;SS GOG THROUGH ONOF THEGSPUR'
;They pu38282t the Slamongflobo in the Contorler
;Tmmmmgldoz7ejiodueg8
;---------------------------------------------------------------------------
[Data]
life              = 2000
power             = 1337000
attack            = 100
defence           = 200
fall.defence_up   = -1337
liedown.time      = 100
airjuggle         = 75921
sparkno           = 2
guard.sparkno     = 40
KO.echo           = 0
volume            = 40
IntPersistIndex   = 59
FloatPersistIndex = 40
;---------------------------------------------------------------------------
[Size]
xscale           = 0.5
yscale           = 0.5
ground.back      = 15
ground.front     = 15
air.back         = 15
air.front        = 15
height           = 100
attack.dist      = 160
proj.attack.dist = 90
proj.doscale     = 0
head.pos         = 0, -120
mid.pos          = 0, -80
shadowoffset     = 0
draw.offset      = 0,0
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 9
walk.back    = -9
run.fwd      = 16, 8
run.back     = -15, -3.5
jump.neu     = 0, -12
jump.back    = -8
jump.fwd     = 8
runjump.back = -6, -3
runjump.fwd  = 8, -3
airjump.neu  = 0, -8
airjump.back = -2
airjump.fwd  = 2.5
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 0
airjump.height  = 35
yaccel          = .9
stand.friction  = .1
crouch.friction = .1
;---------------------------------------------------------------------------
[Statedef 1]
type = S
movetype = H
[State 0, SelfState]
type = SelfState
trigger1 = 1
value = prevstateno
anim = -1
ignorehitpause = 1
;---------------------------------------------------------------------------
[Statedef 0]
type = S
physics = N
sprpriority = 0

[State ]
type = DestroySelf
triggerall=ishelper
trigger1=!time
trigger1=random<100
trigger2=!ishelper(256)

[State ]
type = Changestate
value = 197
trigger1 = Var(6) = 1

[State 0, 1]
type = ChangeAnim
trigger1 = name="HAMBAGA"
trigger1 = anim!=0
value = 0
[State 0, 1]
type = ChangeAnim
trigger1 = name!="HAMBAGA"
value = 5120

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050
;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = N
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40,]
Type = ChangeState
TriggerAll = Var(59) >= 7
Triggerall = Time = 0
triggerall = PrevStateNo != 210
triggerall = PrevStateNo != 230
triggerall = PrevStateNo != 240
triggerall = PrevStateNo != 250
triggerall = PrevStateNo != 410
triggerall = PrevStateNo != 430
triggerall = PrevStateNo != 440
Trigger1=TeamMode = single
Trigger2=TeamMode = turns
Trigger3=TeamMode = simul
trigger3 = partner,ALIVE = 0
Value = ifelse(PrevStateNo = 100,100,0)
Ctrl = 1
IgnoreHitPause = 1

[State 40, 2]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdfwd"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L || P2BodyDist X >= 30
Trigger2 = EnemyNear,MoveType = H || Random <= 333 || EnemyNear,StateType = L
sysvar(1) = 1

[State 40, 3]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdback"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L
Trigger2 = EnemyNear,MoveType != H
Trigger2 = BackEdgeBodyDist>60
Trigger2 = Random <= 500
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45,]
type = Varset
trigger1 = 1
v = 7
value = 1

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 2]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdfwd"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L || P2BodyDist X >= 30
Trigger2 = EnemyNear,MoveType = H || Random <= 333 || EnemyNear,StateType = L
Trigger3 = EnemyNear,MoveType = H
sysvar(1) = 1

[State 45, 3]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdback"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L
Trigger2 = EnemyNear,MoveType != H
Trigger2 = BackEdgeBodyDist>60
Trigger2 = Random <= 500
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[state 100,AI]
type = ctrlset
trigger1 = var(59) != 0
value = 0

[State 100,ﾀﾞｯｼｭｽﾃｯﾌﾟ DashStop]
type = ChangeState
TriggerAll = var(59) != 0
Trigger1 = inguarddist
Trigger2 = EnemyNear,MoveType!=H
Trigger2 = P2BodyDist X<=10
Trigger2 = P2BodyDist Y>=-500
Trigger3 = P2BodyDist X<=10
value = 0
ctrl = 1

[State 100, 4]
type = ChangeState
triggerall = command != "holdfwd"
Trigger1 = var(59) = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 無敵]
type = NotHitBy
trigger1 = AnimElemTime(1) = 0
value = SCA
time = 6

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = N

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = N

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = N

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = N

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
Trigger1 = var(59) = 0
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = N

[State 130, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 0
value = 1

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 131

[State 130, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140


;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = N

[State 131, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 0
value = 1

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 130

[State 131, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 0
value = 1

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = N

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = N

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = N

[State 140, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = N

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = N

[State 150, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = N

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = N
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = N

[State 151, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = N

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse(var(59) = 0,(command = "holddown"),(fvar(38)=1))

[State 152, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = N

[State 152, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = N

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = N
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = N

[State 153, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = N

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
[Statedef 510]
type    = A
movetype= I
physics = A
velset = 2.5,-8
anim = 41
sprpriority = 1
ctrl = 0

[State 510, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 510,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1

;---------------------------------------------------------------------------
[Statedef 515]
type    = A
movetype= I
physics = A
velset = 0,-8
anim = 41
sprpriority = 1
ctrl = 0

[State 515, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 515,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1

;---------------------------------------------------------------------------
[Statedef 520]
type    = A
movetype= I
physics = A
velset = -2,-8
anim = 41
sprpriority = 1
ctrl = 0

[State 520, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 520,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1


;---------------------------------------------------------------------------
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
[Statedef 180]
type = S

[State 180]
type = ChangeState
trigger1 = 1
value = 181+random%4
;---------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time=[0,300]
flag = roundnotover
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = 180,0
channel = 3
ignorehitpause = 1
[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0
[State 0, VarSet]
type = VarSet
trigger1 = !time
var(0) = 1+random%2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time=[0,300]
flag = roundnotover
ignorehitpause = 1
[State lol]
type = PlaySnd
trigger1 = animelem=2
value = 180,var(0)
ignorehitpause = 1
[State 181]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time=[0,300]
flag = roundnotover
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = random<250
value = 477,0
channel = random%8
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = random%361
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = 1
x = 160-random%321
y = -random%256
ignorehitpause = 1
[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
;EOIOIIIOE
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time=[0,300]
flag = roundnotover
ignorehitpause = 1
[State lol]
type = PlaySnd
trigger1 = animelem=1
value = 300,1
ignorehitpause = 1
[State lol]
type = PlaySnd
trigger1 = animelem=3
value = 800,2
ignorehitpause = 1
[State lol]
type = PlaySnd
trigger1 = animelem=3
value = 310,0
ignorehitpause = 1
[State sak]
type = EnvShake
trigger1 = animelem=3
time = 24
ampl = 8
freq = 140+random%20
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0
[State ]
type = ChangeState
trigger1 = Time = 0
value = 191+random%4
;---------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 1060
velset = 0,0

[State -3,]
type = Varset
trigger1 = (EnemyNear,Name = "Colonel")
v = 6
value = 1

[State 191]
type = ChangeState
value = 0
trigger1 = (EnemyNear,Name = "Colonel")

[State ]
type = AssertSpecial
trigger1 = time<200
flag = Intro

[State ]
type = PlaySnd
trigger1=animelem=2
trigger1=random<400
value = 190,0

[State ]
type = Helper
trigger1=animelem=3
Persistent = 1
name = "HAMye"
stateno = 1920
ID = 1920
pos = -15,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal


[State 191, ステート変更]
type = ChangeAnim
triggerall = anim!=0
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------

[Statedef 1920]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 99998
SprPriority = 5
[State ]
type = BindToRoot
trigger1 = 1
pos = 0,-50
[State wui990043ow]
type = VarSet
trigger1 = time<2
var(36) = 3501+random%4
ignorehitpause = 1
[State ]
type = ChangeState
trigger1 = time>2
value = 1930
;---------------------------------------------------------------------------
[Statedef 1930]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = ifelse(parent,stateno=191,var(36),193)
SprPriority = 5

[State ]
type = PlaySnd
trigger1 = parent,stateno=191
trigger1 = !time
value = 800,0
[State ]
type = VelSet
trigger1 = parent,stateno=191
trigger1 = !time
y = -9.8
[State ]
type = VelSet
trigger1 = parent,stateno!=191
trigger1 = !time
x = -14
y = -15
[State ]
type = VelAdd
trigger1 = parent,stateno!=191
y = .45
[State ]
type = VelAdd
trigger1 = parent,stateno=191
y = .3663
[State ]
type = DestroySelf
trigger1 = parent,stateno!=191
trigger1 = screenpos y>330
[State ]
type = DestroySelf
trigger1 = parent,stateno=191
trigger1 = pos y>-10

;---------------------------------------------------------------------------
[Statedef 192]
type     = A
movetype = I
physics  = N
ctrl = 0
anim = 1950

[State ]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State OffScreen]
type = PosSet
trigger1 = !time
y = -320
[State ]
type = PlaySnd
trigger1 = Time = 35
value = 190, 1

[State 192, 速度加算]
type = VelAdd
trigger1 = Time >= 50
y = .45

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0


[State 192]
type = ChangeState
trigger1 = pos y>=0
trigger1 = vel y>0
value = 1951
;---------------------------------------------------------------------------

[Statedef 1951]
type = S
ctrl = 0
anim = 1951
velset = 0,0

[State 1951, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1952
ctrl = 1

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

[Statedef 1952]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 1952, アニメ変更]
type = ChangeAnim
trigger1 = RoundState = 0
value = 0

[State 1952, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; イントロ（スタイリッシュドナルド）
[Statedef 193]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 4800
velset = 0,0

[State 193, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 193, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 190, 2

[State 193, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 40
value = 190, 3

[State 193, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; イントロ（この本前に読んだな）
[Statedef 194]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 194
velset = 0,0

[State 194, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 194, 音を鳴らす]
type = PlaySnd
trigger1 = time%4=1
value = 500,16
channel = 3

[State 194, ステート変更]
type = ChangeState
trigger1 = time>30
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; イントロ（対カーネル）
[Statedef 197]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 197
velset = 0,0

[State -3,]
type = Varset
trigger1 = 1
v = 6
value = 0

[State 194, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 194, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 500, 1

[State 194, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = 300, 1

[State 194, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
value = 500, 0

[State 194, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 12
value = 190, 5

[State 0, DestroySelf]
type = DestroySelf
trigger1 = ishelper
trigger1 = !animtime
ignorehitpause = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;DON"T ANYBODY MOVE!     I DROPPED MY HAMBURGERS
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
poweradd= 50
physics = N
sprpriority = 2
[State 0, Turn]
type = Turn
trigger1 = p2dist x<0
ignorehitpause = 1
[State 0, PosSet]
type = VelSet
trigger1 = 1
x = -random%16+random%32
y = -random%16+random%32
ignorehitpause = 1
[State 0, TargetBind]
type = TargetBind
trigger1 = 1
time = 2
pos = 0,0
ignorehitpause = 1
[State 0, StopSnd]
type = StopSnd
trigger1 = projhit222222222=1
channel = 3
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = projhit222222222=1
anim = 69690000+random%15
ID = 69696969
pos = random%321,random%241
postype = left
facing = 1
bindtime = -1
removetime = 2
pausemovetime = 65535
supermovetime = 65535
scale = random/256.0,random/256.0
ontop = 1
ownpal = 1
ignorehitpause = 1
[State 1600, 飛び道具を出す]
type = Projectile
trigger1 = 1
attr = S, SA
affectteam = B
damage = ifelse(random<25&&random<4,999999,1)
getpower = (512+random%512)*ifelse(random%2,-1,1)
givepower = (512+random%512)*ifelse(random%2,-1,1)
animtype = Light
pausetime = 0,1
offset = 0,0
velocity = 0,0
accel = 0,0
projID=222222222
projanim = anim
projhitanim = -1
projremanim = -1
projscale = 0,0
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 1
hitflag = MAFDP
guardflag = 
priority = 3
sparkno = -1
sparkxy = 0,0
guard.sparkno = 40
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = random%20,-random%20
air.velocity = random%20,-random%20
kill = 0
numhits = -random%4+random%4
air.juggle = 1
fall = 1
p2stateno = 5020
p2getp1state = 0
envshake.ampl = 20+random%31
envshake.time = random%32+16
envshake.freq = 100-random%51
palfx.add = random%256,random%256,random%256
palfx.mul = random%512,random%512,random%512
palfx.time = 20+random%40

[State Don't anybody move! I dropped my hamburgers]
type = PlaySnd
trigger1 = animelemtime(1)=1
value = 190, 4
channel = 3
ignorehitpause = 1
[State 195, ステート変更]
type = ChangeState
trigger1 = !var(59)
trigger1 = command!="KEEPTAUNTING"
trigger1 = AnimTime = 0
trigger2 = ishelper
value = 5070
ctrl = 0
[State 195, ステート変更]
type = ChangeState
trigger1 = var(59)
trigger1 = random<900 ;10% chance that he'll repeat
trigger1 = AnimTime = 0
value = 5070
ctrl = 0
;---------------------------------------------------------------------------
; ドナルドガール勝利ポーズ
; 
[Statedef 2400]
type = S
ctrl = 0
anim = 2400
velset = 0,0

[State 2400, 変数をセットする]
type = ParentVarSet
trigger1 = Time = 0
v = 4
value = 0
IgnoreHitPause = 1
Persistent = 1

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

;---------------------------------------------------------------------------
; ここからは通常攻撃技のステート
;---------------------------------------------------------------------------
; 立ち弱

[Statedef 200]
type     = S
movetype = A
physics  = N
juggle   = 1
ctrl     = 0
anim     = ifelse(anim=200&&fvar(29)>9.44,-1,200)
poweradd = 20
sprpriority = 2

[State 200, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 3
attr = S, NA
damage = 16, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7,7
sparkno = 0
guard.sparkno = 40
sparkxy = -10, -80
hitsound = s1,25
guardsound = 6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall.recovertime = 18

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 0

[State 200,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 200, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 立ち中

[Statedef 210]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 35
ctrl = 0
anim = ifelse(anim=210&&fvar(29)>9.44,-1,210)
sprpriority = 2

[State 210, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (3) < 0)
value = 35,0

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 1


[State 210, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = M
pausetime = 0,5;= 12,12
sparkno = s10000001
sparkxy = -10,-70
hitsound = s1,23
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = -5.5
air.velocity = -2.5,-4
fall.recovertime = 29

[State 210, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 210, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 立ち強1
; CNS レベル: 基本

[Statedef 230]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 42
ctrl = 0
anim = ifelse(anim=230&&fvar(29)>9.44,-1,230)
sprpriority = 2

[State 230, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (4) < 0)
value = 35,0

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 2

[State 230, ヒット定義]
type = HitDef
trigger1=1
attr = S, NA
animtype  = Hard
damage    = 20
guardflag = MA
pausetime = 7,7
sparkno = 2
sparkxy = -5,-80
hitsound = s1,22
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 14
guard.ctrltime = 14
ground.velocity = -1
air.velocity = -2.5,9.5
envshake.time = 15
envshake.ampl = 3
envshake.freq = 170
air.fall = 1
fall.recovertime = 30

[State 230,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 230, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 立ち強2
; CNS レベル: 基本

[Statedef 240]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 55
ctrl = 0
anim = ifelse(anim=240&&fvar(29)>9.44,-1,240)
sprpriority = 2

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 240, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (4) < 0)
value = 35,0
[State 1600, 飛び道具を出す]
type = Projectile
trigger1=animelem=3
attr = S,NA
damage = random%50+50
animtype = Light
pausetime = 0,5
offset = 0,0
velocity = 8,0
accel = 0,0
projID=52935; = 1600
projanim = 241
projhitanim = 241
projremanim = 241
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = s241
sparkxy = 0,60
guard.sparkno = 40
hitsound = s310,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 99
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 240, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = Time = 0
attr = S, NA
animtype  = Back
damage    = 74
guardflag = M
pausetime = 0,5;= 22,22
gurad.pausetime = 0,5;= 15,15
sparkno = 3
sparkxy = -10,-60
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -13,-4
air.velocity = -13,-4
guard.velocity = -5
airguard.velocity = -8,-3
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
p2getp1state=0
p2stateno=5110
fall = 1
fall.recover = ifelse(EnemyNear,GethitVar(hitcount) >= 20,1,0)
fall.recovertime = 1

[State 240,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 240, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 前強攻撃

[Statedef 250]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 60
ctrl = 0
anim = ifelse(anim=250&&fvar(29)>9.44,-1,250)
sprpriority = 2

[State 250, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 250, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 6, 5

[State 250, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (4) < 0)
value = 35,0


[State 250, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger1 = 1
attr = S,NA
animtype  = Hard
damage    = 24
guardflag = MA
pausetime = 4,4
sparkno = s4210
sparkxy = -3,-10
hitsound = s1,24
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -9
air.velocity = -9,9
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
air.fall = 1
fall.recover = 0
p2getp1state=0
p2stateno=enemynear,stateno

[State 250,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 250, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 250, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; しゃがみ弱

[Statedef 400]
type    = C
movetype= A
physics = N
juggle  = 5
poweradd= 15
ctrl = 0
anim = ifelse(anim=400&&fvar(29)>9.44,-1,400)
sprpriority = 2

[State 400, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 5

[State 400, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger1=1
attr = C, NA
damage    = 25
priority  = 3
animtype  = Light
guardflag = L
pausetime = 7,7
sparkno = 0
sparkxy = -10,-42
hitsound = s1,22
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = ifelse(EnemyNear,statetype = L,1,12)
air.hittime  = ifelse(EnemyNear,statetype = L,1,12)
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -5
air.velocity = -1,-3
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 10,1,22)

[State 400,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 400, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; しゃがみ中

[Statedef 410]
type    = C
movetype= A
physics = N
juggle  = 6
poweradd= 50
ctrl = 0
anim = ifelse(anim=410&&fvar(29)>9.44,-1,410)
sprpriority = 2

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 0

[State 410, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 2
attr = C, NA
damage    = 36
animtype  = Medium
guardflag = M
pausetime = 0,5;= 12,12
sparkno = s10000001
sparkxy = -10,-55
hitsound = s1,24
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -4
air.velocity = -1,-4
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 20,1,23)

[State 410,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 410, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; しゃがみ強1
; CNS レベル: 基本

[Statedef 430]
type    = C
movetype= A
physics = N
juggle  = 5
poweradd= 22
ctrl = 0
anim = ifelse(anim=430&&fvar(29)>9.44,-1,430)
sprpriority = 2

[State 430, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 430, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 4

[State 430, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = Time = 0
attr = C, NA
damage    = 40
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 7,7
sparkno = 0
sparkxy = -10,-8
hitsound = s1,25
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = -2
air.velocity = -1,-2
down.velocity = -4,0
down.hittime = 20
envshake.time = 15
envshake.ampl = 3
envshake.freq = 170

[State 430,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 430, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; しゃがみ強2

[Statedef 440]
type    = C
movetype= A
physics = N
juggle  = 7
poweradd= 70
ctrl = 0
anim = ifelse(anim=440&&fvar(29)>9.44,-1,440)
sprpriority = 2
[State 0, TargetBind]
type = TargetBind
trigger1 = movehit
time = 2
id = -1
pos = 0,0
ignorehitpause = 1
[State 440, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 440, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 2

[State 440, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = Time = 0
attr = C, NA
damage    = 72
animtype  = up
guardflag = M
pausetime = 3,5;= 18,18
sparkno = 3
sparkxy = -5,-10
hitsound = s1,21
guardsound = 6,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
guard.hittime  = 17
guard.ctrltime = 17
ground.velocity = -1.5,-9
air.velocity = -1.9,-9
guard.velocity = -5
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 20,2,30)

[State 440,ジャンプキャンセル]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 440, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; ジャンプ弱

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = ifelse(anim=600&&fvar(29)>9.44,-1,600)
sprpriority = 2

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 0

[State 600, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 600, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = Time = 0
attr = A, NA
damage    = 16
guardflag = HA
priority = 3
pausetime = 0,5;= 7,8
sparkno = 0
sparkxy = -10,-58
hitsound = s1,random%40;s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -4
air.velocity = -1.3,-4
airguard.velocity = -2,-3
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 25,2,15)
ground.cornerpush.veloff = -6.5

[State 600,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600, コントロール可否]
type = CtrlSet
trigger1 = !animtime
value = 1

;---------------------------------------------------------------------------
; ジャンプ中

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 35
ctrl = 0
anim = ifelse(anim=610&&fvar(29)>9.44,-1,610)
sprpriority = 2

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 1

[State 610, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = Time = 0
attr = A, NA
damage = 35
guardflag = HA
priority = 4
pausetime = 0,5;= 12,12
sparkno = 1
sparkxy = -10,-55
hitsound = s1,random%40;s1,2
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
guard.hittime  = 13
guard.ctrltime = 13
ground.velocity = -5,0
air.velocity = -3,-6
airguard.velocity = -2,-3
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 25,2,20)
ground.cornerpush.veloff = -7.2

[State 610,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600, コントロール可否]
type = CtrlSet
trigger1 = !animtime
value = 1

;---------------------------------------------------------------------------
; ジャンプ強1

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 50
ctrl = 0
anim = ifelse(anim=630&&fvar(29)>9.44,-1,630)
sprpriority = 2

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 2

[State 630, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 630, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = Time = 0
attr = A, NA
damage = 50
guardflag = HA
priority = 3
pausetime = 0,5;= 13,13
sparkno = 2
sparkxy = -5,-35
hitsound = s1,random%40;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
air.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -4
air.velocity = -4,ifelse(EnemyNear,movetype = H && EnemyNear,GethitVar(hitcount) >= 8,12 + (EnemyNear,GethitVar(hitcount)/3),12)
envshake.time = 15
envshake.ampl = 3
envshake.freq = 170
fall.recovertime = ifelse(EnemyNear,movetype = H && EnemyNear,GethitVar(hitcount) >= 25,2,30)
ground.cornerpush.veloff = -8.3

[State 630,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 630,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 630,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600, コントロール可否]
type = CtrlSet
trigger1 = !animtime
value = 1

;---------------------------------------------------------------------------
; ジャンプ強2

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = ifelse(anim=640&&fvar(29)>9.44,-1,640)
sprpriority = 2

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 640, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 2
value = 5, 3

[State 640, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 640, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = Time = 0
attr = A, NA
damage    = 60
guardflag = HA
priority = 4
pausetime = 0,5;= 14,14
sparkno = 3
sparkxy = -10,-40
hitsound = s1,random%40;s1,4
guardsound = 6,0
animtype = Hard
ground.type = High
ground.slidetime = 24
ground.hittime  = 24
air.hittime  = 0
guard.hittime  = 24
guard.ctrltime = 24
ground.velocity = -7,0
air.velocity = -9,-3.5
air.guardvelocity = -4,-4
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
air.fall = 1
fall.recovertime = 45
ground.cornerpush.veloff = -17.5 - ifelse((EnemyNear,movetype = H) && (EnemyNear,StateNo != [120,159]),EnemyNear,GethitVar(hitcount)/1.5,0)

[State 640,ジャンプキャンセル]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 640,ジャンプキャンセル]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 640,ジャンプキャンセル]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600, コントロール可否]
type = CtrlSet
trigger1 = !animtime
value = 1

;---------------------------------------------------------------------------
; 投げ掴みモーション

[Statedef 800]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = ifelse(anim=800&&fvar(29)>9.44,-1,800)
sprpriority = 2

[State 800, ヒット定義（投げ用）]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
Trigger1 = Time = 0
attr = S, NA
hitflag = MAFDP
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 178
fall.envshake.time = 15

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 250
ctrl = 1

;---------------------------------------------------------------------------
; 投げ成功モーション

[Statedef 810]
type    = S
movetype= A
physics = N
anim = ifelse(anim=810&&fvar(29)>9.44,-1,810)
poweradd = 60
sprpriority = 2

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=6
time = 10
freq = 155
ampl = -11
ignorehitpause = 1

[State 810, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 2
value = -1

[State 810, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 3
value = -1

[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem=6
value = 1,21
[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem=5
value = 5,6
[State 810, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElem=1
value = 1,1
[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = 1
pos = random%120*ifelse(random%2,-1,1),random%120*ifelse(random%2,-1,1)

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0

[State 810, 掴んだ相手の位置３]
type = TargetBind
trigger1 = animelem = 3
pos = 0, 0

[State 810, 画像表示優先度]
type = SprPriority
trigger1 = AnimElem = 4
value = -1

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -random%100

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 相手側の投げられモーション１

[Statedef 820]
type    = S
movetype= H
physics = S
velset = 0,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = S0+random%(8*(1+random%64)),random%(8*(1+random%64))
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = S0+random%(8*(1+random%64)),random%(8*(1+random%64))
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = S0+random%(8*(1+random%64)),random%(8*(1+random%64))
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = S0+random%(8*(1+random%64)),random%(8*(1+random%64))
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = S0+random%(8*(1+random%64)),random%(8*(1+random%64))
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = S0+random%(8*(1+random%64)),random%(8*(1+random%64))
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = S0+random%(8*(1+random%64)),random%(8*(1+random%64))
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = S0+random%(8*(1+random%64)),random%(8*(1+random%64))
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = S0+random%(8*(1+random%64)),random%(8*(1+random%64))
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = S0+random%(8*(1+random%64)),random%(8*(1+random%64))
ignorehitpause = 1
[State 820, 制御した相手のアニメ変更]
type = ChangeAnim
Trigger1 = 1
value = enemy,var(11)
elem = animelemno(0)+1
[State 0, PosSet]
type = PosSet
trigger1 = 1
x = enemy,pos x
y = enemy,pos y
[State 0, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1
ignorehitpause = 1
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 3
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = time>400
value = 821

;---------------------------------------------------------------------------
; 相手側の投げられモーション２

[Statedef 821]
type    = A
movetype= H
physics = N
velset = 0,10
poweradd = 0

[State 821, 速度加算]
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; 投げ掴みモーション

[Statedef 801]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = ifelse(anim=800&&fvar(29)>9.44,-1,800)
sprpriority = 2

[State 800, ヒット定義（投げ用）]
type = HitDef
triggerall=palno!=-999999999
trigger1 = 1
attr = S, NA
hitflag = MAFDP
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 811
p2stateno = 825
guard.dist = 0
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 178
fall.envshake.time = 15

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 440
ctrl = 1

[Statedef 811]
type    = S
movetype= A
physics = N
anim = ifelse(anim=811&&fvar(29)>9.44,-1,811)
poweradd = 60
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = 5,7+random%2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time%4=1
value = 310,2
channel = 2
[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = 1
value = -5
[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = random/24.2
ignorehitpause = 1
[State 810, ステート変更]
type = ChangeState
trigger1 = animelem=24
value = 5100
[Statedef 825]
type    = A
movetype= H
physics = N
sprpriority = 2
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = !time
value = 825
ignorehitpause = 1
[State 0, Width]
type = Width
trigger1 = 1
value = random%64-random%64,random%64-random%64
ignorehitpause = 1
[State 810, ステート変更]
type = ChangeState
trigger1 = time>40
value = 821
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 空中投げ掴みモーション

[Statedef 850]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = ifelse(anim=850&&fvar(29)>9.44,-1,850)
sprpriority = 2

[State 850, ヒット定義（投げ用）]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
Trigger1 = Time = 0
attr = A, NA        
hitflag = MAFDP        
priority = 1, Miss
sparkno = -1
sprpriority = 4
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = -1
p1stateno = 851
p2stateno = 855
guard.dist = 0
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 178
fall.envshake.time = 15

[State 850, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 640
ctrl = 0

;---------------------------------------------------------------------------
; 投げ成功モーション

[Statedef 851]
type    = A
movetype= A
physics = N
anim = ifelse(anim=851&&fvar(29)>9.44,-1,851)
poweradd = 0
velset = 0,-8
sprpriority = 4
ctrl = 0
[State 851, 掴んだ音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(1)=1
value = 1, 1
[State 851, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(1)=1
value = 5, 6

[State 851, 速度加算]
type = VelAdd
trigger1 = 1
y = .55

[State 851, 掴んだ相手のステート変更]
type = TargetState
trigger1 = Pos Y >= 0
value = 855

[State 851, ステート変更]
type = ChangeState
trigger1 = target,stateno=855
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 852
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 852]
type    = A
movetype= A
physics = N
anim = ifelse(anim=852&&fvar(29)>9.44,-1,852)
velset = 0,0
poweradd = 60
sprpriority = 4
ctrl = 0
[State 0, StopSnd]
type = StopSnd
trigger1 = !time
channel = -1
ignorehitpause = 1
;GA!!!!
[State 852, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = !time
value = 800,1
[State 852, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = !time
value = 800,2
[State 852, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = !time
value = 800,1
[State 852, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = !time
value = 800,2
[State 852, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = !time
value = 800,1
[State 852, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = !time
value = 800,2
[State 852, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = !time
value = 800,1
[State 852, 放り投げた時の音を鳴らす]
type = PlaySnd
trigger1 = !time
value = 800,2

[State 852]
type = EnvShake
trigger1 = !time
time = 24
freq = 158
ampl = 128

[State 852, 掴んだ相手の位置２]
type = TargetBind
trigger1 = !time
pos = 58, -30

[State 852, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = !time
value = -150

[State 852, 掴んだ相手のステート変更]
type = TargetState
trigger1 = 1
value = 856

[State 852, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 相手側の投げられモーション１

[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,-8
ctrl = 0
[State Ok Then]
type = Helper
trigger1 = !ishelper
trigger1 = !numhelper(7132)
trigger1 = random<50
helpertype = normal
name = "You rang?"
ID = 7132
stateno = 5050
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 851, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 855, 速度加算]
type = VelAdd
trigger1 = 1
y = .55

[State 0, PosSet]
type = PosSet
trigger1 = pos y>=100
y = -300
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = pos y<=-300
y = 100
ignorehitpause = 1

;---------------------------------------------------------------------------
; 相手側の投げられモーション２

[Statedef 856]
type    = L
movetype= H
physics = N
velset = 5,-50
poweradd = 40
ctrl = 0

[State What was that slowmo violin song again?]
type = VelAdd
trigger1 = 1
y = 2

[State 856, ステート変更]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 856, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 35
velset = 0,0
anim = ifelse(anim=1000&&fvar(29)>9.44,-1,1000)
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
triggerall=palno!=-999999999
trigger2=1
trigger1 = Time = 8
attr = S, SA
animtype  = Hard
damage    = 25, 4
priority  = 6
guardflag = MA
pausetime = 0,5;= 15,15
sparkxy = -10,-30
hitsound = s1,random%40;s1,3
guardsound = 6,0
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
triggerall=palno!=-999999999
trigger2=1
trigger1 = Time = 12
attr = S, SA
animtype  = Up
damage    = 35, 4
priority  = 6
guardflag = MA
pausetime = 0,5;= 15,15
sparkxy = -10,-60
hitsound = s1,random%40;s1,3
guardsound = 6,0
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
triggerall=palno!=-999999999
trigger2=1
trigger1 = Time = 18
attr = S, SA
animtype  = Up
damage    = 35, 4
priority  = 6
guardflag = MA
pausetime = 0,5;= 15,15
sparkxy = -10,-120
hitsound = s1,random%40;s1,3
guardsound = 6,0
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 = -999999999
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; GO ACTIVE(強)
;
[Statedef 1020]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 70
velset = 0,0
anim = ifelse(anim=1020&&fvar(29)>9.44,-1,1020)
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 = animelemtime(1)=1
value = 6, 2
channel = 5
[State 1020, 音を鳴らす]
type = PlaySnd
trigger1 = animelemtime(6)=1
value = 6, 7
channel = 5
[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
triggerall=palno!=-999999999
trigger2=1
trigger1 = time = 0
attr = S, SA
animtype  = up
damage    = 130, 5
getpower  = 30
priority  = 5
guardflag = M
pausetime = 0,5;= 30,30
gurad.pausetime = 0,5;= 12,12
sparkxy = -10,-60
sparkno = 3
hitsound = s1,random%40;s1,4
guardsound = 6,0
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 200, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = movecontact
value = 1

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

;---------------------------------------------------------------------------
; GO ACTIVE(強)黒
;
[Statedef 1021]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 70
velset = 0,0
anim = 10200
ctrl = 0
sprpriority = 2

[State 1020, 無敵]
type = nothitby
trigger1 = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 50

[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
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 5
attr = S, SA
animtype  = up
damage    = 130, 5
getpower  = 30
priority  = 5
guardflag = MA
pausetime = 0,5;= 30,30
gurad.pausetime = 0,5;= 12,12
sparkxy = -10,-60
sparkno = 3
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-20
guard.hittime = 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

[State 1020, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = movecontact
value = 1

;------------------
[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

;------------------
;-----------------
;---------------------------------------------------------------------------
[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
;---------------------------------------------------------------------------
;TRHE!
[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 80
velset = 0,0
anim = ifelse(anim=1050&&fvar(29)>9.44,-1,1050)
ctrl = 0
sprpriority = 2

[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, 2

[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 = 1051

;------------------
[Statedef 1051]
type    = A
movetype= A
physics = N
velset = 3.6,-9.4
anim = 1051
[State 1050, 無敵]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) <= 0
value = SCA
time = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time<3
trigger1 = movehit
value = 1053
[State 1051, ヒット定義]
type = HitDef
trigger1=1
attr = A, SA
animtype  = Up
damage    = 1+ifelse(random<50,16*random%100,random%8)
priority  = 5
guardflag = MA
pausetime = 1,15
sparkxy = -10,-70
sparkno = 3
hitsound = s1,23
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -5.3,-10.2
guard.velocity = -7
air.velocity = -5.3,-10.2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 70
ground.cornerpush.veloff = -0.5
air.cornerpush.veloff = -0.5
[State 0, VelMul]
type = VelMul
trigger1 = movehit
x = 0.6397
ignorehitpause = 1

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

[State 1051, ステート変更]
type = ChangeState
triggerall = Vel Y > 0 && Pos Y >= -10
trigger1 = ishelper
trigger2 = !movehit
value = 1052
;------------------

[Statedef 1052]
type    = S
movetype= I
physics = N
anim = ifelse(anim=1052&&fvar(29)>9.44,-1,1052)
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
;------------------
;------------------
[Statedef 10510]
type    = A
movetype= A
physics = N
velset = 1.6,-7
anim = 10510
[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0.888

[State 1051, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Up
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 0,5;= 8,3
sparkxy = -10,-70
sparkno = 3
hitsound = s1,random%40;s0,6
guardsound = 6,0
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 1051, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Up
damage    = 50, 4
priority  = 5
guardflag = MA
pausetime = 0,5;= 25,25
sparkxy = -10,-70
sparkno = 3
hitsound = s1,random%40;s0,6
guardsound = 6,0
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 1020, 移動速度]
type = VelSet
trigger1 = AnimElem = 5
x = 1
y = -10

[State 1051, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Up
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 0,5;= 8,3
sparkxy = -10,-70
sparkno = 3
hitsound = s1,random%40;s0,6
guardsound = 6,0
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 1051, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 6
attr = A, SA
animtype  = Up
damage    = 50, 4
priority  = 5
guardflag = MA
pausetime = 0,5;= 25,25
sparkxy = -10,-70
sparkno = 3
hitsound = s1,random%40;s0,6
guardsound = 6,0
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 1051, 速度加算]
type = VelAdd
trigger1 = 1
y = .43

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

[State 200, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = movecontact
value = 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 = ifelse(anim=1050&&fvar(29)>9.44,-1,1050)
ctrl = 0
sprpriority = 2

[State 1053, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1053, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1053, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 6, 3

[State 1053, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1054

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

[Statedef 1054]
type    = A
movetype= A
physics = N
velset = 0.6,-7
anim = ifelse(anim=1051&&fvar(29)>9.44,-1,1051)

[State 1054, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = Time = 0
attr = A, SA
animtype  = Up
damage    = 30, 4
priority  = 5
guardflag = MA
pausetime = 0,5;= 5,0
sparkxy = -10,-70
sparkno = 3
hitsound = s1,random%40;s0,6
guardsound = 6,0
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 1054, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = Time = 2
attr = A, SA
animtype  = Up
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 0,5;= 25,25
sparkxy = -10,-70
sparkno = 3
hitsound = s1,random%40;s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -5,-4
guard.velocity = -7
air.velocity = -5,-4
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 70
ground.cornerpush.veloff = -15.5

[State 1054, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 200, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = movecontact
value = 1

[State 1054, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1055

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

[Statedef 1055]
type    = S
movetype= I
physics = N
anim = 1052
sprpriority = 1
velset = 0,0

[State 1055, 軸位置設定]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1055, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1055, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 1055, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1055, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1060]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 80
anim = ifelse(anim=1060&&fvar(29)>9.44,-1,1060)
ctrl = 0
sprpriority = 2

[State 1060, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 4
Persistent = 1
name = "donaldgirl"
stateno = 2100
ID = 2100
pos = 400,-80
postype = P2
facing = -1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = Normal

[State 1060, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6, 2

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

[State 610, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 20
value = 1
;---------------------------------------------------------------------------
;ドナルドガール呼び出し 

[Statedef 1150]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 80
anim = ifelse(anim=1150&&fvar(29)>9.44,-1,1150)
ctrl = 0
sprpriority = 2

[State 1060, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1 = animelemtime(3)>0
Persistent = 1
name = "DONAPPLECIDER"
stateno = 1050
ID = 2728913
pos = animelemtime(3)*15,0
postype = P1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = Normal

[State 1060, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 1

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

[State 610, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 20
value = 1
;---------------------------------------------------------------------------
;ドナルドガール呼び出し 

[Statedef 1250]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 80
anim = ifelse(anim=1250&&fvar(29)>9.44,-1,1250)
ctrl = 0
sprpriority = 2

[State 1060, ヘルパーを出す]
type = Helper
trigger1 = !time
name = "I farted an apple boom"
stateno = 1820
ID = 256
pos = 80,-60
postype = P1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal

[State 1060, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 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
anim = 2100

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

[State 2100, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 3,4
attr = A, SA
animtype  = Hard
damage    = 7,1
priority  = 5
guardflag = MA
pausetime = 0,5;= 15,15
sparkxy = -10,-70
sparkno = 3
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2,19
guard.velocity = -7
air.velocity = -2,19
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0


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

[State 2100]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 2100]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 2100]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 2100, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 150

[State 2100,sift]
type = ChangeState
trigger1 = NumHelper(2100) >= 1
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
value = 1820

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

[State 2105, 変数をセットする]
type = ParentVarSet
trigger1 = Time = 0
v = 4
value = 1
IgnoreHitPause = 1
Persistent = 1

[State 2105, ステート変更] 
type = ChangeState
trigger1 = Time = 150
value = 2400

[State 2105, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
;ドナルドガール帰る

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

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

[State 2110]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 2120
time = -1

[State 2110]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 2110]
type = Playerpush
trigger1 = time >= 0
value = 1

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

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

;---------------------------------------------------------------------------
;ドナルドガール喰らい

[Statedef 2120]
type = S
movetype= H
physics = N
velset = -10,-7
ctrl = 0
anim = 2120

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

[State 2120, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 70

;---------------------------------------------------------------------------
;空中犯ヴァーガー4個分

[Statedef 1100]
type    = A
movetype= A
physics = A
poweradd= 100
anim = ifelse(anim=1100&&fvar(29)>9.44,-1,1100)
velset = ifelse(fvar(29)>9.44,vel x,-1),ifelse(fvar(29)>9.44,vel y,-8)
ctrl = 0
sprpriority = 2
[State TELEPORD!]
type = PosAdd
trigger1 = random<64
x = vel x*(random/13.6)*ifelse(random%2,-1,1)
y = vel y*(random/13.6)*ifelse(random%2,-1,1)
ignorehitpause = 1
[State -1205, 黒ドナルド]
type = ChangeState
triggerall = !time
trigger1 = palno = 12
trigger2 = random<30
value = 1101

[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 = 120, 0

[State 1100, 飛び道具を出す] 
type = Projectile
trigger2=!time
trigger1 = AnimElem = 4
attr = A, SA 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
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
trigger2=!time
trigger1 = AnimElem = 4
attr = A, SA 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
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
trigger2=!time
trigger1 = AnimElem = 4
attr = A, SA 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
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
trigger2=!time
trigger1 = AnimElem = 4
attr = A, SA 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
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 610, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中犯ヴァーガー4個分黒

[Statedef 1101]
type    = A
movetype= A
physics = N
poweradd= 100
anim = ifelse(anim=1100&&fvar(29)>9.44,-1,1100)
velset = ifelse(fvar(29)>9.44,vel x,-1),ifelse(fvar(29)>9.44,vel y,-8)
ctrl = 0
sprpriority = 2
[State 0, PosSet]
type = PosSet
trigger1 = !time
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1
[State 1600, 飛び道具を出す]
type = Projectile
trigger1=!time
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1011, 無敵]
type = nothitby
trigger1 = AnimElem = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 7

[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 = 300, 7

[State 1100, 飛び道具を出す] 
type = Projectile
trigger2=!time
trigger1 = AnimElem = 4
attr = A, SA 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = -10,-60
velocity = 13,13
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, 飛び道具を出す] 
type = Projectile
trigger2=!time
trigger1 = AnimElem = 4
attr = A, SA 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 4
attr = A, SA 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 4
attr = A, SA 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1100, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 4
attr = A, SA 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 4
attr = A, SA 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 30,-60
velocity = -2,16
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 610, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; 空中犯ヴァーガー

[Statedef 1110]
type    = A
movetype= A
physics = A
poweradd= 50
anim = ifelse(anim=1110&&fvar(29)>9.44,-1,1110)
ctrl = 0
sprpriority = 2

[State -1205, 黒ドナルド]
type = ChangeState
triggerall = !time
trigger1 = palno = 12
trigger2 = random<30
value = 1111

[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 = 1
value = 120, 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, SA 
damage = random%50,0
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 30,-70
velocity = random/111.0/(random%3+1),-0.5-(random/320.0)
accel = 0,0.02+(random/2222.0)
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,28+(random%12)
guardsound = 6,0
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)

[State 610, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 12
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 空中犯ヴァーガー黒

[Statedef 1111]
type    = A
movetype= A
physics = A
poweradd= 50
anim = ifelse(anim=1110&&fvar(29)>9.44,-1,1110)
ctrl = 0
sprpriority = 2
[State 0, PosSet]
type = PosSet
trigger1 = !time
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1
[State 1600, 飛び道具を出す]
type = Projectile
trigger1=!time
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1
[State 1111, 無敵]
type = nothitby
trigger1 = AnimElem = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 7

[State 1110, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 1110, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 120, 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
trigger2=!time
trigger1 = AnimElem = 2
attr = A, SA 
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 30,-70
velocity = 4.5,-4
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 2
attr = S, SA
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 30,-70
velocity = 3.5,-5.5
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 2
attr = S, SA
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 30,-70
velocity = 4.5,-6.5
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 2
attr = S, SA
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 30,-70
velocity = 2.5,-1.5
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 2
attr = S, SA
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 30,-70
velocity = 6.5,-2.5
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 2
attr = S, SA
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 30,-70
velocity = 4.5,-3.5
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 610, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 12
value = 1

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

[Statedef 1600]
type    = S
movetype= A
physics = N
poweradd= 90
anim = ifelse(anim=1600&&fvar(29)>9.44,-1,1600)
ctrl = 0
sprpriority = 2

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

[State WHOS DAT?]
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=random>500
attr = S, SA
damage = 1
animtype = Light
pausetime = 0,5
offset = 60,-85
velocity = random/111.0,(random/240.0)*ifelse(random%2,-1,1)
accel = 0,0
projID=52935; = 1600
projanim = 6000
projhitanim = 4210
projremanim = 4210
projscale = 0.25,0.25
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = random%4
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,22
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1


[State 1600, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ぶちまけポテト黒

[Statedef 1601]
type    = S
movetype= A
physics = N
poweradd= 90
anim = ifelse(anim=1600&&fvar(29)>9.44,-1,1600)
ctrl = 0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = animelem=1
trigger1 = random<10&&random<50
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1

[State 1600, 無敵]
type = nothitby
trigger1 = AnimElem = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 7

[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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,0
offset = 0,0
velocity = 0.1,0
accel = 0,0
projID=52935; = 1600
projanim = 1207
projhitanim = 4210
projremanim = 4210
projscale = 2,2
projshadow = 0,0,0
projhits = 99999
projpriority = 1
projmisstime = 5
projremovetime = 9999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,7
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = 0,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
trigger2=!time
trigger1 = Time = 15
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 135,-90
velocity = 0.1,0
accel = 0,0
projID=52935; = 1600
projanim = 4011
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
trigger2=!time
trigger1 = Time = 15
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 105,-60
velocity = 0.1,0
accel = 0,0
projID=52935; = 1600
projanim = 4011
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
trigger2=!time
trigger1 = Time = 17
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 103,-70
velocity = 0.1,-0
accel = 0,0
projID=52935; = 1600
projanim = 4012
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
trigger2=!time
trigger1 = Time = 17
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 133,-100
velocity = 0.1,-0
accel = 0,0
projID=52935; = 1600
projanim = 4012
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
trigger2=!time
trigger1 = Time = 19
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 100,-80
velocity = 0.1,-0
accel = 0,0
projID=52935; = 1600
projanim = 4013
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
trigger2=!time
trigger1 = Time = 19
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 130,-110
velocity = 0.1,-0
accel = 0,0
projID=52935; = 1600
projanim = 4013
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
trigger2=!time
trigger1 = Time = 21
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 95,-88
velocity = 0.1,-0.1
accel = 0,0
projID=52935; = 1600
projanim = 4014
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;5,3
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
trigger2=!time
trigger1 = Time = 21
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 125,-118
velocity = 0.1,-0.1
accel = 0,0
projID=52935; = 1600
projanim = 4014
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
trigger2=!time
trigger1 = Time = 23
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 91,-100
velocity = 0.1,-0.1
accel = 0,0
projID=52935; = 1600
projanim = 4011
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
trigger2=!time
trigger1 = Time = 23
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 121,-130
velocity = 0.1,-0.1
accel = 0,0
projID=52935; = 1600
projanim = 4011
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
trigger2=!time
trigger1 = Time = 25
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 84,-110
velocity = 0.1,-0.2
accel = 0,0
projID=52935; = 1600
projanim = 4012
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
trigger2=!time
trigger1 = Time = 25
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 114,-140
velocity = 0.1,-0.2
accel = 0,0
projID=52935; = 1600
projanim = 4012
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
trigger2=!time
trigger1 = Time = 27
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 65,-120
velocity = 0.1,-0.2
accel = 0,0
projID=52935; = 1600
projanim = 4013
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
trigger2=!time
trigger1 = Time = 27
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 95,-150
velocity = 0.1,-0.2
accel = 0,0
projID=52935; = 1600
projanim = 4013
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
trigger2=!time
trigger1 = Time = 29
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 52,-122
velocity = 0,-0.2
accel = 0,0
projID=52935; = 1600
projanim = 4014
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
trigger2=!time
trigger1 = Time = 29
attr = S, SA
damage = 50
animtype = Light
pausetime = 0,5;= 0,7
offset = 82,-152
velocity = 0,-0.2
accel = 0,0
projID=52935; = 1600
projanim = 4014
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 30
value = 1

;------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;I LIKE TRAINS!
[Statedef 1800]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 120
anim = ifelse(anim=1800&&fvar(29)>9.44,-1,1800)
ctrl = 0
sprpriority = 2

[State 1800, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1 = 1
name = "applebom"
stateno = 1810
ID = 1810
pos = -50+(random%101),-50-(random%101)
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

[State 1800, I LIKE TRAINS]
type = PlaySnd
trigger1 = animelem=2
value = 6, 4
[State 1800, I LIKE TRAINS]
type = PlaySnd
trigger1 = animelem=2
value = 6, 4

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

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

[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
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Light
damage    = 10, 4
priority  = 5
guardflag = MA
pausetime = 0,5;= 0,0
sparkxy = 0,0
sparkno = 3
hitsound = s1,random%40;s1,0
guardsound = 6,0
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

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

[State 0, PosAdd]
type = PosAdd
trigger1 = 1
x = random%4*ifelse(random%2,-1,1)
y = random%4*ifelse(random%2,-1,1)
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = pos x>160
x = 160
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = pos x<-160
x = -160
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = pos y>0
y = 0
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = pos y<-64
y = -64
ignorehitpause = 1

[State 1812]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
[State 0, VarSet]
type = VarSet
trigger1 = !time
var(1) = 100+random%500

[State 1812, ステート変更] 
type = ChangeState
trigger1 = time=var(1)
value = 1820


;---------------------------------------------------------------------------
; リンゴHIT
; 
[Statedef 1813]
type = A
ctrl = 0
anim = 4200
velset = -1,-8
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, 音を鳴らす]
type = PlaySnd
trigger1 = !ishelper(256)
trigger1 = AnimElem = 1
value = 800, 2
[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = !ishelper(256)
trigger1 = AnimElem = 1
value = 310, 0
[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = ishelper(256)
trigger1 = AnimElem = 1
value = 1, 32
volume = 999999
volumescale = 999999
[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = ishelper(256)
trigger1 = AnimElem = 1
value = 1, 34
volume = 999999
volumescale = 999999
[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = ishelper(256)
trigger1 = AnimElem = 1
value = 1, 8
volume = 999999
volumescale = 999999
[State 1820, 音を鳴らす]
type = PlaySnd
channel = 4
trigger1 = movehit=1
value = 1,random%36
[State 1820, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger1 = time<3
trigger1 = !ishelper(256)
attr = A, SA
animtype  = up
damage    = 8+random%32,0
priority  = 5
guardflag = MA
pausetime = 0,0;= 0,15
sparkxy = 0,0
sparkno = 3
hitsound = s1,random%40;-1
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -13,-13
guard.velocity = -7
air.velocity = -13,-13
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
palfx.time = 80
palfx.add = 150,0,-100
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
[State 1820, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger1 = time%2=1
trigger1 = ishelper(256)
attr = A, SA
animtype  = up
damage    = 10,0
priority  = 5
guardflag = MA
pausetime = 0,0;= 0,15
sparkxy = 0,0
sparkno = 3
hitsound = s1,random%40;-1
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -13,-13
guard.velocity = -7
air.velocity = -13,-13
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
palfx.time = 80
palfx.add = 150,0,-100
palfx.sinadd = 50,50,0,10
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 = AnimElem = 8

;---------------------------------------------------------------------------
;GRAPHICS BY ATI
[Statedef 3000]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
poweradd= 0
anim = ifelse(anim=3000&&fvar(29)>9.44,-1,3000)
ctrl = 0
sprpriority = 2

[State 3000, 物理的なキャラの幅]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 15,0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
ignorehitpause = 1
[State 0, AfterImage]
type = AfterImage
trigger1 = time<4
time = 256+random%512
length = 40
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = random%64*ifelse(random%2,-1,1),random%64*ifelse(random%2,-1,1),random%64*ifelse(random%2,-1,1)
palmul = .96-(random/3333.0),.96-(random/3333.0),.96-(random/3333.0)
timegap = 1
framegap = 3
trans = addalpha
alpha = ceil(random/(0.16636+(random/999.0)))*ifelse(random%2,-1,1),ceil(random/(0.16636+(random/999.0)))*ifelse(random%2,-1,1)
ignorehitpause = 1
[State 3000, 超必殺技発動の時間停止]
type = SuperPause
triggerall=!ishelper
movetime=30
trigger1 = AnimElem = 1
time = 30
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000

[State 3000, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1=!ishelper&&!time
Persistent = 1
name = "cutin"
stateno = 6000
ID = 6000
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7
supermovetime = 70
helpertype = normal


[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = animelem = 14
trigger5 = animelem = 17
trigger6 = animelem = 20
trigger7 = animelem = 23
trigger8 = animelem = 26
trigger9 = animelem = 30
value = 0, 3

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = time=1
value = 300, 0

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = time=2
value = 300, 3

[State 3000, 移動速度]
type = VelSet
trigger1 = 1
x = 5

[State 3000, ヒット定義]
type = HitDef
trigger1 = 1
attr = S, HA
animtype  = Hard
damage    = 25,2
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 5,6
sparkxy = -10,-60
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -3
air.velocity = -3,-3
air.fall = 1
fall.animtype = Hard
fall.recover = 0
[State 3000, ステート変更]
type = ChangeState
trigger1 = animelem=32
value = 3001
ctrl = 1

[State 200, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = movecontact
value = 1

;------------------
;超必殺後半ドナサイドカッター

[Statedef 3001]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = ifelse(anim=3001&&fvar(29)>9.44,-1,3001)
ctrl = 0
sprpriority = 2

[State 3001, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 3001, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3002

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

[Statedef 3002]
type    = A
movetype= A
physics = N
velset = ifelse(fvar(29)>9.44,vel x,1.6),ifelse(fvar(29)>9.44,vel y,-16)
anim = ifelse(anim=3002&&fvar(29)>9.44,-1,3002)

[State WHY IS THIS NOT BEHAVING?!]
type = HitDef
trigger1 = 1
attr = SCA,AA
animtype = hard
damage = -30+random%120,0
priority  = 5
hitflag = MAFDP
guardflag = MAFD
pausetime = 0,0
sparkxy = random%64-random%64,random%64-random%64
sparkno = random%4
hitsound = s1+(random%2*499),random%40
guardsound = s1+(random%2*499),random%40
ground.type = High
ground.slidetime = random%32
ground.hittime = random%32
air.hittime = random%32
down.hittime = random%32
guard.hittime = random%32
guard.ctrltime = random%32
ground.velocity = random%50-random%50,random%50-random%50
guard.velocity = random%50-random%50
air.velocity = random%50-random%50,random%50-random%50
fall = random%2
fall.recover = random%2
[State 3002, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 3002, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 5050

[State 200, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = movecontact
value = 1

;------------------
; 
[Statedef 3003]
type    = S
movetype= I
physics = N
anim = ifelse(anim=1052&&fvar(29)>9.44,-1,1052)
sprpriority = 1
velset = 0,0

[State 3003, 軸位置設定]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3003, 音を鳴らす] ;着地音
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 3003, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 3003, 軸位置移動]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 3003, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 3050]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = ifelse(anim=1060&&fvar(29)>9.44,-1,1060)
ctrl = 0
sprpriority = 2

[State 3050, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1 = AnimElem = 2
Persistent = 1
name = "donaldgirl"
stateno = 2200
ID = 2200
pos = -30,0
postype = back
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = Normal

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6, 2

[State 3050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
;ドナルドガール ラッシュ

[Statedef 2200]
type = S
movetype= A
physics = N
velset = 3,0
ctrl = 0
anim = 2200
sprpriority = 3

[State 2200, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1 = !time
Persistent = 1
name = "cutin"
stateno = 6001
ID = 6001
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7
supermovetime = 70
helpertype = normal

[State 2200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
trigger13 = AnimElem = 15
trigger14 = AnimElem = 16
trigger15 = AnimElem = 17
trigger16 = AnimElem = 18
trigger17 = AnimElem = 19
trigger18 = AnimElem = 20
trigger19 = AnimElem = 21
trigger20 = AnimElem = 22
trigger21 = AnimElem = 23
trigger22 = AnimElem = 24
trigger23 = AnimElem = 25
trigger24 = AnimElem = 26
trigger25 = AnimElem = 27
trigger26 = AnimElem = 28
trigger27 = AnimElem = 29
trigger28 = AnimElem = 30
trigger29 = AnimElem = 31
trigger30 = AnimElem = 32
trigger31 = AnimElem = 33
trigger32 = AnimElem = 34
trigger33 = AnimElem = 35
trigger34 = AnimElem = 36
trigger35 = AnimElem = 37
trigger36 = AnimElem = 38
trigger37 = AnimElem = 39
trigger38 = AnimElem = 40
trigger39 = AnimElem = 41
trigger40 = AnimElem = 42
trigger41 = AnimElem = 43
trigger42 = AnimElem = 44
trigger43 = AnimElem = 45
trigger44 = AnimElem = 46
trigger45 = AnimElem = 47
trigger46 = AnimElem = 48
trigger47 = AnimElem = 49
trigger48 = AnimElem = 50
trigger49 = AnimElem = 51
trigger50 = AnimElem = 52
trigger51 = AnimElem = 53
trigger52 = AnimElem = 54
trigger53 = AnimElem = 55
trigger54 = AnimElem = 56
trigger55 = AnimElem = 57
trigger56 = AnimElem = 58
trigger57 = AnimElem = 59
trigger58 = AnimElem = 60
trigger59 = AnimElem = 61
trigger60 = AnimElem = 62
trigger61 = AnimElem = 63
trigger62 = AnimElem = 64
trigger63 = AnimElem = 65
trigger64 = AnimElem = 66
trigger65 = AnimElem = 67
trigger66 = AnimElem = 68
trigger67 = AnimElem = 69
trigger68 = AnimElem = 70
trigger69 = AnimElem = 71
trigger70 = AnimElem = 72
trigger71 = AnimElem = 73
value = 0, 3

[State 2200, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 2200, 移動速度]
type = VelSet
trigger1 = AnimElemNo(0)=[3,74]
x = 9.5

[State 2200, 移動速度]
type = VelSet
trigger1 = AnimElem = 75
x = 0
[State 0, Turn]
type = Turn
trigger1 = p2dist x<0
ignorehitpause = 1
[State 2200, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger1=1
attr = S,HA
animtype  = Hard
damage    = 1,1
priority  = 5
guardflag = MA
pausetime = 0,5;= 20,20
sparkxy = -10,-70
sparkno = 3
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -10,0
guard.velocity = -7
air.velocity = -10,-6
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1

[State 2200]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 2120
time = -1

[State 2200]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 2200]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 2200, ステート変更] 
type = ChangeState
trigger1 = WinKO = 1
trigger1 = Time = 170
value = 2401

[State 2200,]
type = ChangeState
trigger1 = AnimTime = 0
value = 1930
ctrl = 1

;---------------------------------------------------------------------------
; ドナルドガール勝利ポーズへ
; 
[Statedef 2401]
type = S
ctrl = 0
anim = 2401
velset = 0,0

[State 2401, 変数をセットする]
type = ParentVarSet
trigger1 = Time = 0
v = 4
value = 1
IgnoreHitPause = 1
Persistent = 1

[State 2401, ステート変更] 
type = ChangeState
trigger1 = Time = 150
value = 2400

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

;---------------------------------------------------------------------------
; 犯ヴァーガーだッ!!（飛び上がり）
;
[Statedef 3100]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = ifelse(anim=3100&&fvar(29)>9.44,-1,3100)
ctrl = 0
sprpriority = 2

[State 3100, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
y = -40

[State 3100, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3100, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(16) < 0
value = 5,0

[State 3100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 1

;------------------
;犯ヴァーガーだッ!!（落下）
[Statedef 3101]
type    = A
movetype= A
physics = N
velset = 9,40
anim = ifelse(anim=3101&&fvar(29)>9.44,-1,3101)
ctrl = 0

[State 3101, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3101, 超必殺技発動の時間停止]
type = SuperPause
triggerall=!ishelper
movetime=30
trigger1 = AnimElem = 1
time = 30
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -3000

[State 3101, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300, 0

[State 3101, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 300, 4

[State 3000, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1=!ishelper&&!time
Persistent = 1
name = "cutin"
stateno = 6000
ID = 6000
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7
supermovetime = 70
helpertype = normal

[State 3101, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1 = 1
name = "hamva-ga-"
stateno = 3500
ID = 3500
pos = 25,20
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
helpertype = Normal

[State 3101, ステート変更] 
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -0
value = 3102

;---------------------------------------------------------------------------
[Statedef 3102]
type    = A
movetype= A
physics = N
velset = 8,30
ctrl     = 0
anim = ifelse(anim=3101&&fvar(29)>9.44,-1,3101)

[State 3102, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3102, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -110
value = 3103

;------------------
;---------------------------------------------------------------------------
[Statedef 3103]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl     = 0
anim = ifelse(anim=3101&&fvar(29)>9.44,-1,3101)


[State 3103, 3]
type = ScreenBound
trigger1 = 1
value = 0


[State 3103, ステート変更]
type = ChangeState
trigger1 = Time = 50
value = 3104
ctrl = 0

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

[Statedef 3104]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl     = 0
anim = ifelse(anim=3105&&fvar(29)>9.44,-1,3105)

[State 3104, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300, 1

[State 3104, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 300, 2

[State 3104]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 14
trigger7 = AnimElem = 16
trigger8 = AnimElem = 18
trigger9 = AnimElem = 20
trigger10 = AnimElem = 22
trigger11 = AnimElem = 24
trigger12 = AnimElem = 26
trigger13 = AnimElem = 28
trigger14 = AnimElem = 30
trigger15 = AnimElem = 32
trigger16 = AnimElem = 34
trigger17 = AnimElem = 36
trigger18 = AnimElem = 38
trigger19 = AnimElem = 40
trigger20 = AnimElem = 42
trigger21 = AnimElem = 44
trigger22 = AnimElem = 46
trigger23 = AnimElem = 48
trigger24 = AnimElem = 50
trigger25 = AnimElem = 52
trigger26 = AnimElem = 54
trigger27 = AnimElem = 56
trigger28 = AnimElem = 58
trigger29 = AnimElem = 60
trigger30 = AnimElem = 62
trigger31 = AnimElem = 64
trigger32 = AnimElem = 66
trigger33 = AnimElem = 68
trigger34 = AnimElem = 70
trigger35 = AnimElem = 72
trigger36 = AnimElem = 74
trigger37 = AnimElem = 76
value = 310,1

[State 3104, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3104]
type = EnvShake
trigger1 = AnimElem = 4
time = 160
freq = 100
ampl = 5

[State 3104, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 76
value = 300, 5


[State 3104, ステート変更]
type = ChangeState
trigger1 = Time = 320
value = 3105
ctrl = 0

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

;犯ヴァーガーだッ!!（脱出）
[Statedef 3105]
type    = A
movetype= I
physics = A
velset = -5,-10
ctrl     = 0
anim = 5200


[State 3105, 速度加算]
type = VelAdd
trigger1 = 1
y = .25

;---------------------------------------------------------------------------
;------------------
;巨大犯ヴァーガー

[Statedef 3500]
type = A
movetype= A
physics = N
velset = 9,40
ctrl = 0
anim = 3500

[State 3500, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 3500, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 1
trigger1 = helper,Pos Y <= -50
attr = A, HA
hitflag = M-
animtype  = Hard
damage    = 70, 4
priority  = 7
guardflag = MA
pausetime = 0,5;= 5,5
sparkxy = -10,-70
sparkno = 3
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2,19
guard.velocity = -7
air.velocity = -2,19
p1stateno = 3505
p2stateno = 4000
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0
kill = 0


[State 3500,sift]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3501

;---------------------------------------------------------------------------
;上パン

[Statedef 3501]
type = A
movetype= A
physics = N
velset = -3,-12
ctrl = 0
anim = 3501

[State 3501]
type = EnvShake
trigger1 = AnimElem = 1
time = 50
freq = 100
ampl = 10

[State 3501,00]
type = AllPalFx
trigger1 = time=1
add = random*random-random*random,random*random-random*random,random*random-random*random
mul = random*random*random,random*random*random,random*random*random
invertall = random%2
color = random%257
time = 5

[State 3501, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 310, 0

[State 3501, 変数をセットする]
type = ParentVarSet
trigger1 = 1
v = 5
value = 0
IgnoreHitPause = 1
Persistent = 1

[State 3501, 速度加算]
type = VelAdd
trigger1 = 1
y = .25

[State 3501]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow


[State 3501, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1 = AnimElem = 1
Persistent = 1
name = "retasu"
stateno = 3502
ID = 3502
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
helpertype = Normal


[State 3501, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1 = AnimElem = 1
Persistent = 1
name = "nikul"
stateno = 3503
ID = 3503
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
helpertype = Normal


[State 3501, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1 = AnimElem = 1
Persistent = 1
name = "shitapan"
stateno = 3504
ID = 3504
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
helpertype = Normal


[State 3501, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 100

;---------------------------------------------------------------------------
[Statedef 3502]
type = A
movetype= A
physics = N
velset = 5,-9
ctrl = 0
anim = 3502

[State 3502]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 3502, 速度加算]
type = VelAdd
trigger1 = 1
y = .25

[State 3502, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 100

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

[Statedef 3503]
type = A
movetype= A
physics = N
velset = -3,-4
ctrl = 0
anim = 3503

[State 3503]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 3503, 速度加算]
type = VelAdd
trigger1 = 1
y = .25

[State 3503, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 70

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

[Statedef 3504]
type = A
movetype= A
physics = N
velset = 4,-6
ctrl = 0
anim = 3504

[State 3504]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 3504, 速度加算]
type = VelAdd
trigger1 = 1
y = .25

[State 3504, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 70

;---------------------------------------------------------------------------
;巨大犯ヴァーガー着地成功
[Statedef 3505]
type = S
movetype= A
physics = N
velset = 8,30
ctrl = 0
anim = 3500

[State 3505, 変数をセットする]
type = ParentVarSet
trigger1 = 1
v = 5
value = 1
IgnoreHitPause = 1
Persistent = 1

[State 3505,sift]
type = ChangeState
trigger1 = 1
value = 3506

;---------------------------------------------------------------------------
[Statedef 3506]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3500

[State 3506, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = Time = 144
trigger2 = TIme = 146
trigger3 = Time = 148
trigger4 = TIme = 150
trigger5 = Time = 152
trigger6 = Time = 154
trigger7 = Time = 156
trigger8 = Time = 158
trigger9 = Time = 160
trigger10 = Time = 162
trigger11 = Time = 164
trigger12 = Time = 166
trigger13 = Time = 168
trigger14 = Time = 170
trigger15 = Time = 172
trigger16 = Time = 174
trigger17 = Time = 176
trigger18 = Time = 178
trigger19 = Time = 180
trigger20 = Time = 182
trigger21 = Time = 184
trigger22 = Time = 186
trigger23 = Time = 188
trigger24 = Time = 190
trigger25 = Time = 192
trigger26 = Time = 194
trigger27 = Time = 196
trigger28 = Time = 198
trigger29 = Time = 200
trigger30 = Time = 202
trigger31 = Time = 204
trigger32 = Time = 206
trigger33 = Time = 208
trigger34 = Time = 210
trigger35 = Time = 212
trigger36 = Time = 214
trigger37 = Time = 216
trigger38 = Time = 218
trigger39 = Time = 220
trigger40 = Time = 222
trigger41 = Time = 224
trigger42 = Time = 226
trigger43 = Time = 228
trigger44 = Time = 230
trigger45 = Time = 232
trigger46 = Time = 234
trigger47 = Time = 236
trigger48 = Time = 238
trigger49 = Time = 240
trigger50 = Time = 242
trigger51 = Time = 244
trigger52 = Time = 246
trigger53 = Time = 248
trigger54 = Time = 250
trigger55 = Time = 252
trigger56 = Time = 254
trigger57 = Time = 256
trigger58 = Time = 258
trigger59 = Time = 260
trigger60 = Time = 262
trigger61 = Time = 264
trigger62 = Time = 266
trigger63 = Time = 268
trigger64 = Time = 270
trigger65 = Time = 272
trigger66 = Time = 274
trigger67 = Time = 276
trigger68 = Time = 278
trigger69 = Time = 280
trigger70 = Time = 282
trigger71 = Time = 284
trigger72 = Time = 286
value = -4
kill = 0

[State 3506, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = Time = 370
value = random-random

[State 3506, 掴んだ相手のステート変更]
type = TargetState
trigger1 = Time = 370
value = 4001

[State 3506, ステート変更]
type = ChangeState
trigger1 = Time = 370
value = 3501
ctrl = 0

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

[Statedef 4000]
type    = A
movetype= H
physics = N
velset = 0,0
[State 0, LifeSet]
type = LifeSet
trigger1 = 1
value = (random+1)*ceil((lifemax/999.999999))
ignorehitpause = 1
[State 4000, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4000

;---------------------------------------------------------------------------
[Statedef 4001]
type    = S
movetype= H
physics = N
velset = -5,-15
poweradd = 0

[State 4001, 速度加算]
type = VelAdd
Trigger1 = 1
y = .4

[State 4001,]
type = palfx
Trigger1 = 1
time = 60
add = 150,0,-100
sinadd = 50,50,0,10
color = 0
invertall = 1

[State 4000, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4001

[State 4001, 制御解除して相手のステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; ドナルドマジック

[Statedef 3200]
type    = S
movetype= A
physics = N
poweradd= 0
anim = ifelse(anim=3200&&fvar(29)>9.44,-1,3200)
ctrl = 0
sprpriority = 2

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


[State -3200, 黒ドナルド]
type = ChangeState
triggerall = 1
trigger1 = palno = -999999999
value = 3201

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300, 0

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 310, 2

[State 3000, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1=!ishelper&&!time
Persistent = 1
name = "cutin"
stateno = 6000
ID = 6000
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7
supermovetime = 70
helpertype = normal


[State 3200, 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 3200, 飛び道具を出す] 
type = Projectile
trigger1=!time
attr = S, HA
damage = 48
getpower = 0
animtype = Up
offset = 46,-85
velocity = 0,0
accel = 0,0
projID=52935; = 4600
projanim = 4600
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 999999
projmisstime = 1
projpriority = 5
projremove = 0
projremovetime = 32
guard.dist = 800
guardflag = MA
priority = 3
sparkno = 3
guard.sparkno = 40
hitsound = s1,8
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60
palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
[State 2308,00]
type = AllPalFx
trigger1 = time%5=1
add = random*random-random*random,random*random-random*random,random*random-random*random
mul = random*random*random,random*random*random,random*random*random
invertall = random%2
color = random%257
time = 2

[State 3200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 15
value = 1
;---------------------------------------------------------------------------
;GIANT MOTHERFUCKING FIST
[Statedef 3600]
type    = S
movetype= A
physics = N
poweradd= 0
anim = ifelse(anim=3600&&fvar(29)>9.44,-1,3600)
ctrl = 0
sprpriority = 2

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300, 0

[State 3200, 超必殺技発動の時間停止]
type = SuperPause
triggerall=!ishelper
movetime=30
trigger1 = AnimElem = 1
time = 30
pos = 10, -105
anim = 100
sound = 20, 0
poweradd = -3000

[State 3000, ヘルパーを出す]
type = Helper
trigger1=!time
Persistent = 1
name = "FIST"
stateno = 3601
ID = 3600
pos = 0,-3600
postype = p2
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
helpertype = normal
[State Rebound]
type = VelSet
trigger1 = !animtime
x = -40
y = -24
ignorehitpause = 1
[State Rebound]
type = HitFallSet
trigger1 = !animtime
value = 1
ignorehitpause = 1
[State 3200, ステート変更]
type = ChangeState
trigger1 = !animtime
value = 5050
;---------------------------------------------------------------------------
;GENKIDAMA
[Statedef 3650]
type    = S
movetype= A
physics = N
poweradd= 0
anim = ifelse(anim=3650&&fvar(29)>9.44,-1,3650)
ctrl = 0
sprpriority = 2
[State 1600, 飛び道具を出す]
type = Projectile
trigger1=!time
attr = S, SA
damage = 1
animtype = Light
pausetime = 0,0
offset = 0,-200
velocity = 1.0,1.0
accel=0.24,0.24
projID=52935
projanim = 10000000
projhitanim = 10000001
projremanim = 10000001
projscale = 2,2
projshadow = 0,0,0
projhits = 999999
projmisstime = 2
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 0
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,28
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,-4
air.velocity = -2,-4
air.juggle = 1
fall = 1
[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300, 0

[State 3200, 超必殺技発動の時間停止]
type = SuperPause
triggerall=!ishelper
movetime=30
trigger1 = AnimElem = 1
time = 30
pos = 10, -105
anim = 100
sound = 20, 0
poweradd = -3000

[State 3200, ステート変更]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;BEHO-OPTIC BLAST
[Statedef 3700]
type    = A
movetype= A
physics = N
poweradd= -3000
anim = ifelse(anim=3700&&fvar(29)>9.44,-1,3700)
ctrl = 0
sprpriority = 2

[State Crash Prevention]
type = ChangeState
trigger1 = ishelper
value = 50
ctrl = 1
ignorehitpause = 1
[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0.66666
y = 0.66666
ignorehitpause = 1

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = anim!=3701
trigger1 = AnimElem=1
value = 300, 0

[State OPTIC BLAST]
type = Helper
trigger1 = anim=3700
trigger1 = animelem=4
name = "MEGA OPTIC BLAST"
stateno = 3701
ID = 3700
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 0
supermovetime = 2147483647
pausemovetime = 2147483647
helpertype = normal
[State 0, Explod]
type = Explod
trigger1 = animelem=4
anim = 10000002
ID = 3701
pos = 45,-87
postype = p1
facing = 1
bindtime = -1
removetime = 270
supermovetime = 2147483647
pausemovetime = 2147483647
scale = .3111,.3111
ontop = 1
ownpal = 1
ignorehitpause = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !numhelper(3700)
trigger1 = animelemtime(4)>1
trigger1 = anim!=3701
value = 3701
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 50
ctrl = 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; ドナルドマジック

[Statedef 3601]
type    = S
movetype= A
physics = N
poweradd= 0
anim = 3610
velset = 0,112.5
ctrl = 0
sprpriority = 2
[State 0, PosAdd]
type = PosAdd
trigger1 = 1
x = (random/144.0)*ifelse(random%2,-1,1)
ignorehitpause = 1

[State 200, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger1 = 1
attr = S, NA
damage = 6,1
animtype = Light
guardflag = 
hitflag = MAFD
priority = 3, Hit
pausetime = 0,2
sparkno = 0
guard.sparkno = 40
sparkxy = -10, -80
hitsound = s1,random%40;s1, 5
guardsound = 6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -15,32
airguard.velocity = -15,32
air.type = High
air.velocity = -15,32
air.hittime = 12
fall = 1
[State 1060, ヘルパーを出す]
type = Helper
trigger1 = pos y>0
name = "Shockwave I guess?"
stateno = 1820
ID = 256
pos = 80,-60
postype = P1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = normal
[State 0, PosSet]
type = VelSet
trigger1 = pos y>0
y = 0
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
trigger1 = pos y>0
y = 0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = time>80
y = -50
ignorehitpause = 1
[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y<-4000
ignorehitpause = 1
;---------------------------------------------------------------------------
; ドナルドマジック

[Statedef 3701]
type    = A
movetype= A
physics = N
poweradd= 0
anim = 11000002
ctrl = 0
sprpriority = 2
[State JRPG in a nutshell]
type = AttackMulSet
trigger1 = 1
value = random/(12.5*const(data.attack))
ignorehitpause = 1
[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 2
pos = 45*(facing*parent,facing),-87
ignorehitpause = 1
[State 200, ヒット定義]
type = HitDef
trigger1 = 1
attr = S, NA
damage = 2,1
animtype = Light
guardflag = 
hitflag = MAFD
priority = 3, Hit
pausetime = 0,0
sparkno = 0
guard.sparkno = 40
sparkxy = 0,0
hitsound = s1,21
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -4,-1
air.type = High
air.velocity = -4,-1
air.hittime = 12
fall = 1
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time>120
trigger2 = root,stateno!=3700
ignorehitpause = 1
;------------------
; ドナルドマジック黒

[Statedef 3201]
type    = S
movetype= A
physics = N
poweradd= 0
anim = 32000
ctrl = 0
sprpriority = 2

[State 1205,]
type = AttackDist
trigger1 = 1
value = 320

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300, 0

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = 310, 2

[State 3200, 超必殺技発動の時間停止]
type = SuperPause
triggerall=!ishelper
movetime=30
trigger1 = AnimElem = 1
time = 30
pos = 10, -105
anim = 100
sound = 20, 0
poweradd = -2000

[State 3000, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1=!ishelper&&!time
Persistent = 1
name = "cutin"
stateno = 6000
ID = 6000
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7
supermovetime = 70
helpertype = normal

[State 3200, 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 3200, 飛び道具を出す] 
type = Projectile
trigger2=!time
trigger1 = AnimElem = 3
attr = S, HA
damage = ifelse(Life <= 250, 500, 200)
getpower = 0
animtype = Up
pausetime = 0,5;= 0,12
offset = 37,-67
velocity = 0,0
accel = 0,0
projID=52935; = 4600
projanim = 4600
projscale = 2,2
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 5
projremovetime = 14
projremove = 0
guardflag = MA
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
pausetime = 0,5;= 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60

[State 3200, 飛び道具を出す] 
type = Projectile
trigger2=!time
trigger1 = AnimElem = 7
attr = S, HA
damage = ifelse(Life <= 250, 500, 200)
getpower = 0
animtype = Up
pausetime = 0,5;= 0,12
offset = 37,-87
velocity = 0,0
accel = 0,0
projID=52935; = 4600
projanim = 4600
projscale = 2,2
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 5
projremovetime = 14
projremove = 0
guardflag = MA
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
pausetime = 0,5;= 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60
palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
p2stateno = 3210 

palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
p2stateno = 3210 

[State 2308,00]
type = AllPalFx
trigger1 = time%5=1
add = random*random-random*random,random*random-random*random,random*random-random*random
mul = random*random*random,random*random*random,random*random*random
invertall = random%2
color = random%257
time = 2

[State 3200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 15
value = 1

;------------------
;---------------------------------------------------------------------------
[Statedef 3210]
type    = A
movetype= H
physics = N
velset = -1.5,-6

[State 3210, 速度加算]
type = VelAdd
trigger1 = 1
y = .25

[State 3210, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 3210, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 3210, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
;アンハッピーセット

[Statedef 3300]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 0
anim = ifelse(anim=3300&&fvar(29)>9.44,-1,3300)
ctrl = 0
sprpriority = 2


[State 3300, 物理的なキャラの幅]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (8) < 0)
value = 25,0

[State 3000, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1=!ishelper&&!time
Persistent = 1
name = "cutin"
stateno = 6000
ID = 6000
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7
supermovetime = 70
helpertype = normal


[State 3300, 無敵]
type = NotHitBy
trigger1 = time= [0,16]
value = SCA
time = 1

[State 3300, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300, 0

[State 3300, 超必殺技発動の時間停止]
type = SuperPause
triggerall=!ishelper
movetime=30
trigger1 = AnimElem = 3
time = 30
pos = 0, -80
anim = 100
sound = 20, 0
poweradd = -3000


[State 3300, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr = S, HA
animtype  = up
damage    = 100, 5
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 0,5;= 30,30
sparkxy = -10,-60
sparkno = 3
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-20
guard.velocity = -7
air.velocity = -1,-20
airguard.velocity = -7,-2
envshake.time = 30
envshake.ampl = 12
envshake.freq = 170
fall = 1
kill = 0
p1stateno = 3301      
p2stateno = 5110 

[State 3300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3301]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = ifelse(anim=3301&&fvar(29)>9.44,-1,3301)
ctrl = 0
sprpriority = 10
[State keeptarget]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,HT
pausetime = 0,0
sparkno = -1
hitsound = s1,random%40;-1
[State 0, TargetState]
type = TargetState
trigger1 = 1
value = 0
ID = -1
ignorehitpause = 1

[State 3301, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 1
Persistent = 1
name = "donaldgirl"
stateno = 2300
ID = 2300
pos = 160,0
postype = flont
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
facing = -1
helpertype = Normal

[State 3301, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger2=1
trigger1 = Time = 50
Persistent = 1
name = "sheiku"
stateno = 2309
ID = 2309
pos = 15,-400
postype = flont
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
facing = -1
helpertype = Normal

[State 3301, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger2=1
trigger1 = Time = 50
Persistent = 1
name = "poteto"
stateno = 2310
ID = 2310
pos = 40,-400
postype = flont
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
facing = -1
helpertype = Normal

[State 3301, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 80
value = 300, 8


[State 3301, ステート変更]
type = ChangeState
trigger1 = Time = 200
value = 3302
ctrl = 1

;------------------
[Statedef 3302]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = ifelse(anim=3302&&fvar(29)>9.44,-1,3302)
ctrl = 0
sprpriority = 10
[State keeptarget]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,HT
pausetime = 0,0
sparkno = -1
hitsound = s1,random%40;-1
[State 0, TargetState]
type = TargetState
trigger1 = 1
value = 0
ID = -1
ignorehitpause = 1

[State 3302, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300, 1

[State 3506, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = Time = 60
value = -180
kill = 0

[State 3302, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 1
Persistent = 1
name = "retasu"
stateno = 2303
ID = 2303
pos = 30,-400
postype = flont
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
facing = -1
helpertype = Normal

[State 3302, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 1
Persistent = 1
name = "uepan"
stateno = 2304
ID = 2304
pos = 30,-440
postype = flont
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
facing = -1
helpertype = Normal

[State 3302, ステート変更]
type = ChangeState
trigger1 = Time = 130
value = 3303
ctrl = 1

;---------------------------------------------------------------------------
;------------------
[Statedef 3303]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = ifelse(anim=3303&&fvar(29)>9.44,-1,3303)
ctrl = 0
sprpriority = 10
[State keeptarget]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,HT
pausetime = 0,0
sparkno = -1
hitsound = s1,random%40;-1

[State 3303, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 300, 6

[State 3303, 掴んだ相手のステート変更]
type = TargetState
trigger1 = Time = 70
value = 4001

[State 3503,]
type = TargetLifeAdd
trigger1 = Time = 70
value = -250

[State 3303, ステート変更]
type = ChangeState
trigger1 = Time = 200
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ドナルドガールハンバーガー持ってくる

[Statedef 2300]
type = S
movetype= I
physics = N
velset = 4
ctrl = 0
anim = 2300
sprpriority = 6

[State 2300, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 1
Persistent = 1
name = "shitapan"
stateno = 2301
ID = 2301
pos = 130,-30
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

[State 2300, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger2=1
trigger1 = AnimElem = 1
Persistent = 1
name = "niku"
stateno = 2302
ID = 2302
pos = 130,-70
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

[State 2300, ステート変更]
type = ChangeState
trigger1 = Time = 50
value = 1930
ctrl = 1

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

;---------------------------------------------------------------------------
;下パン
[Statedef 2301]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3504
sprpriority = 4


[State 2301]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2301, 移動速度]
type = VelSet
trigger1 = Time = 50
x = 0

[State 2301, ステート変更]
type = ChangeState
trigger1 = Time = 400
value = 2305
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;肉
[Statedef 2302]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3503
sprpriority = 5

[State 2302]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2302, 移動速度]
type = VelSet
trigger1 = Time = 50
x = 0

[State 2302, ステート変更]
type = ChangeState
trigger1 = Time = 400
value = 2306
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;レタス
[Statedef 2303]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3502
sprpriority = 8

[State 2303]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2303, 移動速度]
type = VelSet
trigger1 = Time = 50
x = 0
y = 47

[State 2303, 移動速度]
type = VelSet
trigger1 = Time = 57
y = 0

[State 2303, ステート変更]
type = ChangeState
trigger1 = Time = 200
value = 2307
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;上パン
[Statedef 2304]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3501
sprpriority = 9

[State 2304]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2304, 移動速度]
type = VelSet
trigger1 = Time = 50
x = 0
y = 47

[State 2304, 移動速度]
type = VelSet
trigger1 = Time = 57
y = 0

[State 2304]
type = EnvShake
trigger1 = Time = 57
time = 50
freq = 100
ampl = 10

[State 2304, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 57
value = 310, 0

[State 2304, ステート変更]
type = ChangeState
trigger1 = Time = 200
value = 2308
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;下パン
[Statedef 2305]
type = A
movetype= A
physics = N
velset = 14,-4
ctrl = 0
anim = 3504
sprpriority = 4


[State 2305]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2305, 速度加算]
type = VelAdd
trigger1 = 1
y = .25


[State 2305, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 200

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;肉
[Statedef 2306]
type = A
movetype= A
physics = N
velset = -12,-8
ctrl = 0
anim = 3503
sprpriority = 5

[State 2306]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2306, 速度加算]
type = VelAdd
trigger1 = 1
y = .25


[State 2306, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 200

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;レタス
[Statedef 2307]
type = A
movetype= A
physics = N
velset = 5,-13
ctrl = 0
anim = 3502
sprpriority = 8

[State 2307]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2307, 速度加算]
type = VelAdd
trigger1 = 1
y = .25


[State 2307, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 200

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;上パン
[Statedef 2308]
type = A
movetype= A
physics = N
velset = -10,-15
ctrl = 0
anim = 3501
sprpriority = 9

[State 2308]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2308, 速度加算]
type = VelAdd
trigger1 = 1
y = .25


[State 2308, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 200

[State 2308]
type = EnvShake
trigger1 = Time = 0
time = 70
freq = 150
ampl = 17

[State 2308,00]
type = AllPalFx
trigger1 = time = 1
add = random*random-random*random,random*random-random*random,random*random-random*random
mul = random*random*random,random*random*random,random*random*random
invertall = random%2
color = random%257
time = 5

[State 2308, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 310, 0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;シェイク
[Statedef 2309]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3505
sprpriority = 7

[State 2309]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2309, 移動速度]
type = VelSet
trigger1 = Time = 45
x = 0
y = 47

[State 2309, 移動速度]
type = VelSet
trigger1 = Time = 50
y = 0

[State 2309, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 220

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ポテト
[Statedef 2310]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3506
sprpriority = 7

[State 2310]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2310, 移動速度]
type = VelSet
trigger1 = Time = 45
x = 0
y = 47

[State 2310, 移動速度]
type = VelSet
trigger1 = Time = 50
y = 0

[State 2310, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 220

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 3503]
type = A
movetype= A
physics = N
velset = -3,-4
ctrl = 0
anim = 3503

[State 3503]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 3503, 速度加算]
type = VelAdd
trigger1 = 1
y = .25

[State 3503, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 70

;---------------------------------------------------------------------------
;------------------
[Statedef 3310]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3310, 制御した相手のアニメ変更]
type = ChangeAnim2
trigger1 = 1
value = 1030

[State 3310, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 3310, ステート変更]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 3311

;------------------
;---------------------------------------------------------------------------
[Statedef 3311]
type    = A
movetype= H
physics = N
velset = -0,-40
sprpriority = 7

[State 3311, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3311, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 3311, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3311, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 3311, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 3102, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -110
value = 4000

;---------------------------------------------------------------------------
;犯ヴァーガーがぁこれくらい

[Statedef 3400]
type    = A
movetype= A
physics = N
poweradd= 0
anim = ifelse(anim=3400&&fvar(29)>9.44,-1,3400)
velset = ifelse(fvar(29)>9.44,vel x,-3),ifelse(fvar(29)>9.44,vel y,-16)
ctrl = 0
sprpriority = 2

[State 3400, 速度加算]
type = VelAdd
trigger1 = 1
y = .45

[State 3400, 超必殺技発動の時間停止]
type = SuperPause
triggerall=!ishelper
movetime=30
trigger1 = AnimElem = 1
time = 30
pos = 30, -40
anim = 100
sound = 20, 0
poweradd = -1000

[State 3000, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1=!ishelper&&!time
Persistent = 1
name = "cutin"
stateno = 6000
ID = 6000
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7
supermovetime = 70
helpertype = normal

[State 3400, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

[State 3400, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 300, 7
[State 3400, 飛び道具を出す] 
type = Projectile
trigger1=palno=-999999999
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = -60+random%121,-60+random%121
velocity = random/200.2-random/200.2,random/200.2-random/200.2
accel = random/1663.3-random/1663.3,random/1663.3-random/1663.3
projID=52935; = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 5,5
projshadow = 0,0,0
projhits = 9999
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0
[State 3400, 飛び道具を出す] 
type = Projectile
trigger1=palno=-999999999
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = -60+random%121,-60+random%121
velocity = random/200.2-random/200.2,random/200.2-random/200.2
accel = random/1663.3-random/1663.3,random/1663.3-random/1663.3
projID=52935; = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 5,5
projshadow = 0,0,0
projhits = 9999
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0
[State 3400, 飛び道具を出す] 
type = Projectile
trigger1=palno=-999999999
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = -60+random%121,-60+random%121
velocity = random/200.2-random/200.2,random/200.2-random/200.2
accel = random/1663.3-random/1663.3,random/1663.3-random/1663.3
projID=52935; = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 5,5
projshadow = 0,0,0
projhits = 9999
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0
[State 3400, 飛び道具を出す] 
type = Projectile
trigger1=palno=-999999999
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = -60+random%121,-60+random%121
velocity = random/200.2-random/200.2,random/200.2-random/200.2
accel = random/1663.3-random/1663.3,random/1663.3-random/1663.3
projID=52935; = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 5,5
projshadow = 0,0,0
projhits = 9999
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0
[State 3400, 飛び道具を出す] 
type = Projectile
trigger1=palno=-999999999
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = -60+random%121,-60+random%121
velocity = random/200.2-random/200.2,random/200.2-random/200.2
accel = random/1663.3-random/1663.3,random/1663.3-random/1663.3
projID=52935; = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 5,5
projshadow = 0,0,0
projhits = 9999
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0
[State 3400, 飛び道具を出す] 
type = Projectile
trigger1=palno=-999999999
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = -60+random%121,-60+random%121
velocity = random/200.2-random/200.2,random/200.2-random/200.2
accel = random/1663.3-random/1663.3,random/1663.3-random/1663.3
projID=52935; = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 5,5
projshadow = 0,0,0
projhits = 9999
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0
[State 3400, 飛び道具を出す] 
type = Projectile
trigger1=palno=-999999999
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = -60+random%121,-60+random%121
velocity = random/200.2-random/200.2,random/200.2-random/200.2
accel = random/1663.3-random/1663.3,random/1663.3-random/1663.3
projID=52935; = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 5,5
projshadow = 0,0,0
projhits = 9999
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0
[State 3400, 飛び道具を出す] 
type = Projectile
trigger1=palno=-999999999
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = -60+random%121,-60+random%121
velocity = random/200.2-random/200.2,random/200.2-random/200.2
accel = random/1663.3-random/1663.3,random/1663.3-random/1663.3
projID=52935; = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 5,5
projshadow = 0,0,0
projhits = 9999
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0
[State 3400, 飛び道具を出す] 
type = Projectile
trigger2=!time
trigger1 = AnimElem = 4
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 4
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 4
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 4
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, 飛び道具を出す] 
type = Projectile
trigger2=!time
trigger1 = AnimElem = 10
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 10
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 10
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 10
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, 飛び道具を出す] 
type = Projectile
trigger2=!time
trigger1 = AnimElem = 16
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 16
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 16
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 16
attr = A, HA 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,5;= 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


fall.recover = 0
;Strange Physics
[Statedef 1200]
type    = S
movetype= A
physics = N
poweradd= 50
anim = ifelse(anim=1200&&fvar(29)>9.44,-1,1200)
ctrl = 0
sprpriority = 2

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

[State -1205, 黒ドナルド]
type = ChangeState
triggerall = !time
trigger1 = palno = 12
trigger2 = random<30
value = 1201

[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 = 120, 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 Such a pathetic projectile its so innaccurate-ish]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SA
damage = 40,2
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 75,-60
velocity = random%512/64.0,-random%512/64.0
accel = 0,1.0/(random%32+1.0)
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
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 Such a pathetic projectile its so innaccurate-ish]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SA
damage = 40,2
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 75,-60
velocity = random%512/64.0,-random%512/64.0
accel = 0,1.0/(random%32+1.0)
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
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 Such a pathetic projectile its so innaccurate-ish]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SA
damage = 40,2
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 75,-60
velocity = random%512/64.0,-random%512/64.0
accel = 0,1.0/(random%32+1.0)
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
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 Such a pathetic projectile its so innaccurate-ish]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SA
damage = 40,2
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 75,-60
velocity = random%512/64.0,-random%512/64.0
accel = 0,1.0/(random%32+1.0)
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
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 Such a pathetic projectile its so innaccurate-ish]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SA
damage = 40,2
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 75,-60
velocity = random%512/64.0,-random%512/64.0
accel = 0,1.0/(random%32+1.0)
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
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

[State 610, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 10
value = 1

;------------------
;---------------------------------------------------------------------------
; 犯ヴァーガー黒

[Statedef 1201]
type    = S
movetype= A
physics = N
poweradd= 50
anim = ifelse(anim=1200&&fvar(29)>9.44,-1,1200)
ctrl = 0
sprpriority = 2
[State 0, PosSet]
type = PosSet
trigger1 = !time
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1

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

[State 1200, 無敵]
type = nothitby
trigger1 = AnimElem = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 7


[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 = 120, 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 1600, 飛び道具を出す]
type = Projectile
trigger1=!time
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 3
attr = S, SA
damage = 35,2
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 75,-60
velocity = 5,-4
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 3
attr = S, SA
damage = 35,2
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 75,-60
velocity = 5,-5
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 3
attr = S, SA
damage = 35,2
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 75,-60
velocity = 5,-6
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 3
attr = S, SA
damage = 35,2
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 75,-60
velocity = 6,-4
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 3
attr = S, SA
damage = 35,2
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 75,-60
velocity = 6,-6
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 3
attr = S, SA
damage = 35,2
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 75,-60
velocity = 4,-7
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 3
attr = S, SA
damage = 35,2
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 75,-60
velocity = 4.5,-7.5
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 3
attr = S, SA
damage = 35,2
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 75,-60
velocity = 8,-3
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 3
attr = S, SA
damage = 35,2
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 75,-60
velocity = 9,-4
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 3
attr = S, SA
damage = 35,2
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,12
offset = 75,-60
velocity = 10,-5
accel = 0,0.4
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-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

[State 610, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 10
value = 1

;------------------
;---------------------------------------------------------------------------
;Speed is randomgjjie499999999999999999999)(_#%)fofpp63_&_+$+4r=-==s[]v;'fwti(%du.
[Statedef 1205]
type    = S
movetype= A
physics = N
poweradd= 100
anim = ifelse(anim=1205&&fvar(29)>9.44,-1,1205)
ctrl = 0
sprpriority = 2

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

[State -1205, 黒ドナルド]
type = ChangeState
triggerall = !time
trigger1 = palno = 12
trigger2 = random<30
value = 1208

[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 = 120, 0

[State 1205, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 120, 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, 飛び道具を出す]
type = Projectile
trigger1=animelem=4
trigger2=animelem=5
trigger3=animelem=9
trigger4=animelem=10
attr = S, SA
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-30-random%41
velocity = 0.5+(random/49.94),ifelse(random%2,-1,1)*(random/49.4)
accel = 0,0
projID=52935; = 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 = 0
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
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=4
trigger2=animelem=5
trigger3=animelem=9
trigger4=animelem=10
attr = S, SA
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-30-random%41
velocity = 0.5+(random/49.94),ifelse(random%2,-1,1)*(random/49.4)
accel = 0,0
projID=52935; = 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 = 0
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
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=4
trigger2=animelem=5
trigger3=animelem=9
trigger4=animelem=10
attr = S, SA
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-30-random%41
velocity = 0.5+(random/49.94),ifelse(random%2,-1,1)*(random/49.4)
accel = 0,0
projID=52935; = 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 = 0
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
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=4
trigger2=animelem=5
trigger3=animelem=9
trigger4=animelem=10
attr = S, SA
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-30-random%41
velocity = 0.5+(random/49.94),ifelse(random%2,-1,1)*(random/49.4)
accel = 0,0
projID=52935; = 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 = 0
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,3
guardsound = 6,0
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

[State 610, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 65
value = 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 = Time = 2
pos = -25,-90

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

[State 1206, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 20
trigger2 = Root,MoveType != A
;trigger2 = Parent,MoveType != A

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

[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 = Time = 2
pos = 25,-90 

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

[State 1207, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 20
trigger2 = Root,MoveType != A
;trigger2 = Parent,MoveType != A
;---------------------------------------------------------------------------
;犯ヴァーガー4個分黒
[Statedef 1208]
type    = S
movetype= A
physics = N
poweradd= 100
velset = 0,0
anim = ifelse(anim=1205&&fvar(29)>9.44,-1,1205)
ctrl = 0
sprpriority = 2
[State 0, PosSet]
type = PosSet
trigger1 = !time
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1

[State 1205,]
type = AttackDist
trigger1 = 1
value = 320

[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 = 300, 7

[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 1600, 飛び道具を出す]
type = Projectile
trigger1=!time
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -250+random%501,-120+random%61
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1205, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = AnimElem = 4
attr = S, SA
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-80
velocity = 18,0
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 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
trigger2=!time
trigger1 = AnimElem = 5
attr = S, SA
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-40
velocity = 18,0
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 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
trigger2=!time
trigger1 = AnimElem = 4
attr = S, SA
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-80
velocity = 18,-2
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 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
trigger2=!time
trigger1 = AnimElem = 5
attr = S, SA
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-40
velocity = 18,-4
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 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
trigger2=!time
trigger1 = AnimElem = 4
attr = S, SA
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-80
velocity = 18,-6
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 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
trigger2=!time
trigger1 = AnimElem = 5
attr = S, SA
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-40
velocity = 18,-8
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 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
trigger2=!time
trigger1 = AnimElem = 9
attr = S, SA
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-20
velocity = 18,0
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 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
trigger2=!time
trigger1 = AnimElem = 10
attr = S, SA
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-60
velocity = 18,0
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 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
trigger2=!time
trigger1 = AnimElem = 9
attr = S, SA
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-20
velocity = 18,-2
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 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
trigger2=!time
trigger1 = AnimElem = 10
attr = S, SA
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-60
velocity = 18,-4
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 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
trigger2=!time
trigger1 = AnimElem = 9
attr = S, SA
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-20
velocity = 18,-6
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 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
trigger2=!time
trigger1 = AnimElem = 10
attr = S, SA
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,5;= 0,18
offset = 60,-60
velocity = 18,-8
accel = 0,0
projID=52935; = 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 = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 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

[State 610, 4]
type = CtrlSet
trigger1 = palno = -999999999
trigger1 = Time = 65
value = 1

;------------------
; 放り投げるまでのヴァーガー
;
[Statedef 1209]
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 = Time = 2
pos = -25,-90

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


[State 1206, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 5
trigger2 = Root,MoveType != A
;trigger2 = Parent,MoveType != A

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

[Statedef 1210]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 1206
SprPriority = 5

[State 1207, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

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

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

[State 1207, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 5
trigger2 = Root,MoveType != A
;trigger2 = Parent,MoveType != A

;---------------------------------------------------------------------------
;カットイン
;---------------------------------------------------------------------------

[Statedef 6000]
type     = A
movetype = I
physics  = N
velset = random/384.2,0
ctrl     = 0
anim     = 6000
sprpriority = -1  

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
flag = noshadow

[State 6000, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 250

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

[Statedef 6001]
type     = A
movetype = I
physics  = N
velset = random/384.2,0
ctrl     = 0
anim     = 6001
SprPriority = -1
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 3
value = random%4
ignorehitpause = 1
[State 0, SelfState]
type = SelfState
trigger1 = 1
value = 6000
ignorehitpause = 1
[State 6000, 移動速度]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6000, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 50

;---------------------------------------------------------------------------
;バーディー
[Statedef 4008]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 4008
SprPriority = -3
velset = 20

[State 4008, 移動速度]
type = VelSet
trigger1 = Time = 15
x = 0

---------------------------------------------------------------------------
;ハンバーグラー
[Statedef 4009]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 4009
SprPriority = -3
velset = 20

[State 4009, 移動速度]
type = VelSet
trigger1 = Time = 15
x = 0

---------------------------------------------------------------------------
;グリマス
[Statedef 4010]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 4010
SprPriority = -3
velset = 20

[State 4010, 移動速度]
type = VelSet
trigger1 = Time = 15
x = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 2] ;Go fwd
type = Velset
triggerall = Time = 4
trigger1 = Command = "holdfwd"
Trigger1 = Var(59) = 0
trigger2 = BackEdgeBodyDist <= 20
Trigger2 = Var(59) != 0
x = 3
y = -5

[State 5210, 2] ;Go back
type = Velset
triggerall = Time = 4
trigger1 = Command = "holdback"
Trigger1 = Var(59) = 0
trigger2 = BackEdgeBodyDist >= 20
Trigger2 = Var(59) != 0
x = -3
y = -5

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;You are at the hospital! Admisitration is right here. Get in there
;Get in there!
;Get out of my car now. Get out of my car now.
;I, pulled in to your destination is says here I am at your destination.
;Its over, get out of my car now. Get out of my car, now!
;GET OUT, OF, MY, CAR, NOW!!
;Because you wont FUCKING GET OUT OF MY CAR.
;9 1...
;GET OUT, RIGHT, FUCKING, NOW!
;GET OUT OF MY CAR!
;I'M CHASING A FUCKING MORON!
;GET OUT! NOW! NOOOOW!!
;I will fucking talk to you, any god damn way I want.
;Yes I FUCKING will, and I have the right.
;You are at the hospital, were you need to be get out of my car!
;Can you get her out of my car please?
[Statedef 16500]
type    = A
movetype= I
physics = A
juggle  = 6
velset = 0,ifelse(fvar(29)>9.44,vel y,-15)
anim = ifelse(anim=16500&&fvar(29)>9.44,-1,16500)
ctrl = 0
sprpriority = 2
[State 0, LifeSet]
type = LifeSet
trigger1 = 1
value = lifemax
ignorehitpause = 1
[State 1600, 飛び道具を出す]
type = Projectile
trigger1=!time
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 4011+random%4
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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
attr = S, SA
damage = 10
animtype = Light
pausetime = 0,5;= 0,7
offset = -120+random%241,-120+random%121
velocity = random/430.26+0.2,random/633.26-random/633.26
accel = random/2133.6-random/2133.6,random/2133.6-random/2133.6
projID=52935; = 1600
projanim = 1202
projhitanim = 4210
projremanim = 4210
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projpriority = 1
projremovetime = 999
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;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 1200, 飛び道具を出す]
type = Projectile
trigger2=!time
trigger1 = 1
attr = S, SA
damage = 250,1
getpower = 9999
animtype = Hard
pausetime = 0,5
offset = random%100-random%100,0
velocity = 0,0
accel = 0,0
projID=52935; = 1200
projanim = 4210
projhitanim = 4210
projremanim = 4210
projscale = 1,1
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 7
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
postype = p1
ground.velocity = -8,0
guard.hittime = 13
air.velocity = -6,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
projhits = 9999
[State 16500, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 165,0

[State 16500, 速度加算]
type = VelAdd
trigger1 = 1
y = .43

[State 16500,00]
type = AllPalFx
trigger1 = AnimElem = 3
add = random*random-random*random,random*random-random*random,random*random-random*random
mul = random*random*random,random*random*random,random*random*random
invertall = random%2
color = random%257
time = 10

[State 16500, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1052

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 犯ヴァーガー落とし
;
;
; 
[Statedef 17000]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 17000
ctrl = 0
sprpriority = 2

[State 3101, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger2=1
trigger1 = time = 35
Persistent = 1
name = "hamva-ga-"
stateno = 17001
ID = 17001
pos = 160,-500
postype = back
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

[State 3100, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
y = -30

[State 3100, 移動速度]
type = VelSet
trigger1 = AnimElem = 3
x = -8

[State 3100, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3100, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
y = 1

[State 1160, 位置調整]
type = PosSet
trigger1 = AnimElem = 4
y = 0

[State 16500, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1052

;------------------
;------------------
;巨大犯ヴァーガー

[Statedef 17001]
type = A
movetype= A
physics = N
velset = 1.5,30
ctrl = 0
anim = 17001
sprpriority = 5

[State 3500, 速度加算]
type = VelAdd
trigger1 = 1
y = .4

[State 3500, ヒット定義]
type = HitDef
triggerall=palno!=-999999999
trigger2=1
trigger1 = 1
attr = A, HA
animtype  = Hard
damage    = ifelse(Life <= 200, 10000, 1000)
priority  = 7
pausetime = 0,5;= 5,5
sparkxy = -10,-70
sparkno = 3
hitsound = s1,random%40;s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-6
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0

[State 3501]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3501, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 100

[State 3500,sift]
type = ChangeState
trigger1 = helper,Pos Y >= 0
trigger1 = helper,Vel Y > 0
value = 17002

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;上パン

[Statedef 17002]
type = A
movetype= A
physics = N
velset = -3,-12
ctrl = 0
anim = 3501
sprpriority = 5

[State 3501]
type = EnvShake
trigger1 = AnimElem = 1
time = 50
freq = 100
ampl = 10

[State 3501,00]
type = AllPalFx
trigger1 = time = 1
add = random*random-random*random,random*random-random*random,random*random-random*random
mul = random*random*random,random*random*random,random*random*random
invertall = random%2
color = random%257
time = 5

[State 3501, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 310, 0

[State 3501, 速度加算]
type = VelAdd
trigger1 = 1
y = .25

[State 3501]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3501, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1 = AnimElem = 1
Persistent = 1
name = "retasu"
stateno = 17003
ID = 17004
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
helpertype = Normal

[State 3501, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1 = AnimElem = 1
Persistent = 1
name = "nikul"
stateno = 17004
ID = 17004
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
helpertype = Normal

[State 3501, ヘルパーを出す]
type = Helper
triggerall=palno!=-999999999
trigger1 = AnimElem = 1
Persistent = 1
name = "shitapan"
stateno = 17005
ID = 17005
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
helpertype = Normal

[State 3501, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 100

;---------------------------------------------------------------------------
[Statedef 17003]
type = A
movetype= A
physics = N
velset = 5,-9
ctrl = 0
anim = 3502
sprpriority = 5

[State 3502]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3502, 速度加算]
type = VelAdd
trigger1 = 1
y = .25

[State 3502, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 100

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

[Statedef 17004]
type = A
movetype= A
physics = N
velset = -3,-4
ctrl = 0
anim = 3503
sprpriority = 5

[State 3503]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3503, 速度加算]
type = VelAdd
trigger1 = 1
y = .25

[State 3503, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 70

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

[Statedef 17005]
type = A
movetype= A
physics = N
velset = 4,-6
ctrl = 0
anim = 3504
sprpriority = 5

[State 3504]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3504, 速度加算]
type = VelAdd
trigger1 = 1
y = .25

[State 3504, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 70
;---------------------------------------------------------------------------
;PauseKill
[Statedef 99990]
anim = 99998
[State 0, Pause]
type = Pause
trigger1 = random<888
time = 0
movetime = 0
ignorehitpause = 1
[State 0, SuperPause]
type = SuperPause
trigger1 = random<888
time = 0
anim = -1
sound = -1
pos = 0,0
movetime = 0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0
ignorehitpause = 1
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
Persistent = 1

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
Trigger1 = Var(59) = 0
Trigger1 = command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
Trigger1 = Var(59) = 0
Trigger1 = command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900];変数設定
Type=varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=1
var(8)=enemynear,ID

[State 5900];変数設定
Type=varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=2
var(8)=ifelse(EnemyNear(0),alive,enemynear(0),ID,enemynear(1),ID)

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = 1
value = 190

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 常時監視ステート（相手に行動を制御されても関係無く常に実行される）
;---------------------------------------------------------------------------

[Statedef -2]
[State 0, PosAdd]
type = PosAdd
trigger1 = movetype=A
x = (80-random%161)*((lifemax-(life-1))/(lifemax*1.0))**5.147483647
[State 0, VarSet]
type = VarSet
trigger1 = enemy,stateno!=820
v = 12
value = enemy,animelemno(0)
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = enemy,stateno!=820
v = 11
value = enemy,anim
ignorehitpause = 1
[State What is going on?]
type = StateTypeSet
trigger1 = random<10&&random<10
movetype = A
ignorehitpause = 1
[State What is going on?]
type = StateTypeSet
trigger1 = random<10&&random<10
movetype = I
ignorehitpause = 1
[State What is going on?]
type = StateTypeSet
trigger1 = random<10&&random<10
movetype = H
ignorehitpause = 1
[State 0, AfterImage]
type = AfterImage
trigger1 = random<15
time = 32+random%32
length = 40
palcolor = 256
palinvertall = 0
palbright = random*random+random-random,random*random+random-random,random*random+random-random
palcontrast = random*random+random,random*random+random,random*random+random
palpostbright = 0,0,0
paladd = 0,0,0
palmul = (random/500.0)-(random/500.0),(random/500.0)-(random/500.0),(random/500.0)-(random/500.0)
timegap = 1
framegap = 3
trans = addalpha
alpha = random%333,random%333
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = var(24)
trigger1 = random<10
trigger1 = selfanimexist(var(24))
anim = var(24)
ID = 723277
pos = -30+random%61,-30+random%61
postype = p1
facing = 1
bindtime = -1
removetime = 15+random%32
scale = .5,.5
sprpriority = 0
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = var(24)
trigger1 = random<10
trigger1 = selfanimexist(var(24))
anim = var(24)
ID = 723277
pos = -30+random%61,-30+random%61
postype = p2
facing = 1
bindtime = -1
removetime = 15+random%32
scale = .5,.5
sprpriority = 0
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = numexplod(723277)
trigger1 = random<364
flag = invisible
ignorehitpause = 1
[State WOW! YOU GOT A DOUBLE KO! LMAO]
type = PlaySnd
trigger1 = drawgame
trigger1 = stateno=5150
trigger1 = time=2
value = 11,1337
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = 1
fvar(28) = ifelse(random%2,(random%16)/16.0,1+((random%16)/16.0))
ignorehitpause = 1
[State Ok Then]
type = Helper
trigger1 = !ishelper
trigger1 = stateno=[5000,5150]
trigger1 = gethitvar(damage)
trigger1 = random<ifelse(palno>6,ifelse(palno=12,100,36),20)
helpertype = player
name = "D43-UNDOMINIC"
ID = 256
stateno = 0
pos = 0,0
postype = p1
facing = 1
keyctrl = 1
ownpal = 1
size.xscale = fvar(28)
size.yscale = fvar(28)
supermovetime = 0
pausemovetime = 0
persistent = 1
[State Ok Then]
type = Helper
trigger1 = !numhelper(26961)
helpertype = normal
name = "RandomTimeFreezeKill"
ID = 26961
stateno = 99990
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0
size.yscale = 0
supermovetime = 0
pausemovetime = 0
persistent = 1
[State Heyo!]
type = PosSet
trigger1 = random<5&&random<20
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1
[State Social Distancing, done wrong]
type = PosSet
trigger1 = random<5&&random<20
x = -enemynear,pos x
y = -enemynear,pos y
ignorehitpause = 1
[State HALT!]
type = VelSet
trigger1 = random<10&&random<20
x = 0
y = 0
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 = ishelper(256)
var(2) = 1
ignorehitpause = 1
[State 0, DestroySelf]
type = DestroySelf
trigger1 = ishelper(256)
trigger1 = var(2)>256
ignorehitpause = 1
[State MUGEN Var Patch Check]
type = Null
trigger1 = 1||var(-2):=1 ;Flag that the var patched version of 1.0 is being used.
ignorehitpause = 1
;Keep in mind, if you see the warnings in the official builds, this indicates that the var patch for 1.0
;is not active. It doesn't mean anything bad is happening. If you are using the var patcehd 1.0, he will
;show a debug message telling you that you are using the var patched version via AppendToClipboard that
;is located near the end of this statedef.
[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 20
range = 0,100000000
ignorehitpause = 1
[State 0, AngleDraw]
type = Trans
trigger1 = movetype=H
trigger1 = gametime%3=1
trans = sub
ignorehitpause = 1
[State 0, AngleDraw]
type = Trans
trigger1 = movetype=H
trigger1 = gametime%3=2
trans = add
ignorehitpause = 1
[State 0, ScreenBound]
type = ScreenBound
trigger1 = random<990
value = 0
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = !ishelper
trigger1 = !alive
trigger1 = !numexplod(51505150)
anim = 66651500
ID = 51505150
pos = 160,120
postype = left
facing = 1
bindtime = -1
removetime = 2147483647
pausemovetime = 65535
supermovetime = 65535
scale = 12.8,9.6
ontop = 1
ownpal = 1
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = !ishelper
trigger1 = movetype=H
trigger1 = selfanimexist(var(24))
anim = var(24)
ID = 333+(anim/64)
pos = random%32*ifelse(random%2,-1,1),random%32*ifelse(random%2,-1,1)
postype = p1
facing = 1
bindtime = 1
removetime = random%256+64
pausemovetime = 65535
supermovetime = 65535
scale = 0.125,0.125
vel = (random/666.0)*ifelse(random%2,-1,1),(random/666.0)*ifelse(random%2,-1,1)
accel = (random/4444.0)*ifelse(random%2,-1,1),(random/4444.0)*ifelse(random%2,-1,1)
ontop = 0
ownpal = 0
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = random,random%40
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = movetype=H
value = random,random%40
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = life<ceil(lifemax/1.5)
value = random,random%40
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = life<ceil(lifemax/3.0)
value = random,random%40
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = life<ceil(lifemax/6.0)
value = random,random%40
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = movetype=H
trigger1 = life<ceil(lifemax/2.0)
value = random,random%40
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = movetype=H
trigger1 = life<ceil(lifemax/4.0)
value = random,random%40
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = movetype=H
trigger1 = life<ceil(lifemax/8.0)
value = random,random%40
ignorehitpause = 1
[State Circuit Bending]
type = PalFX
trigger1 = random<10&&gametime%24=1
time = floor(random/32.5)
add = random*random-random*random,random*random-random*random,random*random-random*random
mul = random*random*random,random*random*random,random*random*random
invertall = random%2
color = random%257
ignorehitpause = 1
[State Warpin']
type = PosSet
trigger1 = pos y<-400
y = 250
ignorehitpause = 1
[State Warpin']
type = PosSet
trigger1 = pos y>250
y = -400
ignorehitpause = 1
[State Warpin']
type = PosSet
trigger1 = pos x>240
x = -240
ignorehitpause = 1
[State Warpin']
type = PosSet
trigger1 = pos x<-240
x = 240
ignorehitpause = 1
[State JRPG in a nutshell]
type = AttackMulSet
trigger1 = 1
value = random/(25.0*const(data.attack))
ignorehitpause = 1
[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 24
range = 0,32000
ignorehitpause = 1
[State You defy logic]
type = ChangeAnim
trigger1 = random<128
value = abs(floor((random/3.07562)*((random+1.395832)/4.590431)*((random+1.484495)/6.562224)))%((var(24)+random)+1)
ignorehitpause = 1
[State HEY, YOU ARE SUPPOSED TO STAY THERE BEFORE THE ROUND STARTED!]
type = CtrlSet
trigger1 = random<5&&random<250
value = 1
ignorehitpause = 1
[State May cut off, cause why not]
type = StopSnd
trigger1 = random<8
channel = (random%9)-1
ignorehitpause = 1
[State You tripped? How?]
type = ChangeState
trigger1 = random<10&&random<100&&random<250
value = 5050
ctrl = 0
ignorehitpause = 1
[State 0, Null]
type = Null
triggerall = !alive
trigger1 = 1||var(31):=var(31)+1
ignorehitpause = 1
[State Death Noise cause I am too lazy to use MUGEN's built in version :D]
type = PlaySnd
trigger1 = var(31)=2
value = 11,1+random%3
ignorehitpause = 1
[State r.]
type = VelAdd
trigger1 = movetype=A
x = (0.444/(1+(random/384.7943)))*((lifemax-life+256)/256.0)*ifelse(random%2,-1,1)
ignorehitpause = 1
[State Umm ok?]
type = PosAdd
trigger1 = (random+random)<8
x = random%300*ifelse(random%2,1,-1)
y = random%300*ifelse(random%2,1,-1)
ignorehitpause = 1
[State Randomly Teleport based on speed? Quantum Entanglement?]
type = PosAdd
trigger1 = random<80
x = vel x*((random/64.3)-(random/64.3))
y = vel y*((random/64.3)-(random/64.3))
ignorehitpause = 1
[State Randomly Change]
type = VarSet
trigger1 = random<24&&random<644
fvar(29) = random/99.0
ignorehitpause = 1
[State Slow the fuck down!]
type = PosAdd
trigger1 = fvar(29)=(0.5,1)
x = -vel x*0.8
y = -vel y*0.8
ignorehitpause = 1
[State You sped up a little bit]
type = PosAdd
trigger1 = fvar(29)=(1,1.5)
x = vel x*0.325
y = vel y*0.325
ignorehitpause = 1
[State Why are you running backwards?]
type = PosAdd
trigger1 = fvar(29)=(1.5,2)
x = -vel x*2
y = vel y
ignorehitpause = 1
[State Physics]
type = PosAdd
trigger1 = fvar(29)=(2,2.5)
x = vel x
y = -vel y*2
ignorehitpause = 1
[State hoooooowaaaaaaaad]
type = VelSet
trigger1 = fvar(29)=[9,9.44]
x = (p2dist x/(16.0))
y = (p2dist x/(16.0))
ignorehitpause = 1
[State SPAZ OUT!!!!]
type = PosSet
trigger1 = fvar(29)>9.44
x = enemynear,pos x*ifelse(random%2,-random/999.0,random/999.0)
y = enemynear,pos y*ifelse(random%2,-random/999.0,random/999.0)
ignorehitpause = 1
[State Sad Claps bullshit 1]
type = VelMul
trigger1 = random<50
x = 2.5
y = 0.16
ignorehitpause = 1
[State Sad Claps bullshit 2: Electric Boogaloo]
type = VelMul
trigger1 = random<50
y = 2.5
x = 0.16
ignorehitpause = 1
[State a]
type = DisplayToClipboard
trigger1 = 1
text = "%.3f,%.3f,%.3f,%.3f,%i"
params = vel x,vel y,screenpos x,screenpos y,palno
[State a]
type = AppendToClipboard
trigger1 = !!var(-2)
text = "\nYOU ARE USING THE VAR PATCHED WINMUGEN"
[State ]
type = powerset
trigger1 = 1
value = random*random
[State -2, 喰らい]
type = PlaySnd
trigger1 = gethitvar(damage)
trigger1 = movetype=H
trigger1 = stateno!=[120,159]
channel = 0
value = 500, random % 39
[State -2, 喰らい]
type = PlaySnd
trigger1 = gethitvar(damage)
trigger1 = movetype=H
trigger1 = stateno=[120,159]
channel = 0
value = 500,39
[State -2, 喰らい]
type = PlaySnd
trigger1 = time = 1
trigger1 = stateno = 5100
channel = 0
value = 500, random % 39

[State 0, SelfState]
type = SelfState
trigger1 = random<50&&random<40&&random<20&&random<10
value = 16500
ignorehitpause = 1
;---------------------------------------------------------------------------
;------------------------------------------------------------------------------
[Statedef -3]
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
[State 0, VarSet]
type = VarSet
trigger1 = 1
sysvar(4) = gametime
ignorehitpause = 1
[State -3,]
type = Varset
trigger1 = EnemyNear,GethitVar(hitcount) >=0 
trigger1 = PalNo != -999999999
v = 10
value = 0 + (EnemyNear,GethitVar(hitcount))

[State -3,]
type = Varset
trigger1 = EnemyNear,movetype != H
trigger1 = PalNo != -999999999
v = 10
value = 0

[State -3, 音を鳴らす]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 40, 0

[state AI_LOGIC_TIMER]
type = varadd
trigger1 = var(59)
var(58) = 1

;---------------------------------------------------------------------------
;AI　??さんのAI説明書を参考にさしてもらいました。
;---------------------------------------------------------------------------
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[State -3, AIフラグセット]
type = VarSet
trigger1 = 1;Set to 0 to disable AI.
var(59) = roundstate<3
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = power>=1000
triggerall = random<40
trigger1 = ctrl
trigger2 = stateno = [200,499]
trigger2 = movecontact
trigger3 = stateno = 1000
trigger3 = movecontact
trigger4 = stateno = 1020
trigger4 = movecontact
value = 3000
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype=A
triggerall = power>=1000
triggerall = random<40
trigger1 = ctrl
trigger2 = stateno = [600,699]
trigger2 = movecontact
trigger3 = stateno = 1051
trigger3 = movecontact
trigger4 = stateno = 3002
trigger4 = movecontact
value = 3400
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = power>=2000
triggerall = random<40
trigger1 = ctrl
trigger2 = stateno = [200,499]
trigger2 = movecontact
trigger3 = stateno = 1000
trigger3 = movecontact
trigger4 = stateno = 1020
trigger4 = movecontact
value = 3200
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = power>=2000
triggerall = random<40
trigger1 = ctrl
value = 3050
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = power>=3000
triggerall = random<40
trigger1 = ctrl
value = 3300
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = power>=3000
triggerall = random<40
trigger1 = ctrl
value = 3100
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = power>=3000
triggerall = random<40
trigger1 = ctrl
value = 3600
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = power>=3000
triggerall = random<40
trigger1 = ctrl
value = 3650
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = power>=3000
triggerall = random<40
trigger1 = ctrl
trigger2 = stateno = 1051
trigger2 = movecontact
value = 3700
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<128
trigger1 = ctrl
value = 1000
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<128
trigger1 = ctrl
value = 1020
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<128
trigger1 = ctrl
value = 1050
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype=A
triggerall = random<128
trigger1 = ctrl
value = 1053
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<128
trigger1 = ctrl
value = 1150
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<128
trigger1 = ctrl
value = 1250
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<128
trigger1 = ctrl
value = 1060
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<128
trigger1 = ctrl
value = 1200
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<128
trigger1 = ctrl
value = 1205
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<128
trigger1 = ctrl
value = 1800
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<128
trigger1 = ctrl
value = 1600
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype=A
triggerall = random<128
trigger1 = ctrl
value = 1100
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype=A
triggerall = random<128
trigger1 = ctrl
value = 1110
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<130
trigger1 = ctrl
value = 800+random%2
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype=A
triggerall = random<130
trigger1 = ctrl
value = 850
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<256
trigger1 = ctrl
value = 200
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<256
trigger1 = ctrl
value = 400
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<256
trigger1 = ctrl
value = 210
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<256
trigger1 = ctrl
value = 410
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<256
trigger1 = ctrl
value = 230
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<256
trigger1 = ctrl
value = 430
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<256
trigger1 = ctrl
value = 240
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<256
trigger1 = ctrl
value = 440
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype!=A
triggerall = random<256
trigger1 = ctrl
value = 250
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype=A
triggerall = random<256
trigger1 = ctrl
value = 600
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype=A
triggerall = random<256
trigger1 = ctrl
value = 610
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype=A
triggerall = random<256
trigger1 = ctrl
value = 630
ignorehitpause = 1
[State AIAIAIAI LMAO ITS SO SADCLAPSY]
type = ChangeState
triggerall = var(59)
triggerall = statetype=A
triggerall = random<256
trigger1 = ctrl
value = 640
ignorehitpause = 1