288
velset = 1,-6
sprpriority = 5

[state angle]
type = AngleDraw
trigger1 = IsHelper(3)
scale = 3,3
IgnoreHitPause = 1

[State Random]
type = VarRandom
trigger1 = Var(5) != [1,2]
v = 5
range = 1,2

[State -2, palno=12,光用]
type = PalFX
trigger1 = !IsHelper(3)
time = 1
add = IfElse(var(5)=1,255,128),128,IfElse(var(5)=1,128,255)
IgnoreHitPause = 1

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

;攻撃受けた時の動作部分への移行。
[State 1811]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1918
time = -1

[State 1811]
type = NotHitBy
trigger1 = Time = 0
value = , AT;全ての投げに対し無効化
time = -1

[State 1811, ステート変更] 
type = ChangeState
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 1919

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1
;---------------------------------------------------------------------------
;シェイク爆発

[Statedef 1919]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 4250
sprpriority = 4

[state 1919]
type = changestate
trigger1 = IsHelper(3)
value = 59111

[State Random]
type = VarRandom
trigger1 = Var(5) != [1,2]
v = 5
range = 1,2

[State 1900, ヘルパーを出す]
type = Helper
trigger1 = time = 0 && var(5)=1
trigger1 = !IsHelper(3)
Persistent = 0
name = "shakebomb"  ;ヘルパーの名前
stateno = 1988       ;ヘルパーが最初に行くステート
ID = 1910            ;ヘルパーのＩＤナンバー
pos = 0,-5         ;ヘルパーの出現位置
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1.2      ;ヘルパーの縦のサイズ
helpertype = Player  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）
SuperMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
PauseMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))

[State ]
type = PosSet
trigger1 = time = 0 && var(5)=2
trigger1 = !IsHelper(3)
y = 0

[state -2,pn-proj]
type = Projectile
trigger1 = time = 0 && var(5)=2
trigger1 = !IsHelper(3)
attr = S, SP ;Standing, Special Projectile（立ち必殺技の飛び道具）
animtype = Light
SuperMoveTime = 99999999
PauseMoveTime = 99999999
pausetime = 0,0
offset = 0,0             ;飛び道具の出現位置
velocity = 0;,-1            ;飛び道具の移動初速度
accel = 0,0               ;飛び道具の加速度
projID = 19120               ;飛び道具のＩＤナンバー
projanim = 19120             ;飛び道具のアニメ
projhitanim = 19120          ;飛び道具がヒットした時のアニメ
projremanim = 19120          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 9999                ;飛び道具のヒット数
projmisstime = 5            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 6            ;飛び道具の攻撃優先度
projremovetime = 623       ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = L;MA
priority = 6
sparkno = 11
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1920
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = 0,-15
air.velocity = 0,-12
air.fall = 1
;air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある

[State ]
type = PlaySnd
trigger1 = time = 0 && var(5)=2
trigger1 = !IsHelper(3)
value = 1025

[State 1820, このヘルパーを消す]
type = DestroySelf
trigger1 = 1


;------------------
;---------------------------------------------------------------------------

;リベンジポテトレイン
[statedef 191910]
type = A
movetype = I
physics = N
ctrl = 0
anim = 3507
velset = 1, -10

[state 1920]
type = AngleDraw
trigger1 = 1
value = ifelse((vel y != 0),(time*10),0)

[state 1920]
type = velset
trigger1 = pos Y < -500
x = 0
y = 0

[state 1920]
type = posadd
trigger1 = screenpos Y >= -50
trigger1 = vel Y = 0
y = -(50 + screenpos y)

[state 1920]
type = AssertSpecial
trigger1 = vel Y = 0
flag = invisible

[state 1920]
type = posset
trigger1 = vel Y = 0
x = 0

[state 1920]
type = hitby
trigger1 = 1
value = 
IgnoreHitPause = 1
[state 1920]
type = hitby
trigger1 = 1
value2= 
IgnoreHitPause = 1

[state 1920]
type = changeanim
trigger1 = vel Y = 0
trigger1 = anim != 3506
value = 3506

[state Levelling]
type = Null
trigger1 = !(playerID(-var(12)+10),Var(54)&134217728)
trigger1 = 1||var(1):=20+(15*((playerID(-var(12)+10),Var(52)&24)/8)) ||var(0):= (random%311 + 5)
trigger2 = (playerID(-var(12)+10),Var(54)&134217728)
trigger2 = ((playerID(-var(12)+10),Var(52)&24)/8)<1
trigger2 = 1||var(1):=5 ||var(0):= enemynear,ScreenPos x
trigger3 = (playerID(-var(12)+10),Var(54)&134217728)
trigger3 = ((playerID(-var(12)+10),Var(52)&24)/8)<2
trigger3 = 1||var(1):=10 ||var(0):= (random%311 + 5)
trigger4 = (playerID(-var(12)+10),Var(54)&134217728)
trigger4 = ((playerID(-var(12)+10),Var(52)&24)/8)<3
trigger4 = 1||var(1):=15 ||var(0):= (random%311 + 5)
trigger5 = (playerID(-var(12)+10),Var(54)&134217728)
trigger5 = 1||var(1):=20 ||var(0):= (random%311 + 5)

[state -2]
type = PlaySnd
triggerall = vel Y = 0
trigger1 = time%var(1) = 0
value = 400,0

[state -2,pn-proj]
type = Projectile
triggerall = vel Y = 0
trigger1 = time%var(1) = 0
projID = 194687354
projanim = 4017
projhitanim = -1
projremanim = -1
projcancelanim = -1
projscale = 0.5, 0.5
projremove = 1
projremovetime = -1
velocity = 0, 0
remvelocity = 0, 0
accel = 0, const(movement.yaccel)
velmul = 1, 1
projhits = 1
projmisstime = 1
projpriority = 4
projsprpriority = 2
projedgebound = 40
projstagebound = 40
projheightbound = -600, 20
offset = var(0), pos Y
postype = left
projshadow = 0, 0, 0
SuperMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
PauseMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
priority = 4,Miss
damage = 20,2
pausetime = 0, 8
guard.pausetime = 0, 2
sparkno = 10
guard.sparkno = 60
sparkxy = 0, 0
hitsound = S6 ,1
guardsound = S1, 4
id = 1920
hitonce = 1
kill = 1
guard.kill = 0
fall.kill = 1
numhits = 1
getpower = 10, 5
givepower = 1, 0

[state -2,pn-proj]
type = Projectile
triggerall = vel Y = 0
trigger1 = time%(2*var(1)) = 0
;trigger1 = random < 10
projID = 194687355
projanim = 4011 + random % 4
projhitanim = -1
projremanim = 4015
projcancelanim = 4015
projscale = 0.5, 0.5
projremove = 0
projremovetime = -1
velocity = 0, 0
remvelocity = 0, 0
accel = 0, const(movement.yaccel) /50
velmul = 1, 1
projhits = 1
projmisstime = 1
projpriority = 4
projsprpriority = 2
projedgebound = 40
projstagebound = 40
projheightbound = -600, 10
offset = (random%311 + 5), pos Y
postype = left
projshadow = 0, 0, 0
SuperMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
PauseMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
priority = 5,Dodge
damage = 20,2
pausetime = 0, 8
guard.pausetime = 0, 2
sparkno = 1
guard.sparkno = 40
sparkxy = 0, 0
hitsound = S1,0
guardsound = S1, 4
id = 1920
hitonce = 1
kill = 1
guard.kill = 0
fall.kill = 1
numhits = 1
getpower = 10, 5
givepower = 1, 0

[state 1920]
type = destroyself
trigger1 = anim = 3506
trigger1 = animelemtime(1) >= 1000
trigger2 = roundstate > 2



;ミニドナルド
[statedef 59111]
type = S
movetype = I
physics = S
anim = 1951
ctrl = 0

[state 59]
type = PosSet
trigger1 = 1
y = 0

[state 59]
type = playsnd
trigger1 = time = 0
value = s345, 0
Persistent = 0

[state 59]
type = varset
trigger1 = var(59) != [1,11]
v = 59
value = (random % 11)+1

[state 59]
type = changestate
trigger1 = AnimTime >= 0
value = 0
ctrl = 1
anim = 0

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1

;ポテトドロップラッシュ
[statedef 19110]
type = A
movetype = I
physics = N
ctrl = 0
anim = 3507
velset = 1, -10

[state 1920]
type = AngleDraw
trigger1 = 1
value = ifelse((vel y != 0),(time*10),0)

[state 1920]
type = velset
trigger1 = pos Y < -500
x = 0
y = 0

[state 1920]
type = posadd
trigger1 = screenpos Y >= -50
trigger1 = vel Y = 0
y = -(50 + screenpos y)

[state 1920]
type = AssertSpecial
trigger1 = vel Y = 0
flag = invisible

[state 1920]
type = posset
trigger1 = vel Y = 0
x = 0

[state 1920]
type = hitby
trigger1 = 1
value = 
IgnoreHitPause = 1
[state 1920]
type = hitby
trigger1 = 1
value2= 
IgnoreHitPause = 1

[state 1920]
type = changeanim
trigger1 = vel Y = 0
trigger1 = anim != 3506
value = 3506

[state Levelling]
type = Null
trigger1 = !(playerID(-var(12)+10),Var(54)&134217728)
trigger1 = 1||var(1):=20+(15*((playerID(-var(12)+10),Var(52)&24)/8)) ||var(0):= (random%311 + 5)
trigger2 = (playerID(-var(12)+10),Var(54)&134217728)
trigger2 = ((playerID(-var(12)+10),Var(52)&24)/8)<1
trigger2 = 1||var(1):=5 ||var(0):= enemynear,ScreenPos x
trigger3 = (playerID(-var(12)+10),Var(54)&134217728)
trigger3 = ((playerID(-var(12)+10),Var(52)&24)/8)<2
trigger3 = 1||var(1):=10 ||var(0):= (random%311 + 5)
trigger4 = (playerID(-var(12)+10),Var(54)&134217728)
trigger4 = ((playerID(-var(12)+10),Var(52)&24)/8)<3
trigger4 = 1||var(1):=15 ||var(0):= (random%311 + 5)
trigger5 = (playerID(-var(12)+10),Var(54)&134217728)
trigger5 = 1||var(1):=20 ||var(0):= (random%311 + 5)

[state -2]
type = PlaySnd
triggerall = vel Y = 0
trigger1 = time%var(1) = 0
value = 400,0

[state -2,pn-proj]
type = Projectile
triggerall = vel Y = 0
trigger1 = time%var(1) = 0
projID = 194687354
projanim = 4017
projhitanim = -1
projremanim = -1
projcancelanim = -1
projscale = 0.5, 0.5
projremove = 1
projremovetime = -1
velocity = 0, 0
remvelocity = 0, 0
accel = 0, const(movement.yaccel)
velmul = 1, 1
projhits = 1
projmisstime = 1
projpriority = 4
projsprpriority = 2
projedgebound = 40
projstagebound = 40
projheightbound = -600, 20
offset = var(0), pos Y
postype = left
projshadow = 0, 0, 0
SuperMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
PauseMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
priority = 4,Miss
damage = 20,2
pausetime = 0, 8
guard.pausetime = 0, 2
sparkno = 10
guard.sparkno = 60
sparkxy = 0, 0
hitsound = S6 ,1
guardsound = S1, 4
id = 1920
hitonce = 1
kill = 1
guard.kill = 0
fall.kill = 1
numhits = 1
getpower = 10, 5
givepower = 1, 0

[state -2,pn-proj]
type = Projectile
triggerall = vel Y = 0
trigger1 = time%(2*var(1)) = 0
;trigger1 = random < 10
projID = 194687355
projanim = 4011 + random % 4
projhitanim = -1
projremanim = 4015
projcancelanim = 4015
projscale = 0.5, 0.5
projremove = 0
projremovetime = -1
velocity = 0, 0
remvelocity = 0, 0
accel = 0, const(movement.yaccel) /50
velmul = 1, 1
projhits = 1
projmisstime = 1
projpriority = 4
projsprpriority = 2
projedgebound = 40
projstagebound = 40
projheightbound = -600, 10
offset = (random%311 + 5), pos Y
postype = left
projshadow = 0, 0, 0
SuperMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
PauseMoveTime = 99999999*((helper(485000),SysVar(2)&124)/4 =2||(Var(11)&4194304))
attr = A,SP
hitflag = MAF
guardflag = MA
affectteam = E
priority = 5,Dodge
damage = 20,2
pausetime = 0, 8
guard.pausetime = 0, 2
sparkno = 1
guard.sparkno = 40
sparkxy = 0, 0
hitsound = S1,0
guardsound = S1, 4
id = 1920
hitonce = 1
kill = 1
guard.kill = 0
fall.kill = 1
numhits = 1
getpower = 10, 5
givepower = 1, 0

[state 1920]
type = destroyself
trigger1 = anim = 3506
trigger1 = animelemtime(1) >= 1000
trigger2 = roundstate > 2



;ミニドナルド
[statedef 59111]
type = S
movetype = I
physics = S
anim = 1951
ctrl = 0

[state 59]
type = PosSet
trigger1 = 1
y = 0

[state 59]
type = playsnd
trigger1 = time = 0
value = s345, 0
Persistent = 0

[state 59]
type = varset
trigger1 = var(59) != [1,11]
v = 59
value = (random % 11)+1

[state 59]
type = changestate
trigger1 = AnimTime >= 0
value = 0
ctrl = 1
anim = 0

[State C, StSys]
type = VarSet
trigger1 = root,name = "RS"
trigger1 = root,authorname = "REI MD J"
trigger1 = sysvar(4) != -stateno+ID
sysvar(4) = -stateno+ID
IgnoreHitPause = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;シェイク爆発

[Statedef 1988]
type = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5

[state Vel]
type = VelSet
trigger1 = Anim != 4310
x = 0
y = 0
IgnoreHitPause = 1

[State 8011, VarSet]
type = VarSet
trigger1 = Anim != 4310
fv = 8
value = 1.5
[State 8011, VarSet]
type = VarSet
trigger1 = Anim != 4310
fv = 9
value = 1.5

[state Anim]
type = ChangeAnim
trigger1 = Anim != 4310
value = 4310
IgnoreHitPause = 1

[State 1820, 音を鳴らす]
type = posset
trigger1 = 1
y = 0

[State 3108, EnvShake]
type = EnvShake
trigger1 = AnimElem = 3
time = 30
ampl = 7

[State 8011, Assert]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
IgnoreHitPause = 1

[State -2, 黒ドナルド攻撃力アップ]
type = AttackMulSet
trigger1 = PlayerIDExist(-var(12)+10)
value = IfElse((playerID(-var(12)+10),Var(52)&24)/8<2,1.0,IfElse((playerID(-var(12)+10),Var(52)&24)/8<3,0.8,0.5))
IgnoreHitPause = 1

[State -2, palno=12,光用]
type = PalFX
triggerall = (Var(11)&3840)/256 = 12
trigger1 = AnimElemTime(1) % 10 = 0
time = -1
add = random%257,random%257,random%257
mul = random%257,random%257,random%257
sinadd = random%257,random%257,random%257,10
IgnoreHitPause = 1

[State 8011, Trans]
type = Trans
trigger1 = 1
trans = add

;変数～AngleDraw制御用　fvar(8～9)

[State 8011, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) >= 42
fv = 8
value = -0.1
[State 8011, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) >= 42
fv = 9
value = 0.3

[State 8011, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(8),fvar(9)

[state 200]
type = varset
trigger1 = enemynear,pos x < pos x
trigger1 = facing = 1
trigger2 = enemynear,pos x > pos x
trigger2 = facing = -1
triggerall = ((playerID(-var(12)+10),Var(54)&134217728)||(Var(11)&3840)/256>=10) && roundstate = [2,3]
v = 5
value = -1

[state 200]
type = varset
trigger1 = enemynear,pos x < pos x
trigger1 = facing = -1
trigger2 = enemynear,pos x > pos x
trigger2 = facing = 1
trigger3 = (!(playerID(-var(12)+10),Var(54)&134217728)&&(Var(11)&3840)/256<10) || roundstate != [2,3]
v = 5
value = 1

[state ]
type = PosAdd
trigger1 = AnimElemTime(1) = 56
x = (40*var(5))

[State 8011, DestroySelf]
type = ChangeState
trigger1 = AnimElemTime(1) = 56 && (var(4) < 10 || (!(playerID(-var(12)+10),Var(54)&134217728)&&(Var(11)&3840)/256<10))
Trigger1 = FrontEdgeDist > -100
trigger1 = 1||var(5):=0 ||fvar(8):=0 ||fvar(9):=0 ||var(4):=var(4)+1
value = StateNo
anim = 1

[State 8011, DestroySelf]
type = DestroySelf
trigger1 = AnimElemTime(1) = 56

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 5
volume = 255

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 7

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1080, 1
volume = 255

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 120, random % 8
volume = -150

[State 222,3]
type = HitDef
trigger1 = !(!(playerID(-var(12)+10),Var(54)&134217728)&&(playerID(-var(12)+10),Var(52)&24)/8 >=3)
trigger1 = GameTime%2 = 0
trigger2 = GameTime%4 = 0
attr = , NA
damage = 3,3
animtype = light
guardflag =
hitflag = MAFD
priority = 3, Hit
pausetime = 0,0
guard.sparkno = S451
sparkno = S454
sparkxy = 0, 200
hitsound = s888,0
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0
air.velocity = 0,-2.3
guard.velocity = 0
airguard.velocity = 0,0
air.type = High
air.hittime = 2
down.velocity = 0,-2.2
givepower = -100,10
fall = 1
fall.recover = 0

[State 3506, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = 1
value = ifelse((Var(11)&3840)/256=12,-5,-1)
IgnoreHitPause = 1

[State 3506, 掴んだ相手の体力ゲージの増減]
type = TargetpowerAdd
trigger1 = 1
value = ifelse((Var(11)&3840)/256=12,-5,-1)
IgnoreHitPause = 1

[State 1820]
type = Playerpush
trigger1 = AnimElemTime(1) >= 0
value = 1
