;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; ここからは超必殺技のステート
;---------------------------------------------------------------------------
; ダンスに夢中なんだ
;
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
poweradd= 0
anim = 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 3000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000

[State 3000, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 5

[State 3000, 残像表示時間]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 5

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

[State 5150, 8]
type = NotHitBy
trigger1 = 1
trigger1 = life <= 500
value = SCA
time = 5

[State 3000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"       ;ヘルパーの名前
stateno = 6000       ;ヘルパーが最初に行くステート
ID = 6000            ;ヘルパーのＩＤナンバー
pos = -200,-250        ;ヘルパーの出現位置
postype = back         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 0           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.7      ;ヘルパーの横のサイズ
size.yscale = 0.7      ;ヘルパーの縦のサイズ
supermovetime = 70
helpertype = normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
value = 0, 3

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

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

[State 3000, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
x = 16


[State 3000, 移動速度]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
x = 8

[State 3000, 移動速度]
type = VelSet
trigger1 = AnimElem = 11
x = 0

[State 3000, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 8
trigger7 = palno = 12
attr = S, HA ;Standing, Hyper Attack（立ち超必殺技）
animtype  = Hard
damage    = 30,5
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 9,9;15,15
sparkxy = -10,-60
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,0
hitflag = MAFD
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 3000, ヒット定義]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
trigger3 = AnimElem = 11
trigger4 = AnimElem = 12
trigger5 = palno = 12
attr = S, HA ;Standing, Hyper Attack（立ち超必殺技）
animtype  = Hard
damage    = 30,5
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 8,8;15,15
sparkxy = -10,-60
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-1.5
hitflag = MAFD
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 3000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
ctrl = 1
;------------------
;超必殺後半ドナサイドカッター

[Statedef 3001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,-1
anim = 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 = 1.6,-9
anim = 3002

[State 3002, 残像]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 3002, 残像表示時間]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 5150, 8]
type = NotHitBy
trigger1 = 1
trigger1 = life <= 500
value = SCA
time = 5

[State 3002, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Up
damage    = 40, 4
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-8
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1
fall.recover = 0

[State 3002, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
animtype  = Up
damage    = 40, 4
priority  = 5
getpower  = 0
guardflag = MA
pausetime = 25,25
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-7
guard.velocity = -7
air.velocity = -2,-10
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1
fall.recover = 0

[State 3002, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype  = Up
damage    = 50, 4
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-8
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1
fall.recover = 0

[State 3002, ヒット定義]
type = HitDef
trigger1 = AnimElem = 6
attr = A, HA
animtype  = Up
damage    = 50, 4
priority  = 5
getpower  = 0
guardflag = MA
pausetime = 25,25
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-7
guard.velocity = -7
air.velocity = -2,-10
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1
fall.recover = 0

[State 3002, ヒット定義]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HA
animtype  = Up
damage    = 60, 4
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-13
guard.velocity = -7
air.velocity = 0,-8
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1
fall.recover = 0

[State 3002, ヒット定義]
type = HitDef
trigger1 = AnimElem = 10
attr = A, HA
animtype  = Up
damage    = 60, 4
priority  = 5
getpower  = 0
guardflag = MA
pausetime = 25,25
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-14
guard.velocity = -7
air.velocity = -2,-10
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1
fall.recover = 0

[State 3002, ヒット定義]
type = HitDef
trigger1 = AnimElem = 16
attr = A, HA
animtype  = Hard
damage    = 70, 4
priority  = 5
getpower  = 0
guardflag = MA
pausetime = 5,5
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,19
guard.velocity = -7
air.velocity = -2,19
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1
fall.recover = 0

[State 3002, ヒット定義]
type = HitDef
trigger1 = AnimElem = 17
attr = A, HA
animtype  = Hard
damage    =80, 4
priority  = 5
getpower  = 0
guardflag = MA
pausetime = 25,25
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,19
guard.velocity = -7
air.velocity = -2,19
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1
fall.recover = 0

[State 3002, 速度加算] ;重力
type = VelAdd
trigger1 = 1
trigger1 = AnimElemtime(16) >= 0
y = .15

[State 3002, 速度加算] ;重力
type = VelAdd
trigger1 = 1
y = .15

[State 3002, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 17
trigger2 = p2statetype != A
trigger2 = time >= 5
value = 1

[State 3002, ステート変更] ;着地したら専用ステートに行きます
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -15
value = 3003

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

[Statedef 3050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 1060
ctrl = 0
sprpriority = 2

[State 3050, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 2
Persistent = 0
name = "donaldgirl"  ;ヘルパーの名前
stateno = 2200       ;ヘルパーが最初に行くステート
ID = 2200            ;ヘルパーのＩＤナンバー
pos = -30,0         ;ヘルパーの出現位置
postype = back         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.5      ;ヘルパーの横のサイズ
size.yscale = 0.5      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 3050, ヘルパーを出す]
type = Helper
trigger1 = palno = 12
trigger1 = AnimElem = 2
Persistent = 0
name = "donaldgirl"  ;ヘルパーの名前
stateno = 2200       ;ヘルパーが最初に行くステート
ID = 2201            ;ヘルパーのＩＤナンバー
pos = 30,0         ;ヘルパーの出現位置
postype = front         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.5      ;ヘルパーの横のサイズ
size.yscale = 0.5      ;ヘルパーの縦のサイズ
facing = -1      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 16500, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
animtype  = up
damage    = 50, 5
getpower  = 0
priority  = 5
;pausetime = 30,30
;gurad.pausetime = 12,12
;sparkxy = -10,-60
;sparkno = 3
;hitsound   = s1,4
;guardsound = 6,0
ground.type = Low
ground.slidetime = 100
ground.hittime  = 100
ground.velocity = 0; -7,-20
guard.hittime = 100
guard.velocity = -16
air.velocity = 0; -7,-20
airguard.velocity = 0; -7,-2
;envshake.time = 30           ;ヒットした時に画面を揺らす時間
;envshake.ampl = 12            ;ヒットした時の画面の振幅
;envshake.freq = 170    

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 9


[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, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = ishelper(2200)
trigger1 = AnimElem = 2
time = 65 ; 50
pos = 3, -80
anim = 100
sound = 20, 0
poweradd = -2000

[State 2200, ヘルパーを出す]
type = Helper
trigger1 = ishelper(2200)
trigger1 = AnimElem = 2
Persistent = 0
name = "cutin"  ;ヘルパーの名前
stateno = 6001       ;ヘルパーが最初に行くステート
ID = 6001           ;ヘルパーのＩＤナンバー
pos = -200,-250        ;ヘルパーの出現位置
postype = back         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 0           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.7      ;ヘルパーの横のサイズ
size.yscale = 0.7      ;ヘルパーの縦のサイズ
supermovetime = 70
helpertype = normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）
[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, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 5

[State 2200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9999, 1
volume = 255

[State 2200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 93
trigger2 = AnimElem = 94
trigger3 = AnimElem = 95
trigger4 = AnimElem = 96
trigger5 = AnimElem = 97
trigger6 = AnimElem = 98
trigger7 = AnimElem = 99
trigger8 = AnimElem = 910
trigger9 = AnimElem = 911
trigger10 = AnimElem = 912
trigger11 = AnimElem = 913
trigger12 = AnimElem = 914
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
value = 9999, 2

[State 2200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 70
trigger2 = AnimElem = 71
trigger3 = AnimElem = 72
trigger4 = AnimElem = 73
value = 9999, 2
channel = 1

[State 2200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 74
value = 9999, 3
channel = 1

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

[State 2200, 移動速度]
type = VelSet
trigger1 = AnimElem = 3
x = 7

[State 2200, 移動速度]
type = VelSet
trigger1 = AnimElem = 75
x = 0

[State 2200, ヒット定義]
type = HitDef
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
attr = S, HA
animtype  = Hard
damage    = 10, 5
priority  = 5
guardflag = MA
hitflag = MAFDP
pausetime = 0,0
sparkxy = -10,-70
sparkno = 2
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -6
guard.velocity = -1
air.velocity = -6,-0.2
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 0

[State 2200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 74
attr = S, HA
animtype  = Hard
damage    = 50, 5
priority  = 5
;guardflag = M
pausetime = 20,20
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -10,-3
guard.velocity = -10
air.velocity = -10,-4
envshake.time = 20           ;ヒットした時に画面を揺らす時間
envshake.ampl = 5            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1

;攻撃受けた時の動作部分への移行。
[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;全ての投げに対し無効化
time = -1

[State 2200]
type = Playerpush
trigger1 = 1
value = 1

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

[State 2200,]
type = ChangeState
trigger1 = AnimTime = 0
value = 1930
ctrl = 1
;------------------
; 
[Statedef 3003]
type    = S
movetype= I
physics = S
anim = 1052
sprpriority = 1
velset = 0,0

[State 3003, 軸位置設定] ;地面の位置に軸をリセット
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

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

[Statedef 3200]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3200
ctrl = 0
sprpriority = 2

[State 2200]
type = NotHitBy
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
value = SCA,NASAHANPSPHPNTSTHT
time = 20

[State 1205,]
type = AttackDist
trigger1 = 1
value = 9999


[State -3200, 黒ドナルド]
type = ChangeState
trigger1 = 1
trigger1 = Life <= 500
value = 3201

[State -3200, 黒ドナルド]
type = ChangeState
trigger1 = 1
trigger1 = PalNo = 12
trigger2 = time = 0
trigger2 = random <= 50
value = 3201
ignorehitpause = 1

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 0

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(3) = 0
value = 3100, 2

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemtime(3) = 1
value = 3100, 22

[State 3200, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 10, -105
anim = 100
sound = 20, 0
poweradd = -2000

[State 3200, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"  ;ヘルパーの名前
stateno = 6000       ;ヘルパーが最初に行くステート
ID = 6000           ;ヘルパーのＩＤナンバー
pos = -200,-250        ;ヘルパーの出現位置
postype = back         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 0           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.7      ;ヘルパーの横のサイズ
size.yscale = 0.7      ;ヘルパーの縦のサイズ
supermovetime = 70
helpertype = normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[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 = AnimElemTime(3) = 2
attr = S, HP
damage = 200,10
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-85             ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 1.5,1.5         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = MA
hitflag = MAFD
priority = 1
sparkno = -1
guard.sparkno = 40
hitsound = 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 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
p2stateno = 3210 

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElemTime(3) = 3
attr = S, HP
damage = 180 ,10
getpower = 0
animtype = Up
pausetime = 0,12
offset = 47,-137            ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = MA
hitflag = MAFD
priority = 1
sparkno = -1
guard.sparkno = 40
hitsound = 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 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
p2stateno = 3210 

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElemTime(3) = 1
attr = S, HP
damage = 180, 10
getpower = 0
animtype = Up
pausetime = 0,12
offset = 47,-37             ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 1,1       ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = MA
hitflag = MAFD
priority = 1
sparkno = -1
guard.sparkno = 40
hitsound = 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 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
p2stateno = 3210 

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElemTime(3) = 4
attr = S, HP
damage = 160, 5
getpower = 0
animtype = Up
pausetime = 0,12
offset = 17,-162             ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 0.5,0.5         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = 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 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
p2stateno = 3210 

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElemTime(3) = 0
attr = S, HP
damage = 160, 5
getpower = 0
animtype  = Light
pausetime = 0,12
offset = 17,-7             ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 0.5,0.5         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
down.velocity = -4,-50
down.hittime = 20
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
p2stateno = 3215 

[State 2308,00]
type = AllPalFx
trigger1 = time = 10
add = 200,0,0
sinadd = 10, 10, 10
time = 1

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

[State 2308, コントロール可否]
type = CtrlSet
trigger1 = AnimElemTime(3) <= 4
value = 0

[State 2308, コントロール可否]
type = CtrlSet
trigger1 = AnimElemTime(3) >= 5
value = 1

;------------------
; ドナルドマジック黒

[Statedef 3201]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 32000 + 1 * ((random < 32) && (Time <= 1 ))
ctrl = 0
sprpriority = 2

[State 2200]
type = NotHitBy
trigger1 = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 2
ignorehitpause = 1

[State 2200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2
ignorehitpause = 1

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

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 0

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
value = 3100, 2

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
value = 3100, 22

[State 3200, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 10, -105
anim = 100
sound = 20, 0
poweradd = -2000

[State 3200, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"  ;ヘルパーの名前
stateno = 6000       ;ヘルパーが最初に行くステート
ID = 6000           ;ヘルパーのＩＤナンバー
pos = -200,-250        ;ヘルパーの出現位置
postype = back         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 0           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.7      ;ヘルパーの横のサイズ
size.yscale = 0.7      ;ヘルパーの縦のサイズ
supermovetime = 70
helpertype = normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[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 = AnimElem = 3
attr = S, HA
damage = 150, 15
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-67             ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = 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 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 7
attr = S, HA
damage = 150, 15
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-87             ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = 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 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60
palfx.time = 60
palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
;p2stateno = 3210 

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 11
attr = S, HA
damage = 150, 15
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-47             ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = 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 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
;p2stateno = 3210 

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 15
attr = S, HP
damage = 150, 15
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-27             ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1,-1
air.velocity = -1,-0
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60
palfx.time = 60
palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall.recover = 0
p2stateno = 3210 

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 19
attr = S, HP
damage = 150, 15
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-107             ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1,0.1
air.velocity = -0.1,-0.1
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
;p2stateno = 3210 

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 23
attr = S, HP
damage = 250, 25
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-87             ;飛び道具の出現位置
velocity = 1,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-15
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
;p2stateno = 3210 

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 23
attr = S, HP
damage = 100, 5
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-137             ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 0.5,0.5         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = 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 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
;p2stateno = 3210 

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 23
attr = S, HP
damage = 100, 5
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-37             ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 0.5,0.5         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = 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 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
p2stateno = 3210 

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 23
attr = S, HP
damage = 100, 5
getpower = 0
animtype = Up
pausetime = 0,12
offset = 17,-167             ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 0.5,0.5         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = 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 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
p2stateno = 3210 

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 23
attr = S, HP
damage = 100, 5
getpower = 0
animtype = Up
pausetime = 0,12
offset = 17,-7             ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 0.5,0.5         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = MA
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = 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 = 0,0
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

[State 2308,00]
type = AllPalFx
trigger1 = time = 10
add = 200,0,0
sinadd = 10, 10, 10
time = 1

[State 2308, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 23
value = 1

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

[State 3200, ステート変更]
type = ChangeState
trigger1 = PalNo = 12
trigger1 = life <= 200
trigger2 = time = 0
trigger2 = life <= 200
value = 3202
ctrl = 1
ignorehitpause = 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] ;キリモミ吹っ飛び
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) ;airファイルに[Begin Action 5052]のアニメが存在しているかを確認します
value = 5052

[State 3210, 相手ステートに戻す]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;------------------
;---------------------------------------------------------------------------
[Statedef 3215]
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] ;キリモミ吹っ飛び
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) ;airファイルに[Begin Action 5052]のアニメが存在しているかを確認します
value = 5052

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

;---------------------------------------------------------------------------
;------------------
; ドナルドマジック黒2

[Statedef 3202]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 32001
ctrl = 0
sprpriority = 2

[State 2200]
type = NotHitBy
trigger1 = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 10
ignorehitpause = 1

[State 2200]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10
ignorehitpause = 1

[State 0, Clone Turn]
type = Turn
triggerall = p2bodydist x <=-20
trigger1 = 1

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 0

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
value = 3100, 2

[State 3200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
value = 3100, 22

[State 3200, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 10, -105
anim = 100
sound = 20, 0
poweradd = -2000

[State 3200, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"         ; ヘルパーの名前
stateno = 6000         ;ヘルパーが最初に行くステート
ID = 6000              ;ヘルパーのＩＤナンバー
pos = -200,-250        ;ヘルパーの出現位置
postype = back         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0            ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 0             ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.7      ;ヘルパーの横のサイズ
size.yscale = 0.7      ;ヘルパーの縦のサイズ
supermovetime = 70
helpertype = normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[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 = AnimElem = 3
attr = S, HA
damage = 150, 15
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-67             ;飛び道具の出現位置
velocity = 0,-1+ceil(random%2);0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag =
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1,0
air.velocity = -1,0
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
kill = 0

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 3
attr = S, HA
damage = 150, 15
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-127             ;飛び道具の出現位置
velocity = 0,-1+ceil(random%2);             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag =
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1,0
air.velocity = -1,0
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
kill = 0

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 7
attr = S, HA
damage = 150, 15
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-87             ;飛び道具の出現位置
velocity = 0,-1+ceil(random%2);             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag =
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1,0
air.velocity = -1,0
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60
palfx.time = 60
palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
;p2stateno = 3210 
kill = 0

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 7
attr = S, HA
damage = 150, 15
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-167             ;飛び道具の出現位置
velocity = 0,-1+ceil(random%2);             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag =
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1,0
air.velocity = -1,0
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60
palfx.time = 60
palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
;p2stateno = 3210 
kill = 0

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 11
attr = S, HA
damage = 150, 15
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-47             ;飛び道具の出現位置
velocity = 0,-1+ceil(random%2);             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag =
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1,0
air.velocity = -1,0
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
;p2stateno = 3210 
kill = 0

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 11
attr = S, HA
damage = 150, 15
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-127             ;飛び道具の出現位置
velocity = 0,-1+ceil(random%2);             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag =
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1,0
air.velocity = -1,2
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
;p2stateno = 3210 
kill = 0

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 15
attr = S, HP
damage = 150, 15
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-27             ;飛び道具の出現位置
velocity = 0,-1+ceil(random%2);             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag =
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1
air.velocity = -1,-0
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60
palfx.time = 60
palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
;fall.recover = 0
;p2stateno = 3211 
kill = 0

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 15
attr = S, HP
damage = 100, 15
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-87             ;飛び道具の出現位置
velocity = 0,-1+ceil(random%2);             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag =
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1
air.velocity = -1,-0
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60
palfx.time = 60
palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
;fall.recover = 0
;p2stateno = 3211 
kill = 0

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 19
attr = S, HP
damage = 200, 15
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-107             ;飛び道具の出現位置
velocity = 0,-1+ceil(random%2);
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag =
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1
air.velocity = -0.1,2
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
;p2stateno = 3210 
kill = 0

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 19
attr = S, HP
damage = 200, 15
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-57             ;飛び道具の出現位置
velocity = 0,-1+ceil(random%2);
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2,2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag =
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1
air.velocity = -0.1,1
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
;p2stateno = 3210 
kill = 0

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 23
attr = S, HP
damage = 200, 100
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-87             ;飛び道具の出現位置
velocity = 0,-1+ceil(random%2);             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 2.5,2.5         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag =
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1,0
air.velocity = -1,2
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
p2stateno = 3221 
kill = 0

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 23
attr = S, HP
damage = 200, 5
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-137             ;飛び道具の出現位置
velocity = 0,-1+ceil(random%2);             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 1.5,1.5        ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag =
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1,1
air.velocity = -1,8
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
;p2stateno = 3210 

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 23
attr = S, HP
damage = 250, 5
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-37             ;飛び道具の出現位置
velocity = 0,-1+ceil(random%2);
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 1.5,1.5        ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag =
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1,0
air.velocity = -1,0
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
p2stateno = 3211 
kill = 0

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 23
attr = S, HP
damage = 200, 5
getpower = 0
animtype = Up
pausetime = 0,12
offset = 17,-167             ;飛び道具の出現位置
velocity = 0,-1+ceil(random%2);
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag =
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1,2
air.velocity = -1,9
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
p2stateno = 3222 

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 23
attr = S, HP
damage = 200, 5
getpower = 0
animtype = Up
pausetime = 0,12
offset = 17,-7             ;飛び道具の出現位置
velocity = 0,-1+ceil(random%2);
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4600             ;飛び道具のアニメ
projscale = 1,1        ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag =
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1,0
air.velocity = -1,-1
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
p2stateno = 3211 
kill = 0

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 23
attr = S, HP
damage = 200, 500
getpower = 0
animtype = Up
pausetime = 0,12
offset = 0,-195             ;飛び道具の出現位置
velocity = 0,0             ;飛び道具の移動初速度
accel = 0,0              ;飛び道具の加速度
projID = 4600               ;飛び道具のＩＤナンバー
projanim = 4601             ;飛び道具のアニメ
projscale = 0.2,0.2         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 99999                ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 5            ;飛び道具の攻撃優先度
projremovetime = 14         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
hitflag = MAFD
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -1,1
air.velocity = 0,900
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
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
p2stateno = 3222 

[State 2308,00]
type = AllPalFx
trigger1 = time = 10
add = 200,0,0
sinadd = 10, 10, 10
time = 1

[State 3200, ステート変更]
type = varset
triggerall= 1
trigger1= enemynear,name = "Rugal_TLE"
trigger2 = enemynear,name = "Ryuji Yamazaki"
trigger3 = enemynear,name = "SLIME"
trigger4 = enemynear,name = "kuromaru"
trigger5 = enemynear,name = "I-No" && enemynear,Authorname = "MEKA"
trigger6 = enemynear,name = "gurospooo"
trigger7 = enemynear,name = "chanpuru"
trigger8 = enemynear,name = "D4miku"
trigger9 = enemynear,name = "Timote95"
trigger10 = enemynear,name = "Timote"
trigger11 = enemynear,name = "Slime"
trigger12 = enemynear,name = "SLIME"
trigger13 = enemynear,name = "Minotaur"
trigger14 = enemynear,Name = "Crash Bandicoot by StefanBandicoot"
trigger15 = enemynear,Name = "CotT Crash"
trigger16 = enemynear,Name = "Crash Bandicoot"
trigger17 = enemynear,name = "Tendril"
v = 19
value = 1

[State 3202]
type = ChangeState
trigger1 = var(19) = 0
trigger1 = life <= lifemax
value = 0
;------------------
;---------------------------------------------------------------------------
[Statedef 3211]
type    = A
movetype= H
physics = N
velset = -3.5,-1

[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] ;キリモミ吹っ飛び
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) ;airファイルに[Begin Action 5052]のアニメが存在しているかを確認します
value = 5052

[State 3210, 相手ステートに戻す]
type = SelfState
trigger1 = alive
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;-----------------------------------------------------------
[Statedef 3221]
type    = A
movetype= H
physics = N
velset = 0,-1

[State 3300, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 2
trigger3 = Time = 4
trigger4 = Time = 6
trigger5 = Time = 8
trigger6 = Time = 10
trigger7 = Time = 12
trigger8 = Time = 14
trigger9 = Time = 16
trigger10 = Time = 18
trigger11 = Time = 20
trigger12 = Time = 21
trigger13 = Time = 22
trigger14 = Time = 23
trigger15 = Time = 24
trigger16 = Time = 25
value = 11, 0
volume = 255

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

[State 3210, 相手ステートに戻す]
type = SelfState
trigger1 = alive
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;-----------------------------------------------------------
[Statedef 3222]
type    = A
movetype= H
physics = N
velset = 0,5

[State 3300, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 11, 0
volume = 255

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

[State 3210, 相手ステートに戻す]
type = SelfState
trigger1 = alive
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;---------------------------------------------------------------------------
;-----------------------------------------------------------
[Statedef 3223]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3300, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 11, 0
volume = 255

[State 6997, LifeSet]
type = LifeSet
trigger1 = Time = 1
value = 0

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

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

[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 0
anim = 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 3300, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 3
Persistent = 0
name = "cutin"  ;ヘルパーの名前
stateno = 6000       ;ヘルパーが最初に行くステート
ID = 6000           ;ヘルパーのＩＤナンバー
pos = -200,-250        ;ヘルパーの出現位置
postype = back         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 0           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.7      ;ヘルパーの横のサイズ
size.yscale = 0.7      ;ヘルパーの縦のサイズ
supermovetime = 70
helpertype = normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）


[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 = 3000, 0

[State 3300, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 3
time = 50
pos = 0, -80
anim = 100
sound = 20, 0
poweradd = -3000

[State 3300, ヒット定義]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr = S, HA
animtype  = up
damage    = 100, 50
getpower  = 0
priority  = 5
guardflag = M
pausetime = 30,30
sparkxy = -10,-60
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-20
guard.velocity = -7
air.velocity = -1,-20
airguard.velocity = -7,-2
envshake.time = 30           ;ヒットした時に画面を揺らす時間
envshake.ampl = 12            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1
;kill = 0
p1stateno = 3301      
p2stateno = 3310 

[State 3300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3301]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3301
ctrl = 0
sprpriority = 10


[State 3301, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "donaldgirl"  ;ヘルパーの名前
stateno = 2300       ;ヘルパーが最初に行くステート
ID = 2300            ;ヘルパーのＩＤナンバー
pos = 160,0         ;ヘルパーの出現位置
postype = flont         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.5      ;ヘルパーの横のサイズ
size.yscale = 0.5      ;ヘルパーの縦のサイズ
facing = -1
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 3301, ヘルパーを出す]
type = Helper
trigger1 = Time = 50
Persistent = 0
name = "sheiku" ;ヘルパーの名前
stateno = 2309      ;ヘルパーが最初に行くステート
ID = 2309            ;ヘルパーのＩＤナンバー
pos = 15,-400        ;ヘルパーの出現位置
postype = flont        ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
facing = -1
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）


[State 3301, ヘルパーを出す]
type = Helper
trigger1 = Time = 50
Persistent = 0
name = "poteto"  ;ヘルパーの名前
stateno = 2310      ;ヘルパーが最初に行くステート
ID = 2310            ;ヘルパーのＩＤナンバー
pos = 40,-400         ;ヘルパーの出現位置
postype = flont         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
facing = -1
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）



[State 3301, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 80
value = 3000, 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 = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3302
ctrl = 0
sprpriority = 10

[State 3302, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 1

[State 3506, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = Time = 60
value = -500

[State 3302, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "retasu" ;ヘルパーの名前
stateno = 2303      ;ヘルパーが最初に行くステート
ID = 2303            ;ヘルパーのＩＤナンバー
pos = 30,-400        ;ヘルパーの出現位置
postype = flont        ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
facing = -1
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 3302, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "uepan"  ;ヘルパーの名前
stateno = 2304      ;ヘルパーが最初に行くステート
ID = 2304            ;ヘルパーのＩＤナンバー
pos = 30,-440         ;ヘルパーの出現位置
postype = flont         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
facing = -1
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

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

;---------------------------------------------------------------------------
;------------------
[Statedef 3303]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3303
ctrl = 0
sprpriority = 10

[State 3303, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 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 = -9999999999999999


[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
trigger1 = AnimElem = 1
Persistent = 0
name = "shitapan" ;ヘルパーの名前
stateno = 2301      ;ヘルパーが最初に行くステート
ID = 2301            ;ヘルパーのＩＤナンバー
pos = 130,-30        ;ヘルパーの出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 3303, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 5

[State 2300, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "niku"  ;ヘルパーの名前
stateno = 2302      ;ヘルパーが最初に行くステート
ID = 2302            ;ヘルパーのＩＤナンバー
pos = 130,-70         ;ヘルパーの出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 1      ;ヘルパーの横のサイズ
size.yscale = 1      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[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 = 3100, 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] ;重力
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] ;重力
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] ;重力
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] ;重力
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 = 200,50,50
sinadd = 10, 10, 10
time = 5


[State 2308, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 3100, 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] ;重力
type = VelAdd
trigger1 = 1
y = .25

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 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 = 3100
ctrl = 0
sprpriority = 2

[State 3100, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
y = -70

[State 3100, 移動速度]
type = VelSet
trigger1 = Time = 50
y = 0

[State 3100, 移動速度]
type = posadd
trigger1 = pos Y < -100
x = (p2bodydist x)-100

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

[State 3100, Playsnd]
type = PlaySnd
trigger1 = time = 0
value = 55, 0

[State 3100, 物理的なキャラの幅]
type = Width
trigger1 = 1
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 = 10,40
anim = 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
trigger1 = AnimElem = 1
time = 50
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -3000

[State 3101, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 9

[State 3101, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3000, 4
channel = 3

[State 3101, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"         ;ヘルパーの名前
stateno = 6002         ;ヘルパーが最初に行くステート
ID = 6002              ;ヘルパーのＩＤナンバー
pos = -200,-250        ;ヘルパーの出現位置
postype = back         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0            ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 0             ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.7      ;ヘルパーの横のサイズ
size.yscale = 0.7      ;ヘルパーの縦のサイズ
supermovetime = 70
helpertype = normal

[State 3101, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "hamva-ga-"   ;ヘルパーの名前
stateno = 3500       ;ヘルパーが最初に行くステート
ID = 3500            ;ヘルパーのＩＤナンバー
pos = 25,20          ;ヘルパーの出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.7    ;ヘルパーの横のサイズ
size.yscale = 0.7    ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 3101, ステート変更] 
type = ChangeState
trigger1 = helper(3500),movehit = 1
value = 3102

[State 3101, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -0
value = 3105

;---------------------------------------------------------------------------
[Statedef 3102]
type    = A
movetype= A
physics = N
velset = 8,30
ctrl     = 0
anim = 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 >= -130
value = 3103

;------------------
;---------------------------------------------------------------------------
[Statedef 3103]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl     = 0
anim = 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 = 3105

[State 3104, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9999, 0

[State 3104, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3000, 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 = 3100,1

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

[State 3104]
type = EnvShake
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
time = 20
freq = 100
ampl = 5
ignorehitpause = 1

[State 3501]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 3104, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 76
value = 3000, 5

[State 3104, ステート変更]
type = ChangeState
trigger1 = Time = 320
trigger1 = winKO = 1
value = 0
ctrl = 1

[State 3104, ステート変更]
type = ChangeState
trigger1 = Time = 320
value = 3106
ctrl = 0

;---------------------------------------------------------------------------
;犯ヴァーガーだッ!!（脱出）
[Statedef 3105]
type    = A
movetype= I
physics = N
velset = -4,-20
ctrl     = 0
anim = 4001

[State 3150]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= -5.5
value = 5050
ctrl = 0

[State 3104, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 11, 2
volumn = 255
channel = 3

[State 3150, 黒ドナルドライフ回復]
type = lifeadd
triggerall = alive = 1
trigger1 = AnimElem = 1
value = -30

[State 3105, 速度加算] ;重力
type = VelAdd
trigger1 = 1
y = .75

;---------------------------------------------------------------------------
;犯ヴァーガーだッ!!（脱出）
[Statedef 3106]
type    = A
movetype= I
physics = A
velset = -5,-10
ctrl     = 0
anim = 5200

[State 3106, 速度加算] ;重力
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] ;重力
type = VelAdd
trigger1 = 1
y = .45

[State 3500, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = Pos Y <= -50
attr = A, HA
animtype  = Hard
damage    = 100, 50
priority  = 7
pausetime = 5,5
sparkxy = -10,-70
sparkno = 3
hitflag = MAFD
hitsound   = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 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 -1]
Type = Explod
Trigger1 = Time = 0
Anim = 10246
ID = 10246
Pos = -5,0
PosType = P1
Ownpal = 1
Scale= 1,0.6
SprPriority = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
RemoveTime = -2
[State 1003, PlaySnd]
type = PlaySnd
Trigger1 = Time = 0
Trigger1 = root,stateno = 3105
value = 1045,5
;
[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 35
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 4.5,-10             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1       ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 26
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 3.5,-10             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1     ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 27
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 2.5,-10            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 18
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 6.5,-10            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 29
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 7.5,-10          ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
;guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 15
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 8.5,-10            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 26
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -4.5,-10           ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 17
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -3.5,-10            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 28
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -2.5,-10             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 19
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -6.5,-10            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 20
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -7.5,-10             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1        ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 11
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -8.5,-10             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1       ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 15
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 4.5,-5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1       ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 16
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 3.5,-5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1     ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 17
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 2.5,-5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 18
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 6.5,-5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 19
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 7.5,-5          ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
;guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 15
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 8.5,-5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 16
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -4.5,-5           ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 17
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -3.5,-5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 18
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -2.5,-5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 19
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -6.5,-5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 10
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -7.5,-5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1        ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 11
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -8.5,-5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1       ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 25
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 4.5,-7.5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1       ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 26
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 3.5,-7.5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1     ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 27
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 2.5,-7.5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 28
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 6.5,-7.5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 29
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 7.5,-7.5          ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
;guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 25
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = 8.5,-7.5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 26
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -4.5,-7.5           ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 27
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -3.5,-7.5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 28
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -2.5,-7.5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 29
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -6.5,-7.5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 20
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -7.5,-7.5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1        ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
[State 16500, 飛び道具を出す]
type = Projectile
trigger1 = time = 0
attr = A, SP 
damage = 21
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-30             ;飛び道具の出現位置
velocity = -8.5,-7.5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1       ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

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

[State 3501,00]
type = AllPalFx
trigger1 = time = 1
add = 200,50,50
sinadd = 10, 10, 10
time = 5

[State 3501, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3100, 0

[State 3501, 変数をセットする] ;設定の仕方その１
type = ParentVarSet
trigger1 = 1
v = 5      ;var(5)を
value = 0  ;0にセットする
IgnoreHitPause = 1
Persistent = 1

[State 3501, 速度加算] ;重力
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
trigger1 = AnimElem = 1
Persistent = 0
name = "retasu"  ;ヘルパーの名前
stateno = 3502      ;ヘルパーが最初に行くステート
ID = 3502            ;ヘルパーのＩＤナンバー
pos = 0,0         ;ヘルパーの出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.7    ;ヘルパーの横のサイズ
size.yscale = 0.7    ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 3501, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "nikul"  ;ヘルパーの名前
stateno = 3503      ;ヘルパーが最初に行くステート
ID = 3503            ;ヘルパーのＩＤナンバー
pos = 0,0         ;ヘルパーの出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.7      ;ヘルパーの横のサイズ
size.yscale = 0.7      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 3501, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "shitapan"  ;ヘルパーの名前
stateno = 3504      ;ヘルパーが最初に行くステート
ID = 3504            ;ヘルパーのＩＤナンバー
pos = 0,0         ;ヘルパーの出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.7      ;ヘルパーの横のサイズ
size.yscale = 0.7      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 3501, このヘルパーを消す]
type = DestroySelf
trigger1 = POS Y >= 100;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] ;重力
type = VelAdd
trigger1 = 1
y = .25

[State 3502, このヘルパーを消す]
type = DestroySelf
trigger1 = POS Y >= 100;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] ;重力
type = VelAdd
trigger1 = 1
y = .25

[State 3503, このヘルパーを消す]
type = DestroySelf
trigger1 = POS Y >= 100;Time = 100

;---------------------------------------------------------------------------
[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] ;重力
type = VelAdd
trigger1 = 1
y = .25

[State 3504, このヘルパーを消す]
type = DestroySelf
trigger1 = POS Y >= 100;Time = 100

;---------------------------------------------------------------------------
;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      ;var(5)を
value = 1  ;1にセットする
IgnoreHitPause = 1
Persistent = 1

[State 3500, ヒット定義]
type = HitDef
trigger1 = time%2 = 0
attr = A, HA
animtype  = Hard
damage    = 100, 50
priority  = 7
pausetime = 5,5
sparkxy = -10,-70
sparkno = 3
hitflag = MAFD
hitsound   = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,19
guard.velocity = -7
air.velocity = -2,19
p2stateno = 4000
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0
kill = 0

[State 3505,sift]
type = ChangeState
trigger1 = Pos Y >= -50
trigger1 = Vel Y > 0
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 = -10

[State 3506, 掴んだ相手の体力ゲージの増減]
type = TargetLifeadd
trigger1 = Time = 370
value = -9999999999999
kill=1
absolute=1
ignorehitpause = 1

[State 3506, 掴んだ相手のステート変更]
type = TargetState
trigger1 = root,winKO = 0
trigger1 = Time = 370
value = 4003

[State 3506, 掴んだ相手のステート変更]
type = TargetState
trigger1 = root,winKO = 1
trigger1 = Time = 370
value = 5150

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

;---------------------------------------------------------------------------
[Statedef 4000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3506,]
type = PlaySnd
trigger1 = Time = 10
trigger2 = Time = 145
value = 11,0

[State 1052, 軸位置設定] ;地面の位置に軸をリセット
type = PosSet
trigger1 = Time = 0
y = 0

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

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 4003]
type    = S
movetype= H
physics = N
velset = -5,-15
poweradd = 0

[State 3506,]
type = PlaySnd
trigger1 = Time = 1
value = 11,0

[State 3506, 掴んだ相手の体力ゲージの増減]
type = Lifeadd
trigger1 = Time = 1
value = -9999999999999
kill=1
absolute=1

[State 3506,]
type = Lifeset
trigger1 = Time >= 1
value = 0

[State 4001, 速度加算] ;重力
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 ;common1.cns参照
;---------------------------------------------------------------------------
[Statedef 4001]
type    = S
movetype= H
physics = N
velset = -5,-15
poweradd = 0

[State 3506,]
type = PlaySnd
trigger1 = Time = 1
value = 11,0

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

[State 3506, 掴んだ相手の体力ゲージの増減]
type = Lifeadd
trigger1 = Time = 1
value = -9999999999999
kill=1
absolute=1

[State 3506,]
type = Lifeset
trigger1 = Time = 1
value = 0

[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 ;common1.cns参照
;---------------------------------------------------------------------------
[Statedef 4002]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3506,]
type = PlaySnd
trigger1 = Time = 80
value = 11,0

[State 4000, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4000
;---------------------------------------------------------------------------
;------------------
[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 ;ヒット硬直が解けたら
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] ;キリモミ吹っ飛び
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052) ;airファイルに[Begin Action 5052]のアニメが存在しているかを確認します
value = 5052

[State 3102, ステート変更] ;着地したら専用ステートに行きます
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -110
value = 4002
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;犯ヴァーガーがぁこれくらい

[Statedef 3400]
type    = A
movetype= A
physics = N
poweradd= 0
anim = 3400
velset = -0.5,-8
ctrl = 0
sprpriority = 2

[State 3400, 移動速度]
type = PosSet
trigger1 = palno = 12
trigger1 = AnimElem = 1
trigger1 = facing = -1
x = 40+(enemynear, pos x)

[State 3400, 移動速度]
type = PosSet
trigger1 = palno = 12
trigger1 = AnimElem = 1
trigger1 = facing = 1
x = -40+(enemynear, pos x)

[State 3400, 移動速度]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
x = -0.5
y = -6

[State 3400, 移動速度]
type = VelSet
trigger1 = AnimElem = 16
x = -1
y = -4

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

[State 3400, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 30, -40
anim = 100
sound = 20, 0
poweradd = -1000

[State 3400, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"  ;ヘルパーの名前
stateno = 6000       ;ヘルパーが最初に行くステート
ID = 6000           ;ヘルパーのＩＤナンバー
pos = -200,-250        ;ヘルパーの出現位置
postype = back         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 0           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.7      ;ヘルパーの横のサイズ
size.yscale = 0.7      ;ヘルパーの縦のサイズ
supermovetime = 70
helpertype = normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

[State 3400, ステート変更] ;着地したら専用ステートに行きます
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

[State 3400, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 7

[State 3400, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 4
attr = A, HP 
damage = 37,2
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = -10,-60             ;飛び道具の出現位置
velocity = 10,14             ;飛び道具の移動初速度
accel = 0,0               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 0.5,0.5         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 3            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = HA
hitflag = MAFD
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 70
ground.hittime = 80
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 4
attr = A, HP 
damage = 37,2
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 0,-60             ;飛び道具の出現位置
velocity = 7,15             ;飛び道具の移動初速度
accel = 0,0               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 0.5,0.5         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 3            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = HA
hitflag = MAFD
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 70
ground.hittime = 80
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 4
attr = A, HP 
damage = 37,2
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 20,-60             ;飛び道具の出現位置
velocity = 4,16             ;飛び道具の移動初速度
accel = 0,0               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 0.5,0.5         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 3            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = HA
hitflag = MAFD
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 70
ground.hittime = 80
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 4
attr = A, HP 
damage = 37,2
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 30,-60             ;飛び道具の出現位置
velocity = 1,17             ;飛び道具の移動初速度
accel = 0,0               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 0.5,0.5         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 1                ;飛び道具のヒット数
projmisstime = 1            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 3            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = HA
hitflag = MAFD
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 70
ground.hittime = 80
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 10
attr = A, HP 
damage = 48, 10
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = -10,-60             ;飛び道具の出現位置
velocity = 10,14             ;飛び道具の移動初速度
accel = 0,0               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 5               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 3            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = HA
hitflag = MAFD
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 80
ground.hittime = 90
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 10
attr = A, HP 
damage = 48,10
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 0,-60             ;飛び道具の出現位置
velocity = 7,15             ;飛び道具の移動初速度
accel = 0,0               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 5                ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 3            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = HA
hitflag = MAFD
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 80
ground.hittime = 90
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 10
attr = A, HP 
damage = 49,10
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 20,-60             ;飛び道具の出現位置
velocity = 4,16             ;飛び道具の移動初速度
accel = 0,0               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1        ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 5                ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 3            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = HA
hitflag = MAFD
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 80
ground.hittime = 90
ground.velocity = 6,0
air.velocity = -3,-4
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 10
attr = A, HP 
damage = 49,10
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 30,-60             ;飛び道具の出現位置
velocity = 1,17             ;飛び道具の移動初速度
accel = 0,0               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 5                ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 3            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
guardflag = HA
hitflag = MAFD
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 80
ground.hittime = 90
ground.velocity = 6,0
air.velocity = -3,-4
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, 飛び道具を出す] 
type = Projectile
trigger1 = AnimElem = 16
attr = A, HP 
damage = 100
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = -10,-60             ;飛び道具の出現位置
velocity = 10,14             ;飛び道具の移動初速度
accel = 0,0               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1.5,1.5         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 10                ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 3            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
hitflag = MAFD
priority = 3
sparkno = 3
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 140
ground.hittime = 160
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 16
attr = A, HP 
damage = 90
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 0,-60             ;飛び道具の出現位置
velocity = 7,15             ;飛び道具の移動初速度
accel = 0,0               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1.5,1.5         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 10                ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 3            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
hitflag = MAFD
priority = 3
sparkno = 3
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 140
ground.hittime = 160
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 16
attr = A, HP 
damage = 80
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 20,-60             ;飛び道具の出現位置
velocity = 4,16             ;飛び道具の移動初速度
accel = 0,0               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1.5,1.5         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 10                ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 3            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
hitflag = MAFD
priority = 3
sparkno = 3
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 140
ground.hittime = 160
ground.velocity = 6,0
air.velocity = -3,-4
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 16
attr = A, HP 
damage = 70
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 30,-60             ;飛び道具の出現位置
velocity = 1,17             ;飛び道具の移動初速度
accel = 0,0               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1.5,1.5      ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 10                ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 3            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
hitflag = MAFD
priority = 3
sparkno = 3
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 140
ground.hittime = 160
ground.velocity = 6,0
air.velocity = -3,-4
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


fall.recover = 0

[State 1200, 無敵]
type = nothitby
trigger1 = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 55

[State 3400,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 3400,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 3400,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 3400, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 18
value = 1

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

[Statedef 3900]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
velset = 0,0
anim = 1200
ctrl = 0
sprpriority = 2

[State 3000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 30,-50
anim = 100
sound = 20, 0
poweradd = -2000

[State 3000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"  ;ヘルパーの名前
stateno = 6000       ;ヘルパーが最初に行くステート
ID = 6000           ;ヘルパーのＩＤナンバー
pos = -200,-250        ;ヘルパーの出現位置
postype = back         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 0           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.7      ;ヘルパーの横のサイズ
size.yscale = 0.7      ;ヘルパーの縦のサイズ
supermovetime = 70
helpertype = normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）

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

[State 1800, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1900, 9
volume = 255

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

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

[State 1900, ヘルパーを出す]
type = Helper
trigger1 = animelem = 4
Persistent = 0
name = "shakebomwww"  ;ヘルパーの名前
stateno = 3508       ;ヘルパーが最初に行くステート
ID = 1980            ;ヘルパーのＩＤナンバー
pos = 75,-40             ;飛び道具の出現位置
postype = p1         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 1           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.8      ;ヘルパーの横のサイズ
size.yscale = 0.8      ;ヘルパーの縦のサイズ
helpertype = Normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
SuperMoveTime = 9999
PauseMoveTime = 9999

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

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

[State 1051]
type = CtrlSet
trigger1 = AnimElem = 5
value = 1
;------------------
;------------------
;シェイク
[Statedef 3508]
type = A
movetype= A
physics = N
velset = 1,-8
ctrl = 0
anim = 4250
sprpriority = 5

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

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

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

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

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

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

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

[State 1810,sift]
type = ChangeState
trigger1 = FrontEdgeDist <= 6
trigger2 = BackEdgeDist <= 6
value = 3912
;---------------------------------------------------------------------------
;シェイクGUARD/BACK
; 
[Statedef 3912]
type = A
ctrl = 0
anim = 4288
velset = -1.5,-5.5
sprpriority = 5

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

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

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

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

[State 1811, ステート変更] 
type = ChangeState
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 3988
;---------------------------------------------------------------------------
;シェイクDAMAGE
; 
[Statedef 3913]
type = A
ctrl = 0
anim = 4288
velset = -1.5,-5.5
sprpriority = 5

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

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

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

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

[State 1811, ステート変更] 
type = ChangeState
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 3988
;---------------------------------------------------------------------------
;シェイクHIT
; 
[Statedef 3918]
type = A
ctrl = 0
anim = 4288
velset = 1,-6
sprpriority = 5

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

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

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

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

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

[Statedef 3988]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 4315
sprpriority = 10

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 222,3]
type = HitDef
trigger1 = time%2 = 0
attr = S, NA
damage = 2,2
animtype = light
guardflag =
hitflag = MAFDP
priority = 3, Hit
pausetime = 0,0
guard.sparkno = S451
sparkno = S454
sparkxy = 0, 200
hitsound = s888,0
guardsound = 6, 0
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0
air.velocity = 0,-1.3
guard.velocity = 0
airguard.velocity = 0,0
air.type = High
air.hittime = 2
down.velocity = 0,-2.2
givepower = -100,10
fall = 1
fall.recover = 0
envshake.time = 30
envshake.ampl = 12
envshake.freq = 170

[State 3506, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = 1
value = ifelse(root,palno=12,-100,-2)
ignorehitpause = 1

[State 3506, 掴んだ相手の体力ゲージの増減]
type = TargetpowerAdd
trigger1 = 1
value = ifelse(root,palno=12,-100,-2)
ignorehitpause = 1

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

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

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

;-----------------------------------------------
;ドナル・ウェーブ
[Statedef 25050]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
anim = 25050
sprpriority = 2

[State 0, Clone Turn]
type = Turn
triggerall = p2bodydist x <=-20
trigger1 = 1

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

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

[State 250, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 30, 180
volume = 255

[State 250, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 284, 2
volume = 255

[State 2000, 6];curse voices
type = PlaySnd
trigger1 = animelemtime(3) >= 0 && animelemtime(5) <= 0
trigger1 = time%5 = 0
value = 120,random % 58

[State 3000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 7, -100
anim = 100
sound = 20, 0
poweradd = -1000

[State 3000, ヘルパーを出す]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"  ;ヘルパーの名前
stateno = 6000       ;ヘルパーが最初に行くステート
ID = 6000           ;ヘルパーのＩＤナンバー
pos = -200,-250        ;ヘルパーの出現位置
postype = back         ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 0           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.7      ;ヘルパーの横のサイズ
size.yscale = 0.7      ;ヘルパーの縦のサイズ
supermovetime = 70
helpertype = normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める
                     ;（Player=影響有り・画面外に出られない　Normal=影響無し・画面外に出られる）
[State 2100]
type = Playerpush
trigger1 = 1
value = 1

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[State 250, 物理的なキャラの幅]
type = Width
trigger1 = animelemtime(3) >= 0 && animelemtime(4) <= 3
value = 35,0

[State 250, ヒット定義]
type = projectile
trigger1 = animelemtime(3) >= 0 && animelemtime(4) <= 3
trigger1 = time%2 = 0
attr = S, NA
postype = p1
offset = 45,-85
velocity = ifelse(root,facing=1,-2.5,2.5),-3+ceil(random%5)
accel = 0,0
projID = 6666
projremanim = -1
projhitanim = -1
projanim = ifelse(random<500,560,ifelse(random<500,561,ifelse(random<500,562,ifelse(random<500,563,564))))
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = ifelse(palno=12,0+ceil(random%10),1)
projmisstime = 3
projpriority = 1
projremovetime = -1
projstagebound = 80
projheightbound = -640,1
animtype  = Hard
damage    = ifelse(palno=12,0+ceil(random%50),0+ceil(random%35)),1
hitflag = MAFDPL
guardflag = MA
pausetime = 20,20
sparkno = sifelse(root,facing=1,565,566)
sparkxy = 25,5-ceil(random%15)
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -9,9
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
air.fall = 1
fall.recover = 0
ignorehitpause = 1
givepower=1-power/50,1-power/100
palfx.time=60
palfx.add=100,-180,-180
palfx.sinadd=-80,-80,-80,10

[State 3002, コントロール可否]
type = CtrlSet
trigger1 = palno = 12
trigger1 = animelemtime(4) >= 3
value = 1

[State 250, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; マックバースト
;
; 
[Statedef 16500]
type    = A
movetype= A
physics = A
juggle  = 6
velset = 0,-6
anim = 16500
poweradd = 3000
ctrl = 0
sprpriority = 2

[State 16500, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 9999, 5

[State 16500, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 1010, 0

[State 16500, 速度加算] ;重力
type = VelAdd
trigger1 = AnimElem = 23
y = .43

[State 16500,00]
type = AllPalFx
trigger1 = AnimElem = 3
add = 200,0,0
sinadd = 10, 10, 10
time = 50

[State 16500, ヒット定義]
type = hitdef
trigger1 = p2name = "Donald"
trigger2 = p4name = "Donald"
attr = A, HA
animtype  = up
damage    = 10, 5
getpower  = 0
priority  = 5
guard.pausetime = 12,12
hitflag = MAFDP
sparkxy = -10,-60
sparkno = 3
hitsound   = s9999, 8
guardsound = 6,0
ground.type = Low
ground.slidetime = 500
ground.hittime  = 500
ground.velocity = -5
guard.hittime = 8
guard.velocity = -16
air.velocity = 0; -7,-20
airguard.velocity = 0; -7,-2
envshake.time = 30           ;ヒットした時に画面を揺らす時間
envshake.ampl = 12            ;ヒットした時の画面の振幅
envshake.freq = 170    
GivePower = -5000
[State 16500, ヒット定義]
type = Projectile
trigger1 = time = 0
projanim = 10042
projremovetime = 12
projid = 8904
projpriority = 999999999999999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
postype = p1
offset = 0,0
attr = A, HA
animtype  = up
damage    = 10, 5
getpower  = 0
priority  = 5
gurad.pausetime = 12,12
hitflag = MAFDP
sparkxy = -10,-60
sparkno = 3
hitsound   = s9999, 8
guardsound = 6,0
ground.type = Low
ground.slidetime = 500
ground.hittime  = 500
ground.velocity = -5
guard.hittime = 8
guard.velocity = -16
air.velocity = 0; -7,-20
airguard.velocity = 0; -7,-2
envshake.time = 30           ;ヒットした時に画面を揺らす時間
envshake.ampl = 12            ;ヒットした時の画面の振幅
envshake.freq = 170    
GivePower = -5000
;
[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 35
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 4.5,-10             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1       ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 26
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 3.5,-10             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1     ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 27
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 2.5,-10            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 18
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 6.5,-10            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 29
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 7.5,-10          ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
;guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 15
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 8.5,-10            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 26
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -4.5,-10           ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 17
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -3.5,-10            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 28
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -2.5,-10             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 19
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -6.5,-10            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 20
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -7.5,-10             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1        ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 11
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -8.5,-10             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1       ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

;
[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 15
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 4.5,-5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1       ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 16
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 3.5,-5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1     ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 17
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 2.5,-5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 18
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 6.5,-5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 19
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 7.5,-5          ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
;guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 15
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 8.5,-5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 16
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -4.5,-5           ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 17
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -3.5,-5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 18
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -2.5,-5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 19
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -6.5,-5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 10
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -7.5,-5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1        ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 11
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -8.5,-5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1       ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
;
[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 25
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 4.5,-7.5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1       ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 26
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 3.5,-7.5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1     ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 27
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 2.5,-7.5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 28
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 6.5,-7.5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 29
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 7.5,-7.5          ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
;guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 25
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = 8.5,-7.5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 26
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -4.5,-7.5           ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 27
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -3.5,-7.5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 28
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -2.5,-7.5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 29
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -6.5,-7.5            ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1         ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 20
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -7.5,-7.5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1        ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
;guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = Projectile
trigger1 = AnimElem = 12
attr = A, SP 
damage = 21
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,0             ;飛び道具の出現位置
velocity = -8.5,-7.5             ;飛び道具の移動初速度
accel = 0,0.4               ;飛び道具の加速度
projID = 1200               ;飛び道具のＩＤナンバー
projanim = 1202             ;飛び道具のアニメ
projhitanim = 1203          ;飛び道具がヒットした時のアニメ
projremanim = 1204          ;飛び道具が消える時のアニメ
projscale = 1,1       ;飛び道具の大きさ
projshadow = 0,0,0          ;飛び道具の影（現在は0,0,0なので影無し）
projhits = 100               ;飛び道具のヒット数
projmisstime = 2            ;飛び道具がヒットしない間隔（２ヒット以上のみ作用する）
projpriority = 1            ;飛び道具の攻撃優先度
projremovetime = -1         ;飛び道具が消えるまでの時間（-1なので画面外に出るか当たるまで消えない）
projstagebound = 80
projheightbound = -640,1
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s9999,8;s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 20,0
guard.hittime = 5
air.velocity = -3,-20
air.juggle = 1 ;飛び道具の場合はここでジャグルポイントを設定する必要がある
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 16500, 飛び道具を出す] ;弱
type = LifeAdd
trigger1 = AnimElem = 12
value = 100

[State 16500, ステート変更] ;着地したら専用ステートに行きます
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1052

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;メテオ/ホーリー/フレア/ブリザード/サンダー/トルネード/ゴッドストーン/ゆっくり
;
[Statedef 17000]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 17000
ctrl = 0
sprpriority = 2

[State 1000, 0]
type = Changestate
trigger1 = 1
trigger1 = !ishelper(12)
trigger1 = var(52) = 1
value = 3100

[State 3100, 移動速度]
type = VelSet
trigger1 = AnimElem = 2
y = -50

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

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 55, 0

[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 5120,ランダム on]
type = varrandom
trigger1 = !ishelper
trigger1 = time <= 10
trigger1 = var(50) = 0
v = 18
range = 1,10

[State 5120,ランダム]
type = varrandom
trigger1 = !ishelper
trigger1 = time = 11
trigger1 = var(18) = 10
trigger1 = var(50) = 0
v = 18
range = 1,13

[State 5120,ボイスランダム]
type = varset
trigger1 = time >= 12
trigger1 = var(18) >= 11
trigger1 = var(50) = 0
v = 18
value = 10

[State 5120,ランダム off]
type = varrandom
trigger1 = !ishelper
trigger1 = time >= 0
trigger1 = var(50) != 0
v = 18
range = 1,9

[State 5120,ランダム]
type = varrandom
trigger1 = ishelper
trigger1 = time = 0
v = 18
range = 1,9

[State 5120,ボイスランダム]
type = varset
triggerall = 1
trigger1 = enemynear,name = "Rugal_TLE"
trigger2 = enemynear,name = "Ryuji Yamazaki"
trigger3 = enemynear,name = "SLIME"
trigger4 = enemynear,name = "kuromaru"
trigger5 = enemynear,name = "I-No" && enemynear,Authorname = "MEKA"
trigger6 = enemynear,name = "gurospooo"
trigger7 = enemynear,name = "chanpuru"
trigger8 = enemynear,name = "D4miku"
trigger9 = enemynear,name = "Timote95"
trigger10 = enemynear,name = "Timote"
trigger11 = enemynear,name = "Slime"
trigger12 = enemynear,name = "SLIME"
trigger13 = enemynear,name = "Minotaur"
trigger14 = enemynear,Name = "Crash Bandicoot by StefanBandicoot"
trigger15 = enemynear,Name = "CotT Crash"
trigger16 = enemynear,Name = "Crash Bandicoot"
v = 18
value = 10

[State 3000, BG Black]
type = EnvColor
trigger1 = 1
trigger1 = pos Y <= -495
value = 0,0,0
under = 1
time = 25
ignorehitpause = 1

[State 1000, 0]
type = Changestate
trigger1 = pos Y <= -500
value = 10040

;-------------------------------------------------------------
;=============================================================
;-------------------------------------------------------------
[Statedef 10040];cast
type    = A
movetype= I
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
sprpriority = 3

[State 3000, BG Black]
type = EnvColor
trigger1 = 1
value = 0,0,0
under = 1
time = 5
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
supermovetime = 99999
pausemovetime = 99999

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = nobg
supermovetime = 99999
pausemovetime = 99999

[State 3101, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = Time = 0
time = 50
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -3000

[State 3101, ヘルパーを出す]
type = Helper
trigger1 = Time = 0
Persistent = 0
name = "cutin"       ;ヘルパーの名前
stateno = 6000       ;ヘルパーが最初に行くステート
ID = 6000            ;ヘルパーのＩＤナンバー
pos = -200,-250      ;ヘルパーの出現位置
postype = back       ;ヘルパーの最初に出る軸位置の属性（Explodのpostypeと書き方は同じだが効果が少し違う）
keyctrl = 0          ;ヘルパーがコントロール可能かどうか（0=操作不可・1=操作可能）
ownpal = 0           ;ヘルパーが(PalFXなどで)本体の色が変わった時に一緒に変わるかどうか（Explodのownpalと一緒）
size.xscale = 0.7    ;ヘルパーの横のサイズ
size.yscale = 0.7    ;ヘルパーの縦のサイズ
supermovetime = 70
helpertype = normal  ;ヘルパーの属性：画面スクロールの影響を受けるか否かを決める

[state 500,4]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 5
ignorehitpause = 1

[State 1160, 位置調整]
type = Posset
trigger1 = 1
x = 0
y = -500

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

[State 1000, 0];Meteor
type = Helper
trigger1 = 1
trigger1 = numhelper(10042) = 0 ;time = 0
trigger1 = var(18) = 1 || var(18) = 10
name = "meteo"
ID = 10042
stateno = 10042
pos = 0,500
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 99999
size.xscale = 2
size.yscale = 2
helpertype = normal

[State 2000, 2];Holy
type = Helper
trigger1 = time = 1
trigger1 = var(18) = 2 || var(18) = 10
id = 2001
name = "judge"
pos = (p2bodydist X)+12, 0
postype = p1
stateno = 2051
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 2000, 2];Holy
type = Helper
trigger1 = Timemod = 10,8
trigger1 = var(18) = 2 || var(18) = 10
id = 2000
name = "judge"
pos = -10 + floor(random / 3), 0
postype = back
stateno = 2050
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 2000, 2];Flare
type = Helper
trigger1 = Time >= 1
trigger1 = numhelper(2221) = 0;Time = 1
trigger1 = var(18) = 3 || var(18) = 10
id = 2221
name = "firewall"
pos = -100,0
postype = right
stateno = 10020
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 2000, 2];Flare
type = Helper
trigger1 = Time >= 1
trigger1 = numhelper(2222) = 0;Time = 1
trigger1 = var(18) = 3 || var(18) = 10
id = 2222
name = "firewall"
pos = 100,0
postype = left
stateno = 10020
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 2000, 2];Blizzard
type = Helper
trigger1 = Time = 1
trigger1 = var(18) = 4 || var(18) = 10
trigger1 = numhelper(20025) <= 3
id = 20025
name = "Blizzard"
pos = 0,0
postype = p2
stateno = 10025
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 99999
size.xscale = 1.5
size.yscale = 1.5

[State 2000, 2];Voltz
type = Helper
trigger1 = Time = 1
trigger1 = var(18) = 5 || var(18) = 10
trigger1 = numhelper(2003) <= 5
id = 2000
name = "Lightning"
pos = 0,0
postype = right
stateno = 10035
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 2000, 2];Voltz
type = Helper
trigger1 = Time = 1
trigger1 = var(18) = 5 || var(18) = 10
trigger1 = numhelper(2003) <= 5
id = 2003
name = "Lightning"
pos = 0,0
postype = left
stateno = 10035
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1000, 0];BlackJudgement
type = Helper
;trigger1 = time = 0
trigger1 = 1
trigger1 = var(18) = 6 || var(18) = 10
trigger1 = numhelper(10070) = 0
name = "Black"
ID = 10070
stateno = 10070
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
;supermovetime = 0
;pausemovetime = 99999
size.xscale = 2
size.yscale = 2
helpertype = normal

[State 1000, 0];Tornado
type = Helper
trigger1 = Time = 0
trigger1 = var(18) = 7 || var(18) = 10
trigger1 = numhelper(10140) = [0,1]
helpertype = normal
name = "catad"
ID = 10140
stateno = 10140
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.2
size.yscale = 1.2

[State 2000, 2];STONE
type = Helper
trigger1 = Time%50 = 0
trigger1 = var(18) = 9 || var(18) = 10
id = 2046
name = "rock"
pos = -50+ceil(random%100), -500
postype = p2
stateno = 21003
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 3010, Envshake]
type = envshake
trigger1 = time%15 = 0
trigger1 = var(18) = 9 || var(18) = 10
time = 15
ampl = -8
freq = 105
ignorehitpause=1

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = time%25 = 0
trigger1 = var(18) = 9 || var(18) = 10
value = 1045,7
volume = 999

[State 2000, 2];STONE HEAD
type = Helper
trigger1 = Time = 500
trigger1 = var(18) = 9 || var(18) = 10
trigger1 = numhelper(2045) <= 1
id = 2045
name = "rock"
pos = 0, -500
postype = p2
stateno = 22003
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1000, 0];Yukkuri
type = Helper
trigger1 = time = 0
trigger1 = var(18) = 8 || var(18) = 10
trigger1 = numhelper(10123) = 0
name = "Yukkuri"
ID = 10123
stateno = 10123
pos = 0 + floor(random / 3),0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 99999
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 192, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(18) = 8 
trigger1 = numhelper(10123) = 1
trigger1 = helper(10123),stateno = [1421,1422]
value = 123,123
volume = 9999999

[State 1000, 0];Attacking
type = changestate
trigger1 = var(18) = 1 || var(18) = 10
trigger1 = helper(10042),stateno = 10045 || numhelper(10042) = 0 && time >= 300 && random <= 100
trigger2 = var(18) = 2
trigger2 = Time = 600
trigger3 = var(18) = 3
trigger3 = time = 800
trigger4 = var(18) = 4
trigger4 = time = 3
trigger5 = var(18) = 5
trigger5 = time = 1
trigger6 = var(18) = 6
trigger6 = helper(10070),animelem=100 || helper(10070),stateno = 10073 || time >= 300
trigger7 = var(18) = 7
trigger7 = random <= 100
trigger8 = var(18) = 8
trigger8 = time = 0
trigger9 = var(18) = 9
trigger9 = time = 510
trigger10 = var(18) != 9
trigger10 = time >= 30
trigger10 = numhelper = 0
value = 1192
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; （ドナルドの噂）
[Statedef 1192]
type     = A
movetype = I
physics  = N
ctrl = 0
anim = 1950
velset = 0,-4.1

[State 3000, BG Black]
type = EnvColor
trigger1 = 1
trigger1 = var(18) = 2 || var(18) = 7
value = 0,0,0
under = 1
time = 1

[State 2000, 2]
type = Helper
trigger1 = Timemod = 10,8
trigger1 = var(18) = 2
id = 2000
name = "judge"
pos = -10 + floor(random / 3), 0
postype = back
stateno = 2050
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 192, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 50
value = 1111,1
volume = 9999999

[State 192, 速度加算] ;重力
type = VelAdd
trigger1 = Time >= 50
y = 1

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


[State 2100, このヘルパーを消す]
type = DestroySelf
triggerall = ishelper(12)
trigger1 = pos Y >= -1

[State 192]
type = ChangeState
trigger1 = pos Y >= 0
value = 1052
ctrl = 1

;==============================================
;------------------------------------
[Statedef 10042];meteo
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 10040
sprpriority = 3

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

[State 1811]
type = HitOverride
trigger1 = Time >= 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 10045
time = 2

[State 2200]
type = Playerpush
trigger1 = 1
value = 1

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 1000, 0]
type = EnvShake
trigger1 = time = 0
time = 650
freq = 165
ampl = -3
phase = 90

[State 1000, 0]
type = Turn
trigger1 = Facing = -1

[State 1000, 0]
type = PosSet
trigger1 = 1
x = 0
y = (-50 + (time/5))

[State 1000, 0]
type = veladd
trigger1 = time = 0
x = 0
y = 1

[State 1000, 0]
type = veladd
trigger1 = time >= 640
x = 0
y = 5

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 1070, 0
volume = 9999999999
loop = 1
channel = 2

[State 2310, 2]
type = HitDef
trigger1 = time%5
attr = S, HA
animtype  = Back
damage    = 5
guardflag = none
hitflag = MALFDP
pausetime = 0,0
hitsound   = s1070,4
guardsound = 6,0
ground.type = High
ground.slidetime = 99999
ground.hittime  = 99999
ground.velocity = 0,1
air.velocity = 0,1
sparkno = -1

[State 2310, 2]
type = HitDef
trigger1 = time%5
trigger1 = enemynear,POS Y <= -111
attr = S, HA
animtype  = Back
damage    = 5
guardflag = none
hitflag = MALFD
pausetime = 0,0
hitsound   = s1070,4
guardsound = 6,0
ground.type = High
ground.slidetime = 99999
ground.hittime  = 99999
ground.velocity = 0,10
air.velocity = 0,10
sparkno = -1

[state 710,湯気]
type = Explod
trigger1 = time%2 = 0
anim = 10044
ID = 10044
pos = 0, -95
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 2
supermovetime = 9999
pausemovetime = 9999
scale = 1.1, 1.5
sprpriority = -1
ownpal = 1

[State 1000, 0]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "wind"
ID = 10043
stateno = 10043
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 99999
size.xscale = 2
size.yscale = 2

[State 1000, 0]
type = BGPalFX
trigger1 = 1
time = 1
add = 120,30,30
mul = 120,30,30
invertall = 0
color = 256

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = POS Y >= 81
value = 1070, 0
channel = 2

[State 1000, 0]
type = Changestate
trigger1 = POS Y >= 82
value = 10045

;--------------------------
[Statedef 10043];wind1
type    = S
movetype= I
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 10041
sprpriority = 3

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1000, 0]
type = PosSet
trigger1 = 1
x = 0
y = 50

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 1000, 0]
type = Changestate
trigger1 = animtime = 0
value = 10044

[State 1000, 0]
type = DestroySelf
trigger1 = numhelper(10042) = 0
ignorehitpause = 1
;-------------------------
[Statedef 10044];wind2
type    = S
movetype= I
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 10041
sprpriority = 3

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1000, 0]
type = PosSet
trigger1 = 1
x = 0
y = 50

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 1000, 0]
type = DestroySelf
trigger1 = helper(10042),stateno = 10045
trigger2 = helper(10042),anim = [5000,5999]
trigger3 = numhelper(10042) = 0
ignorehitpause = 1
;--------------------------------
[Statedef 10045];meteo2
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 10042
sprpriority = 3

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

[State 1811]
type = HitOverride
trigger1 = Time >= 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 10045
time = 2

[State 2000, 2]
type = Helper
trigger1 = 1
trigger1 = numhelper(10046) = 0
id = 10046
name = "DMG Helper"
pos = 0,0
postype = p2
stateno = 10046
helpertype = normal
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1000, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1000, 0]
type = VarSet
trigger1 = 1
v = 1
value = 0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1, 0

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 1070, 2
volume = 9999999999999999
channel = 2

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 1070, 1
volume = 9999999999999999

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 800,2

[State 1000, 0]
type = BGPalFX
trigger1 = time > 50
time = 1
add = (306 - time),(306 - time),(306 - time)
mul = (306 - time),(306 - time),(306 - time)
invertall = 0
color = 256
ignorehitpause = 1

[State 1000, 0]
type = EnvColor
trigger1 = time <= 50
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 1000, 0]
type = PosSet
trigger1 = 1
x = 0
y = -300

[State 3104]
type = EnvShake
trigger1 = time = 1
time = 160
freq = 100
ampl = 5

[State 3506, 掴んだ相手の体力ゲージの増減]
type = TargetLifeadd
trigger1 = 1
value = -500
kill=1
absolute=1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = 1
attr = S, NA
animtype  = Diagup
damage    = 9999,9999
guardflag = none
hitflag = MALFD
pausetime = 0,0
hitsound   = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,-5
air.velocity = 0,-5
fall = 1
air.fall = 1
sparkno = -1
fall.recover = 0

[State 1000, 0]
type = DestroySelf
trigger1 = time = 200

;--------------------------------
[Statedef 10145];meteo3
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 10042
sprpriority = 3

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

[State 1811]
type = HitOverride
trigger1 = Time >= 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 10045
time = 2

[State 2000, 2]
type = Helper
trigger1 = 1
trigger1 = numhelper(10046) = 0
id = 10046
name = "DMG Helper"
pos = 0,0
postype = p2
stateno = 10046
helpertype = normal
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 99999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1000, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1000, 0]
type = VarSet
trigger1 = 1
v = 1
value = 0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1, 0

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 1070, 2
volume = 9999999999999999
channel = 2

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 1070, 1
volume = 9999999999999999

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 800,2

[State 1000, 0]
type = BGPalFX
trigger1 = time > 50
time = 1
add = (306 - time),(306 - time),(306 - time)
mul = (306 - time),(306 - time),(306 - time)
invertall = 0
color = 256
ignorehitpause = 1

[State 1000, 0]
type = EnvColor
trigger1 = time <= 50
value = 255,255,255
time = 1
under = 0
ignorehitpause = 1

[State 1000, 0]
type = PosSet
trigger1 = 1
x = 0
y = -300

[State 3104]
type = EnvShake
trigger1 = time = 1
time = 160
freq = 100
ampl = 5

[State 3506, 掴んだ相手の体力ゲージの増減]
type = TargetLifeadd
trigger1 = 1
value = -250
kill=1
absolute=1
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = 1
attr = S, NA
animtype  = Diagup
damage    = 9999,9999
guardflag = none
hitflag = MALFD
pausetime = 0,0
hitsound   = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0,-5
air.velocity = 0,-5
fall = 1
air.fall = 1
sparkno = -1
fall.recover = 0

[State 1510, 9]
type = selfstate
triggeralll = !ishelper
trigger1 = random <= 100
trigger2 = roundstate = 3
trigger3 = time >= 100
value = 1192
ctrl = 1
;--------------------------------
[Statedef 10046]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 10042
sprpriority = 3

[State 1000, 0]
type = posset
trigger1 = 1
x = 0
y = 0

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 4902, reversal]
type=reversaldef
trigger1= 1
damage= 10,0
reversal.attr=SCA,AA,AP,AT
p2stateno=ifelse(Random<500,113,10047)
p2getp1state = 1
pausetime=0,0
hitsound= s1,0
sparkno=-1
ignorehitpause = 1

[State 1510, 9]
type = destroyself
trigger1 = time >= 200
;------------------------------------------------------------
;-------------------------------------------------------------
;DIE
[Statedef 10047]
type = U
movetype = U
physics = U
ctrl = 0

[State -2, 黒ドナルド防御力アップ]
type = defencemulset
triggerall = 1
trigger1 = !time
value = 0
ignorehitpause = 1

[State 2308,00]
type = AllPalFx
trigger1 = time = 1
add = 200,0,0
sinadd = 10, 10, 10
time = 1
ignorehitpause = 1

[state invisible];消滅
type = AssertSpecial
trigger1 = 1
trigger1 = ishelper
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 15851,rootdeath]
type = lifeset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 15851,changestate]
type = changestate
trigger1 = 1
trigger1 = !ishelper
value = ifelse(alive,0,944);asdfgh
ignorehitpause = 1

[State 15851,velset]
type = VelSet
trigger1 = 1
trigger1 = ishelper
y = 0
x = 0
ignorehitpause = 1

[State 944, 3]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 944, 4]
type = PlayerPush
trigger1 = 1
value = 0

[State 15851,posset]
type = posSet
trigger1 = ishelper
y = 1000
x = 0
ignorehitpause = 1

[state 15851,hitby]
type = nothitby
trigger1 = ishelper
value = SCA
value2 = SCA
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 15851,h]
type = statetypeset
trigger1 = ishelper
Statetype = S
MoveType = A
physics = N
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 15851,dummyproj]
type = Projectile	;全てのHITDEFパラメータを利用可
trigger1 = ishelper
trigger1 = root,stateno != prevstateno
projID = 123132		;飛び道具のID番号
projanim = anim		;飛び道具のアニメ番号
projscale = 1,1		;x横,y縦 縮尺
sparkxy = 999,999
sparkno = -1
projremove = 1		;消滅フラグ/0以外でヒット時に消滅(省略時1)
projremovetime = 60	;消滅時間/省略時-1(消えない)
numhits = 9999999
projhits = 999999999	;ヒット数/省略時1
projmisstime = 0	;ミス時間/何フレームごとにHITするか/省略時0
velmul = 0,0		;加速度係数/加速度を倍数指定/省略時1,1
projpriority = 999999	;飛び道具優先度
projsprpriority = -9	;スプライト表示優先度/省略時3
offset = 0,800		;水平発射位置, 垂直発射位置/省略時0,0
postype = p2		;発射基準位置
p1stateno = prevstateno
;-hitdef-
attr = SCA,SP		;攻撃属性1,2
hitflag = HLMA		;ヒットフラグ(H:立/L:屈/M:立&屈/A:空/F:落/D:ダウン/P:飛具掻消/+:食のみ/-:食にヒットしない)省略時MAF
guardflag = L		;ガードフラグ(H/L/M/A)省略時MA
damage = 0;enemy,lifemax*100,enemy,lifemax*100
pausetime = 0,0		;p1停止時間,p2ブルブル時間(省略時0,0)
ground.type = trip 	;地上でののけぞり方(High:上のけぞり/Low:下のけぞり/Trip:転倒/non:何もなし)(省略時high)
affectteam = E
persistent = 1
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 15851,dummyproj]
type = hitdef
trigger1 = 1
offset = 0,0
postype = p2		;発射基準位置
p1stateno = prevstateno
attr = SCA,SA		;攻撃属性1,2
hitflag = HLMA		;ヒットフラグ(H:立/L:屈/M:立&屈/A:空/F:落/D:ダウン/P:飛具掻消/+:食のみ/-:食にヒットしない)省略時MAF
guardflag = L		;ガードフラグ(H/L/M/A)省略時MA
damage = 999999999999
pausetime = 0,0		;p1停止時間,p2ブルブル時間(省略時0,0)
ground.type = trip 	;地上でののけぞり方(High:上のけぞり/Low:下のけぞり/Trip:転倒/non:何もなし)(省略時high)
affectteam = E
persistent = 1
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 15851,destroyself]
type = destroyself
triggerall = ishelper
trigger1 = root,stateno = prevstateno
trigger2 = root,HitDefAttr = SCA,NA,HA,SA,NT,HT,ST,NP,HP,SP
ignorehitpause = 1

[State hitoveride]
type = HitOverride
trigger1 = 1
attr = A,HT
slot = 1
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000
[State hitoveride]
type = HitOverride
trigger1 = 1
attr = A,HT
slot = 2
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000
[State hitoveride]
type = HitOverride
trigger1 = 1
attr = A,HT
slot = 3
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000
[State hitoveride]
type = HitOverride
trigger1 = 1
attr = A,HT
slot = 4
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000
[State hitoveride]
type = HitOverride
trigger1 = 1
attr = A,HT
slot = 5
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000
[State hitoveride]
type = HitOverride
trigger1 = 1
attr = A,HT
slot = 6
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000
[State hitoveride]
type = HitOverride
trigger1 = 1
attr = A,HT
slot = 7
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 0
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 1
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 2
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 3
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 4
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 5
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 6
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 7
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 8
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 9
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 10
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 11
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 12
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 13
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 14
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 15
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 16
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 17
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 18
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
trigger1 = name != "Donald"
v = 19
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 20
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 21
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 22
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 23
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 24
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 25
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 26
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 27
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 28
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 29
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 30
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 31
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 32
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 33
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 34
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 35
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 36
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 37
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 38
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 39
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 40
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 41
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 42
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 43
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 44
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 45
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 46
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 47
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 48
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 49
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 50
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 51
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 52
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 53
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 54
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 55
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 56
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 57
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 58
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 59
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 0
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 1
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 2
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 3
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 4
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 5
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 6
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 7
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 8
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 9
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 10
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 11
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 12
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 13
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 14
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 15
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 16
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 17
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 18
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
trigger1 = name != "Donald"
fv = 19
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 20
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 21
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 22
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 23
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 24
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 25
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 26
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 27
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 28
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 29
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 30
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 31
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 32
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 33
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 34
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 35
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 36
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 37
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 38
value = random-499

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = 1
fv = 39
value = random-499

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno != 12340
trigger2 = enemynear,stateno != 12340
ignorehitpause = 1
persistent = 1

;-------------------------------------------------------------------------
;totally pwn3d!!!
[Statedef 944]
type = A
movetype = H
physics = N
ctrl = 0

[State 944, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 944, ChangeAnim2]
type = ChangeAnim2
trigger1 = ishelper
trigger1 = time > 0
value = 10042

[State 944, DestroySelf]
type = DestroySelf
trigger1 = ishelper
trigger1 = time = 2
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 944, 0]
type = ChangeAnim
trigger1 = !ishelper
value = 5010
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 944, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 944, 2]
type = PosSet
trigger1 = time = 0
trigger1 = !ishelper
y = 999
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 944, 2]
type = LifeSet
trigger1 = 1
trigger2 = 0
trigger3 = !time
trigger4 = random<999
trigger5 = Alive
value = 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 944, 3]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 944, 4]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 0, SelfState]
type = SelfState
triggerall = !ishelper
trigger1 = life > 0
value = 5110

[state 15851,dummyproj]
type = Projectile	;全てのHITDEFパラメータを利用可
trigger1 = ishelper
trigger1 = root,stateno != prevstateno
projID = 123132		;飛び道具のID番号
projanim = anim		;飛び道具のアニメ番号
projscale = 1,1		;x横,y縦 縮尺
sparkxy = 999,999
sparkno = -1
projremove = 1		;消滅フラグ/0以外でヒット時に消滅(省略時1)
projremovetime = 60	;消滅時間/省略時-1(消えない)
numhits = 9999999
projhits = 999999999	;ヒット数/省略時1
projmisstime = 0	;ミス時間/何フレームごとにHITするか/省略時0
velmul = 0,0		;加速度係数/加速度を倍数指定/省略時1,1
projpriority = 999999	;飛び道具優先度
projsprpriority = -9	;スプライト表示優先度/省略時3
offset = 0,800		;水平発射位置, 垂直発射位置/省略時0,0
postype = p2		;発射基準位置
p1stateno = prevstateno
;-hitdef-
attr = SCA,SP		;攻撃属性1,2
hitflag = HLMA		;ヒットフラグ(H:立/L:屈/M:立&屈/A:空/F:落/D:ダウン/P:飛具掻消/+:食のみ/-:食にヒットしない)省略時MAF
guardflag = L		;ガードフラグ(H/L/M/A)省略時MA
damage = 0;enemy,lifemax*100,enemy,lifemax*100
pausetime = 0,0		;p1停止時間,p2ブルブル時間(省略時0,0)
ground.type = trip 	;地上でののけぞり方(High:上のけぞり/Low:下のけぞり/Trip:転倒/non:何もなし)(省略時high)
affectteam = E
persistent = 1
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[state 15851,dummyproj]
type = hitdef
trigger1 = 1
offset = 0,0
postype = p2		;発射基準位置
p1stateno = prevstateno
attr = SCA,SA		;攻撃属性1,2
hitflag = HLMA		;ヒットフラグ(H:立/L:屈/M:立&屈/A:空/F:落/D:ダウン/P:飛具掻消/+:食のみ/-:食にヒットしない)省略時MAF
guardflag = L		;ガードフラグ(H/L/M/A)省略時MA
damage = 999999999999
pausetime = 0,0		;p1停止時間,p2ブルブル時間(省略時0,0)
ground.type = trip 	;地上でののけぞり方(High:上のけぞり/Low:下のけぞり/Trip:転倒/non:何もなし)(省略時high)
affectteam = E
persistent = 1
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 214, 6]
type = ChangeState
triggerall = !ishelper
trigger1 = lose
value = 5150
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

;---------------------------------------------------------------------------
;---------------------------------
;-------------------------------
;HOLY
[Statedef 2050]
type = A
movetype = A
physics = N
velset = 0,0
anim = 10060
ownpal = 1

[State 1000, 3]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 2001, 1]
type = Hitdef
trigger1 = Timemod = 7,0
attr = A,HA
damage    = Ceil(50 / (2 ** HitCount)), 6
animtype  = Medium
hitflag = MAFD
pausetime = 0,12
sparkno = -1
guard.sparkno = 40
hitsound = s1050,2
guardsound = s50, 12
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3,-5.4
air.animtype = Back
airguard.velocity = -3.6,-6.8
air.velocity = -2,-6.4
envshake.time = 15           ;ヒットした時に画面を揺らす時間
envshake.ampl = 3            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1
fall.recover = 0
ownpal = 1

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1050, 0
volume = 999
[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1050, 1
volume = 999

[State 2001, 4]
type = DestroySelf
trigger1 = AnimTime = 0
;-------------------------------
[Statedef 2051]
type = A
movetype = A
physics = N
velset = 0,0
anim = 10060
juggle = 1
ownpal = 1
sprpriority = 9

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

[State 1000, 3]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 2001, 1]
type = Hitdef
trigger1 = Timemod = 7,0
attr = A,HA
damage    = Ceil(70 / (2 ** HitCount))
animtype  = Medium
givepower = 5
hitflag = MAFD
pausetime = 0,14
sparkno = -1
guard.sparkno = 40
hitsound = s1050,2
guardsound = s50, 12
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3,-5.4
air.animtype = Back
airguard.velocity = -3.6,-6.8
air.velocity = -2,-6.4
envshake.time = 15           ;ヒットした時に画面を揺らす時間
envshake.ampl = 3            ;ヒットした時の画面の振幅
envshake.freq = 170          ;ヒットした時に画面が揺れる速度
fall = 1
fall.recover = 0
ownpal = 1

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1050, 0
volume = 999
[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1050, 1
volume = 999

[State 2001, 4]
type = DestroySelf
trigger1 = AnimTime = 0

;-------------------------------
;--------------------------------------------------------------------
;---------------------------------
;-------------------------------
[Statedef 10020];Fire wall
type = A
movetype = A
physics = N
velset = 0,0
anim = 10020
ownpal = 1
sprpriority = 9

[State 1000, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1000, 3]
type = turn
trigger1 = Time = 0
trigger1 = POS X >= 0

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1020, 0

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

[State 1000, 5]
type = Hitdef
trigger1 = timemod = 5,4
attr = S, SA
damage    = 30,5
animtype  = heavy
guardflag = L
hitflag = MAFD
pausetime = 0,2
sparkno = -1
hitsound   = S1070,4
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
getpower = 0
ground.velocity = 0
air.type = trip
air.velocity = 0,-1
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
sprpriority = 3
fall = 1
air.fall = 1
pausemovetime = 99
Supermovetime = 99

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 100,80,0
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add

[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 2]
type = Helper
trigger1 = root,palno = 11
trigger1 = helper(1),var(18) = 3 || helper(2),var(18) = 3 || helper(3),var(18) = 3 || helper(0),var(18) = 3 || helper(5),var(18) = 3 || root,var(18) = 3
trigger1 = helper(1),stateno = 10040 || helper(2),stateno = 10040 || helper(3),stateno = 10040 || helper(0),stateno = 10040 || helper(5),stateno = 10040 || root,stateno = 10040
trigger1 = time >= 150
trigger1 = numhelper(2002) = 0
id = 2002
name = "Flare"
pos = -20+40*(facing=-1),0
postype = p2
stateno = 10021
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 2000, 2]
type = Helper
trigger1 = root,var(18) = 3 || root,var(18) = 10
trigger1 = root,stateno = 10040
trigger1 = time >= 150
trigger1 = numhelper(2002) = 0
trigger2 = helper(12),var(18) = 3
trigger2 = helper(12),stateno = 10040
trigger2 = time >= 150
trigger2 = numhelper(2002) = 0
id = 2002
name = "Flare"
pos = -20+40*(facing=-1),0
postype = p2
stateno = 10021
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1510, 9]
type = changeanim
trigger1 = time = 1200
value = 10021

[State 1510, 9]
type = destroyself
trigger1 = anim = 10021
trigger1 = animtime = 0
;---------------------------------
;-------------------------------
[Statedef 10021]
type = A
movetype = A
physics = N
velset = 0,0
anim = 10022
ownpal = 1

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1020, 1
volume = 99999999999
[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1020, 0
volume = 99999999999
[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1020, 4
volume = 99999999999
[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1020, 5
volume = 99999999999

[State 1000, 3]
type = turn
trigger1 = time = 0
trigger1 = facing = 1
trigger1 = POS X > 0

[State 1000, 3]
type = turn
trigger1 = time = 0
trigger1 = facing = -1
trigger1 = POS X < 0

[State 1000, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3000, 5]
type = HitDef
trigger1 = 1
trigger1 = helper(2002),facing = -1
attr = S, SA
animtype  = Hard
damage    = 50,0
getpower  = 0
priority  = 7
guardflag = 
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = S1020,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
air.fall = 1
fall.animtype = Hard
fall.recover = 0
;p2stateno = 3209

[State 3000, 5]
type = HitDef
trigger1 = 1
trigger1 = helper(2002),facing = 1
attr = S, SA
animtype  = Hard
damage    = 50,0
getpower  = 0
priority  = 7
guardflag = 
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = S1020,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
air.fall = 1
fall.animtype = Hard
fall.recover = 0
;p2stateno = 3208

[state 15850,targetstate]
type = targetstate
triggerall = movehit
triggerall = target,stateno != 3209
trigger1 = helper(2002),facing = -1
value = 3209
p2getp1state = 1
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000

[state 15850,targetstate]
type = targetstate
triggerall = movehit
triggerall = target,stateno != 3208
trigger1 = helper(2002),facing = 1
value = 3208
p2getp1state = 1
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000

[State 1510, 9]
trigger1 = time = 200
type = changeanim
value = 10023

[State 1510, 9]
trigger1 = anim = 10023
trigger1 = animtime = 0
type = destroyself
;---------------------------------------------------------------------------
; Crispy p2
[Statedef 3209]
type    = A
movetype= H
physics = N
velset = ifelse(facing = 1,-0.3,0.3),-1.1

[State 0, ]
type = LifeAdd
trigger1 = 1
value = -1
absolute = 1
ignorehitpause = 1

[State 0, ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = !selfanimexist(7697)
value = 5070

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 100
add = 32,0,0
mul = 300,192,192
sinadd = 64, 5, 5, 6
invertall = 1
color = 1

[State 0, ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = selfanimexist(7697)
value = 7697

[State 821, 1]
type = Gravity
Trigger1 = 1

[State 821, 2]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------
; Crispy p2
[Statedef 3208]
type    = A
movetype= H
physics = N
velset = ifelse(facing = 1,0.3,-0.3),-1.1

[State 0, ]
type = LifeAdd
trigger1 = 1
value = -1
absolute = 1
ignorehitpause = 1

[State 0, ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = !selfanimexist(7697)
value = 5070

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 100
add = 32,0,0
mul = 300,192,192
sinadd = 64, 5, 5, 6
invertall = 1
color = 1

[State 0, ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = selfanimexist(7697)
value = 7697

[State 821, 1]
type = Gravity
Trigger1 = 1

[State 821, 2]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 821, 3]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;-------------------------------------------
;--------------------------------
[Statedef 10025];blizaard
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
sprpriority = 100

[State 9999, 2]
type = AllPalFX
trigger1 = time >= 5
trigger1 = time <= 999
time = 1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 9999, 2]
type = AllPalFX
trigger1 = time = 0
trigger2 = time = 999
time = 5
add = 0,0,0
mul = 128,128,128
sinadd = 256,256,256,10
invertall = 0
color = 256

[state 500,4]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1

[state 5150,12]
type = assertspecial
trigger1 = 1
flag = invisible

[state 483,1]
type = explod
trigger1 = time = 1
anim = 10025
id = 10025
pos = 160,200
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
sprpriority = 100
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1025, 0

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 2000, 2]
type = Helper
trigger1 = time = 0
id = 2001
name = "Blizzard DMG"
pos = 0,0
postype = p2
stateno = 10250
helpertype = normal
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 99999
size.xscale = 1
size.yscale = 1

[State 2000, 2]
type = Helper
trigger1 = time = 0
id = 2001
name = "Blizzard DMG1"
pos = 0,0
postype = p2
stateno = 10251
helpertype = normal
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 99999
size.xscale = 1
size.yscale = 1

[State 1510, 9]
type = removeexplod
trigger1 = time >= 999
ID = 10025

[State 1510, 9]
type = destroyself
trigger1 = time >= 1000
;--------------------------------
[Statedef 10250]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 10042
sprpriority = 3

[State 1000, 0]
type = posset
trigger1 = 1
x = 0
y = 0

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 222,3]
type = HitDef
triggerall = enemynear,name != "Cirno"
triggerall = enemynear,name != "Chirno"
trigger1 = Time%10 = 0
attr = S, NA
damage   = 10,0
animtype = Medium
guardflag = 
hitflag = MAFD
pausetime = 0,20
sparkno =  -1
hitsound   = s1050,2
guardsound = s1,0
ground.type = Trip
ground.slidetime = 3
ground.hittime  = 26
ground.velocity = -2+4*(Random<=500),-4
air.velocity = -2+4*(Random<=500),-4
air.juggle = 0
air.fall = 1
fall.recover = 0
projremove = 0
supermovetime  = 9999
pausemovetime  = 9999
fall = 1
palfx.time = 30
palfx.add = -100,0,150
palfx.sinadd = 0,50,50,10
palfx.color = 0
palfx.invertall = 1
p2getp1state = 1
p2stateno = 000002

[State 1510, 9]
type = destroyself
trigger1 = time >= 1000
;--------------------------------
[Statedef 10251]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 10042
sprpriority = 3

[State 1000, 0]
type = posset
trigger1 = 1
x = 0
y = 0

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 4902, reversal]
type=reversaldef
trigger1= time%5 = 0
damage= 0,0
reversal.attr=SCA,AA,AP,AT
p2stateno= 000002
p2getp1state = 1
pausetime=0,0
hitsound= s1050,2
sparkno=-1
palfx.time = 30
palfx.add = -100,0,150
palfx.sinadd = 0,50,50,10
palfx.color = 0
palfx.invertall = 1
ignorehitpause = 1

[State 1510, 9]
type = destroyself
trigger1 = time >= 1000
;------------------------------------------------------------
;-------------------------------------------------------------
;No block of ice
[Statedef 000002]
movetype = H
velset = 0,0
ctrl = 0

[state 500,4]
type = nothitby
trigger1 = 1
trigger1= ishelper
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1

[State 3431, end]
type=removeexplod
trigger1 = 1
trigger1= ishelper
ignorehitpause = 1

[State 3431, end]
type=destroyself
trigger1 = time >= 10
trigger1= ishelper
ignorehitpause = 1

[State 000001, Thaw Out]
type = PosAdd
trigger1= !ishelper
trigger1 = time >= 190
x = 1-2*(time%2)
ignorehitpause = 1

[State 000001, 1]
type = changeanim
trigger1 = 1
value = (anim)
elem = (animelemno(0))
ignorehitpause = 1

[State 000001, 2]
type = PalFX
trigger1= !ishelper
trigger1 = time != 0
add = 0,122,177
mul = 27,160,220
time = 1
ignorehitpause = 1

[State 000001, 4]
type = SelfState
trigger1 = time >= 199
ctrl = 1
value = 5050
ignorehitpause = 1

;-------------------------------------------------------------------
;Lightning
[Statedef 10035]
type = A
movetype= A
physics = N
ctrl = 0
anim = 10035
sprpriority = 5

[State 10032, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1030, 4

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

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

[state 500,4]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = -1
ignorehitpause = 1

[State 1811]
type = HitOverride
trigger1 = Time >= 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 10035
time = 2

[State 1881, 速度加算] ;重力
type = posset
trigger1 = time = 0
y = -500

[State 1881, 速度加算] ;重力
type = velset
trigger1 = time = 1
y = 11

[State 1881, 速度加算] ;重力
type = posset
trigger1 = 1
trigger1 = POS Y >= 0
y = 0

[State 1881, 速度加算] ;重力
type = Velset
triggerall = 1
trigger1 = FrontEdgeBodyDist <= 5
trigger1 = Random <= 50
trigger1 = POS Y >= -1
trigger2 = time >= 100
trigger2 = POS Y >= -1
trigger2 = vel X = 0
trigger2 = Random <= 500
x = -1

[State 1881, 速度加算] ;重力
type = Velset
triggerall = 1
trigger1 = backEdgeBodyDist <= 5
trigger1 = Random <= 50
trigger1 = POS Y >= -1
trigger2 = time >= 100
trigger2 = POS Y >= -1
trigger2 = vel X = 0
trigger2 = Random >= 500
x = 1

[State 3040, 7]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = -10
freq = 95
phase = 95

[State 3040, 7]
type = BGPalfx
trigger1 =time<= 30
time = 1
add = (256-(time)*256/30)*(-1), (256-(time)*256/30)*(-1), (256-(time)*256/30)*(-1)
under = 2

[State 1060, 2]
type = hitdef
trigger1 = time%5 = 0
attr = C, HA
damage    = 2, 1
animtype = Medium
hitflag = MAFD
guardflag = HA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound   = s1030,0
guardsound = 6,0
ground.type = High
ground.slidetime = 200
ground.hittime  = 200
ground.velocity = 0
air.velocity = 0,-3
down.velocity = 0,-3
fall.recover = 0
air.fall = 1
fall = 0
yaccel = .52
palfx.time = 200
palfx.add = -100,0,130
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color = 0

[State 2000, 2]
type = Helper
trigger1 = time%100 = 0 && time > 100
id = 2000
name = "Balls"
pos = 0,0
stateno = 10036
helpertype = normal
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 99999
size.xscale = 1
size.yscale = 1

[State 3040, 7]
type = EnvShake
trigger1 = Time = 2110
time = 10
ampl = -10
freq = 95
phase = 95

[State 3040, 7]
type = BGPalfx
trigger1 = Time >= 2110
time = 3
add = (256-(time)*256/30)*(-1), (256-(time)*256/30)*(-1), (256-(time)*256/30)*(-1)
under = 2

[State 2120, このヘルパーを消す]
type = DestroySelf
trigger1 = Time = 2111
;===================================================================
;-------------------------------------------------------------------
[Statedef 10036]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 10036
SprPriority = 9

[State 1100, 音を鳴らす]
type = PlaySnd
trigger1 = time = 1
value = 1030, 2
volume = 999999

[State 10032, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, 移動速度]
type = posSet
trigger1 = time = 0
y = 0 - ceil(random%222)

[State 1000, 移動速度]
type = VelSet
trigger1 = time = 1
trigger1 = p2dist x <=0
x = -5

[State 1000, 移動速度]
type = VelSet
trigger1 = time = 1
trigger1 = p2dist x >=0
x = 5

[State 1000, 移動速度]
type = VelSet
trigger1 = time >= 2
trigger1 = vel y = 0 
trigger1 = p2dist x = [-10,10]
trigger1 = p2dist y >= 1
x = 0
y = 5

[State 1000, 移動速度]
type = VelSet
trigger1 = time >= 2
trigger1 = vel y = 0 
trigger1 = p2dist x = [-10,10]
trigger1 = p2dist y <= 0
x = 0
y = -5

[State 1060, 2]
type = hitdef
trigger1 = 1
attr = C, HP
damage    = 5, 1
animtype = Medium
hitflag = MAFDP
guardflag =
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound   = s1030,1
guardsound = 6,0
ground.type = High
ground.slidetime = 200
ground.hittime  = 200
ground.velocity = 0
air.velocity = 0,0
down.velocity = 0,0
fall.recover = 0
air.fall = 1
fall = 1
yaccel = .52
palfx.time = 40
palfx.add         = -100,0,130
palfx.sinadd      = 110,110,110,10
palfx.invertall = 1
palfx.color     = 0

[State 1820, このヘルパーを消す]
type = DestroySelf
trigger1 = time = 100
;----------------------------------------------------
;------------------------------------------------------------
[Statedef 10140];reserb
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 10140
sprpriority = 999999

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

[State 1811]
type = HitOverride
trigger1 = Time >= 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 10140
time = 2
ignorehitpause = 1

[State 1881, 速度加算] ;重力
type = Velset
triggerall = vel x = 0
triggerall = time >= 200 
trigger1 = random = [500,999]
x = -0.5

[State 1881, 速度加算] ;重力
type = Velset
triggerall = vel x = 0
triggerall = time >= 200 
trigger1 = random <= 500
x = 0.5

[State 1881, 速度加算] ;重力
type = Velset
triggerall = 1
triggerall = vel x != 0
trigger1 = FrontEdgeBodyDist <= 10
x = -0.8

[State 1881, 速度加算] ;重力
type = Velset
triggerall = 1
triggerall = vel x != 0
trigger1 = backEdgeBodyDist <= 10
x = 0.8

[State 200, 1]
type = Posset
trigger1=1
y=10

[State 210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1040, 1
loop = 1
channel = 7
volume = -100

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 1060, 2]
type = hitdef
trigger1 = time%4 = 0
attr = C, HA
damage    = 25, 1
animtype = Medium
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
guardsound = 6,0
hitsound = s1040,ifelse(random<500,3,ifelse(random<500,4,5))
ground.type = High
ground.slidetime = 200
ground.hittime  = 200
ground.velocity = 0
air.velocity = 0,-2.5
down.velocity = 0,-1
fall.recover = 0
air.fall = ifelse((p2dist X = [-34,34]),1,0)
fall = ifelse((p2dist X = [-34,34]),1,0)
yaccel = .52
kill = 0
givepower = -50,-5
p2facing = ifelse(random<500,1,-1)

[State 1060, 2]
type = hitdef
trigger1 = time%4 = 0
trigger1 = Enemynear, pos Y <= -15
attr = C, HA
damage    = 35, 1
animtype = Medium
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
guardsound = 6,0
ground.type = High
ground.slidetime = 200
ground.hittime  = 200
ground.velocity = 0
hitsound = s1040,ifelse(random<500,3,ifelse(random<500,4,5))
air.velocity = ifelse(p2dist x > 0,8,-8),-4
down.velocity = 0,-5
fall.recover = 0
air.fall = 1
fall = 1
yaccel = .52
kill = 0
givepower = -80,-10
p2facing = ifelse(random<500,1,-1)

[State 1060, 2]
type = hitdef
trigger1 = time%6 = 0
trigger1 = Enemynear, pos Y <= -150
attr = C, HA
damage    = 50, 1
animtype = Medium
hitflag = MAFD
guardflag =
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = s1040,6
guardsound = 6,0
ground.type = High
ground.slidetime = 200
ground.hittime  = 200
ground.velocity = 0
air.velocity = ifelse(p2dist x > 0,9,-9),-18
down.velocity = 0,-5
fall.recover = 0
air.fall = 1
fall = 1
yaccel = .52
givepower = -100,-15

[State 406]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 409
ID       = 409
Pos      = Floor(FrontEdgeDist)+50,0
PosType  = P1
Facing   = -1
OwnPal   = 1
Size.Height = 999

[State 406]
Type     = Helper
Trigger1 = Time = 0
Stateno  = 409
ID       = 408
Pos      = -Floor(BackEdgeDist)+50,0
PosType  = P1
Facing   = 1
OwnPal   = 1
Size.Height = 999

[State 210, 1]
type = PlaySnd
Trigger1 = time = 3000
value = 1040, 0
channel = 7

[State 1510, 9]
type = changeanim
Trigger1 = time = 3000
value = 10141

[State 3012]
Type     = DestroySelf
Trigger1 = anim = 10141 && animtime = 0

;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
; ブラックホール  プッシュヘルパー
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[Statedef 409]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
Anim    = 10142

[State 409]
Type     = PlayerPush
Trigger1 = 1
Value    = 1
ignorehitpause = 1

[State 408]
Type = AssertSpecial
Trigger1 = Time = 0
flag = invisible
Flag2 = NoShadow

[State 409]
Type     = PosSet
Trigger1 = 1
Y        = EnemyNear,Pos Y

[State 409]
Type     = NotHitBy
Trigger1 = 1
Time     = 9999
Value    = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT

[State 409]
Type     = VelSet
Trigger1 = (ParentDist X >= 0)
X        = 8

[State 409]
Type     = VelSet
Trigger1 = (ParentDist X >= 0) && (P2BodyDist X <= 30)
X        = 3.5

[State 409]
Type     = VelSet
Trigger1 = ParentDist X = [-30,30]
X        = 0

[State 409]
Type     = PosAdd
Trigger1 = P2BodyDist X < -30
X        = -100

[State 3012]
Type     = DestroySelf
Trigger1 = time >= 3050
Trigger2 = time <= 3000
Trigger2 = numhelper(10140) = 0

;--------------------------------------------------
;-----------------------------------
;BLACK JUDGEMENT
[Statedef 10070]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 7900
poweradd = -5000
ctrl = 0

[State 0, PalFXWiz]
type = AllPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
pausemovetime = 99999
supermovetime = 99999

[State 200, 1]
type = Posset
trigger1=1
y=0
pausemovetime = 99999
supermovetime = 99999

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = nobg
flag3 = invisible
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA
pausemovetime = 99999
supermovetime = 99999

[State 3040, 7]
type = BGPalfx
trigger1 = 1
time = 2
add = -256,-256,-256
under = 2
pausemovetime = 99999
supermovetime = 99999

[State 3040, 7]
type = EnvColor
trigger1 = 1
value = 0,0,0
time = 3
under = 2
pausemovetime = 99999
supermovetime = 99999

[State 3040, 7]
type = BGPalfx
trigger1 = time=0
ignorehitpause = 1
time = 76
add = -256,-256,-256
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time=0
ignorehitpause = 1
value = 0,0,0
time = 76
under = 2
superpausetime=80000

[State 1510, 9]
type = removeexplod
triggerall = 1
trigger1 = roundstate != 2
trigger1 = root,winko = 1
trigger2 = roundstate != 2
trigger2 = root,winko != 1
trigger2 = animelem = 116
ID = 7900

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 7601
id = 7601
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
ownpal = 0
removetime=215
ignorehitpause = 1
sprpriority = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 7900
id = 7900
sprpriority = 9999999
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
under = 99
ownpal = 0
;SuperMove = 0
trans=sub
removetime=-1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 7900
id = 7900
sprpriority = 999999999999999
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
under = 99
ownpal = 0
;SuperMove = 0
trans=add
removetime=-1
ignorehitpause = 1

[State 1020, 4]
type = EnvShake
trigger1 = Animelem = 12 || Animelem = 28 || Animelem = 34 || Animelem = 41 ||Animelem = 44 || Animelem = 46 || Animelem = 55 || Animelem = 60 || Animelem = 63 || Animelem = 66 || Animelem = 69 || Animelem = 75
trigger2 = Animelem = 79 || Animelem = 84 || Animelem = 88 || Animelem = 98
time = 30
ampl = -10
freq = 95
phase = 95

[State 2000, 2]
type = Helper
trigger1=time>=0
trigger1=numhelper(2007)=0
id = 2007
name = "BLACK DMG"
pos = 0,0
postype = p2
stateno = 10750
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1

[State 1510, 9]
type = changestate
trigger1 = roundstate != 2
value=10073
;--------------------------------
[Statedef 10073]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 10042
sprpriority = 3

[State 1510, 9]
type = removeexplod
triggerall = 1
trigger1 = roundstate != 2
ID = 7601

[State 1510, 9]
type = removeexplod
triggerall = 1
trigger1 = roundstate != 2
ID = 7900

[State 1000, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 120, 50

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 6998, Rumble]
type  = envshake
trigger1 = time = 0
freq  = 120
time  = 150
ampl  = -3

[State 1000, 0]
type = BGPalFX
trigger1 = time >= 0
time = 1
add = (0 + time),(0 + time),(0 + time)
mul = (0 + time),(0 + time),(0 + time)
invertall = 0
color = 256
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 1000, 0]
type = EnvColor
trigger1 = time <= 1
value = 0,0,0
time = 1
under = 0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0 ||Time = 20 || Time = 50 || Time = 64
value = 1080,0
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0 ||Time = 20 || Time = 50 || Time = 64
value = 1080,1
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0 ||Time = 20 || Time = 50 || Time = 64
value = 1080,2
volume = 999

[State 1000, 0]
type = DestroySelf
trigger1 = roundstate = 5
;--------------------------------
[Statedef 10750]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 10042
sprpriority = 3

[State 2000, 6]
type = PlaySnd
trigger1 = helper(10070),animelem = 109
value = 1040,7
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 24 || Time = 54 || Time = 68 || Time = 82 || Time = 90 || Time = 106 || Time = 114 || time = 120 || Time = 124 || Time = 134 || Time = 149 || Time = 164 || Time = 174 || Time = 196   
value = 1080,0
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 24 || Time = 54 || Time = 68 || Time = 82 || Time = 90 || Time = 106 || Time = 114 || time = 120 || Time = 124 || Time = 134 || Time = 149 || Time = 164 || Time = 174 || Time = 196   
value = 1080,1
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 16 || Time = 50 || Time = 64 || Time = 78 || Time = 86 || Time = 102 || Time = 110 || time = 116 || Time = 120 || Time = 130 || Time = 145 || Time = 160 || Time = 170 || Time = 192   
value = 1080,2
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 24 || Time = 54 || Time = 68 || Time = 82 || Time = 90 || Time = 106 || Time = 114 || time = 120 || Time = 124 || Time = 134 || Time = 149 || Time = 164 || Time = 174 || Time = 196   
value = 284,6
volume = -145

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 197
value = 1030,4
volume = 5555

[State 2000, 6]
type = PlaySnd
trigger1 = random <= 500
trigger1 = Time = 24 || Time = 54 || Time = 68 || Time = 82 || Time = 90 || Time = 106 || Time = 114 || time = 120 || Time = 124 || Time = 134 || Time = 149 || Time = 164 || Time = 174 || Time = 196   
value = 1045,4

[State 2000, 6]
type = PlaySnd
trigger1 = random >= 500
trigger1 = Time = 24 || Time = 54 || Time = 68 || Time = 82 || Time = 90 || Time = 106 || Time = 114 || time = 120 || Time = 124 || Time = 134 || Time = 149 || Time = 164 || Time = 174 || Time = 196   
value = 1050,1

[State 2000, 6]
type = PlaySnd
triggerall = random <= 500
trigger1 = Time = 16 || Time = 50 || Time = 64 || Time = 78 || Time = 86 || Time = 102 || Time = 110 || time = 116 || Time = 120 || Time = 130 || Time = 145 || Time = 160 || Time = 170 || Time = 192   
trigger2 = Time = 24 || Time = 54 || Time = 68 || Time = 82 || Time = 90 || Time = 106 || Time = 114 || time = 120 || Time = 124 || Time = 134 || Time = 149 || Time = 164 || Time = 174 || Time = 196   
value = 1040,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 16 || Time = 50 || Time = 64 || Time = 78 || Time = 86 || Time = 102 || Time = 110 || time = 116 || Time = 120 || Time = 130 || Time = 145 || Time = 160 || Time = 170 || Time = 192   
value = 3100,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 24 || Time = 54 || Time = 68 || Time = 82 || Time = 90 || Time = 106 || Time = 114 || time = 120 || Time = 124 || Time = 134 || Time = 149 || Time = 164 || Time = 174 || Time = 196   
value = 1,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20 || Time = 50 || Time = 64 || Time = 78 || Time = 86 || Time = 102 || Time = 110 || time = 116 || Time = 120 || Time = 130 || Time = 145 || Time = 160 || Time = 170 || Time = 192   
value = 1080,3
volume = -66

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 16 || Time = 50 || Time = 64 || Time = 78 || Time = 86 || Time = 102 || Time = 110 || time = 116 || Time = 120 || Time = 130 || Time = 145 || Time = 160 || Time = 170 || Time = 192   
value = 1080,4

[State 2000, 6];curse voices
type = PlaySnd
trigger1 = roundstate = 2
trigger1 = Time = 24 || Time = 54 || Time = 68 || Time = 82 || Time = 90 || Time = 106 || Time = 114 || time = 120 || Time = 124 || Time = 134 || Time = 149 || Time = 164 || Time = 174 || Time = 196   
value = 120,random % 58
volume = -200 + ceil(random%300)

[State 1000, 0]
type = posset
trigger1 = 1
x = 0
y = 0

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 640, 1];上方
type = Projectile
triggerall=1
trigger1=time=24
trigger2=time=196
trigger3=time>=24
trigger3=time<=200
trigger3=random<=123
ProjID=10042
Projanim=10042
attr = S, HA
Projremove=0
Projremovetime=13
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=160,-240
damage = 15,10
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,-1
air.velocity = 0,ifelse(enemynear,POS Y <= -100,5,-1)
air.juggle = 0
fall = 1
guardflag = 
hitflag=MAFLPD
givepower= -50

[State 640, 1];上方
type = Projectile
trigger1=1
trigger1=time=54
ProjID=10042
Projanim=10042
attr = S, HA
Projremove=0
Projremovetime=13
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy = 999, -999
Offset=65,-240
damage = 25,20
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,-0.1
air.velocity = 0,-0.1
air.juggle = 0
fall = 1
guardflag = 
hitflag=MAFLPD
givepower=-100

[State 640, 1];上方
type = Projectile
trigger1=1
trigger1=time=68
ProjID=10042
Projanim=10042
getpower = 0
attr = S, HA
Projremove=0
Projremovetime=13
Velocity=0
Projespriority=9999999999999
postype=back
sparkxy=999,-999
Offset=250,-240
damage = 35,10
hitpausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,-0.1
air.velocity = 0,-0.1
air.juggle = 0
fall = 1
guardflag = 
hitflag=MAFLD
givepower=-200

[State 640, 1];上方
type = Projectile
trigger1=1
trigger1=time>=82
trigger1=time<=210
getpower= 0
ProjID=10042
Projanim=10042
attr = S, HA
Projremove=0
Projremovetime=13
Velocity=0
Projespriority=9999999999999
sparkxy = 999, -999
Offset=0,-240
damage = 10
pausetime=0,1
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,-0.1
air.velocity = 0,-0.1
air.juggle = 0
fall = 1
guardflag = 
hitflag=MAFLPD
givepower=-150

;------------------------
[State 640, 1];上方
type = Projectile
trigger1=1
trigger1=roundstate!=2
trigger1=root,winko = 1
getpower= 0
ProjID=10042
Projanim=10042
attr = S, HA
Projremove=0
Projremovetime=-1
Velocity=0
Projespriority=9999999999999
Offset=0,0
sparkxy = 999, -999
damage = 10
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0
air.velocity = 0,0
air.juggle = 0
fall = 1
hitflag=MAFLPD
givepower=-300
hitsound = -1
p2stateno = 6996

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = roundstate!=2
trigger1 = root,winko = 1
pos = 0,9999999

[State 1510, 9]
type = destroyself
trigger1 = helper(10070),animelem=116
trigger2 = roundstate >= 4

;----------------------------------------------------------
;--------------------------------------------------------------------------------------------------
;VICTIM
[Statedef 6996]
type    = A
movetype= H
physics = N
juggle  = 6
velset = 0,99999
ctrl = 0
sprpriority = -100

[State 1000, 0]
type = EnvColor
trigger1 = time <= 5
value = 0,0,0
time = 1
under = 0
ignorehitpause = 1

[State 1000, 3]
type = playerpush
trigger1 = 1
value = 0

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

[State 192, 3]
type = destroyself
trigger1 = ishelper

[State 192, 速度加算] ;重力
type = posset
trigger1 = 1
y = 999998

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

[State 6998,Final]
type = lifeset
trigger1 = 1
value = 0
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State -2, 喰らい]
type = PlaySnd
trigger1 = Time = 0
value = 11,0
volume = 9999

[State 9010, 3]
type = Selfstate
trigger1 = time >= 5
value = 5150
ctrl = 0

;=================================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Yukkuri
[Statedef 10123]
type     = A
movetype = A
physics  = N
ctrl = 0
anim = 1420
velset = 0,-4.1
sprpriority = 6

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

[State 202, ヒット定義]
type = HitDef                ;攻撃ヒット定義（Hit Definition）のステートコントローラ
trigger1 = Time = 0     ;攻撃判定ボックスがあればアニメーション３番目のコマで適用されます
attr = A, NA                 ;攻撃属性: これは Standing, Normal Attack（立ち通常攻撃）、重要項目です
damage = 40, 4               ;相手に与えるダメージ（ヒットした時,ガードされた時）
animtype = Hard             ;当たった時の相手のアニメの種類: Light, Medium, Hard, Back, Up, DiagUp
guardflag = HA               ;相手が立ち・しゃがみ・空中どのガードが出来るかを決めます（MiddleAir 全部ガードされます）
hitflag = MAFD                ;相手がどの状態の時で攻撃を当てられるかを決めます（MiddleAirFall）
priority = 3, Hit            ;攻撃優先度: 0 (最低) 7 (最高) 4がデフォルト・種類はHit/Miss/Dodge (デフォルト：Hit)
pausetime = 4, 8             ;攻撃を当てた時の自分と相手の硬直時間（自分,相手）
sparkno = 3                  ;ヒットスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
guard.sparkno = 40           ;ガードスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
sparkxy = -10, -0           ;ヒットスパークの位置（Ｘ軸,Ｙ軸）
hitsound = 5, 4              ;ヒットサウンド（Sを付けると自分のSNDファイルから）
guardsound = 6, 0            ;ガードサウンド（Sを付けないとMUGENデフォルトから）
ground.type = High           ;当たった時の地上の相手のアニメの属性　High：頭、体, Low：足, Trip：足払い
ground.slidetime = 5         ;当たった時の地上の相手がのけぞる時間
ground.hittime  = 24         ;当たった時の地上の相手のやられ状態の時間
ground.velocity = -1,0       ;当たった時の地上の相手の初速度（Ｘ軸,Ｙ軸）
airguard.velocity = -1.9,-.8 ;ガードされた時の空中の相手の初速度 (デフォルト：(air.xvel*1.5, air.yvel/2))
air.type = High              ;当たった時の空中の相手のアニメの属性: High, Low, Trip (デフォルト：ground.typeと同じになる)
air.velocity = -1,0       ;当たった時の空中の相手の初速度（Ｘ軸,Ｙ軸）
air.hittime = 24             ;当たった時の空中の相手のやられ状態の時間
p2facing = 1
fall = 1
fall.recovertime = 40 ;相手が吹っ飛び中に空中受け身が可能になるまでの時間（つまりその間は空中受け身不可）
yaccel = .4 ;ヒット時相手吹っ飛びのＹ軸方向に速度を加える
guard.kill = 0

[State 1000, 3]
type = turn
trigger1 = 1
trigger1 = p2dist X <= 0

[State 192, 速度加算] ;重力
type = VelAdd
trigger1 = Time >= 50
y = 1

[State -2, 喰らい]
type = PlaySnd
trigger1 = Time = 1
value = 1123,0
volume = 9999

[State -2, 喰らい]
type = PlaySnd
trigger1 = Time = 35
value = 1123,1
volume = 9999

[State 192]
type = ChangeState
trigger1 = pos Y >= -10
value = 1421
ctrl = 0
;---------------------------------------------------------------------------
;Yukkuri Y = 0
[Statedef 1421]
type     = A
movetype = I
physics  = N
ctrl = 0
anim = 1421
velset = 0,0
sprpriority = 6

[State 1000, 3]
type = playerpush
trigger1 = 1
value = 1

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

[State -2, 喰らい]
type = PlaySnd
trigger1 = Time = 0
value = 1123,2
volume = 999

[state 500,4]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1

[State 192, 速度加算] ;重力
type = posset
trigger1 = 1
y = 4

[State 705]
type = ChangeState
trigger1 = roundstate >= 3
value = 1426
ctrl = 0

[State 192]
type = ChangeState
trigger1 = time >= 100
trigger1 = random <= 100
value = 1422
ctrl = 0

;------------------------------------------------------------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------------------------------------------------------------
;ゆっくりお茶
[Statedef 1422]
type = C
movetype = A
physics = C
ctrl = 0
velset = 0,0
anim = 1422
sprpriority = 6

[State 1000, 3]
type = turn
trigger1 = time = 0
trigger1 = p2bodydist X <= -10

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

[State -2, 喰らい]
type = PlaySnd
trigger1 = Time = 0
value = 1123,3+1*(random<=500)
volume = 999
channel = 3

[State 700, ゲージ増加音]
type = PlaySnd
trigger1 = animelemtime(6) > 1 && time%20 = 0
value = 1123,7
volume = 999

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

[State 1811]
type = HitOverride
trigger1 = Time >= 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 10046
time = 2
ignorehitpause = 1

[State 3261, 攻撃]
type = hitdef
trigger1 = time%10 = 0
attr = S, HA
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = s1070,4
guardsound = -1
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
ground.Type = High
ground.slidetime = 11
guard.slidetime = 11
ground.hittime  = 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 11
ground.velocity = 0, 0
air.velocity = 0, 0
numhits = 0
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = 0
getpower = 0,0
givepower = 0,0
palfx.time = 6
palfx.add         = 0,0,0
palfx.sinadd      = 100,0,0,12

[state 700,湯のみヘルパー]
type = Helper
trigger1 = time = 3
helpertype = normal
name = "yunomi"
ID = 710
pos = 45,0
facing = ifelse(facing = 1,1,-1)
stateno = 710
keyctrl = 0
ownpal = 1
bindtime = -1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
size.shadowoffset = 10

[State 700, ゲージ増加]
type = PowerAdd
trigger1 = animelemtime(6) > 1
value = 10

[State 700, ゲージ増加音]
type = PlaySnd
trigger1 = animelemtime(6) > 1 && time%20 = 0
value = 100,7

[State 700]
type = PalFX
trigger1 =  animelemtime(6) > 1 && time%6 = 0
time = 6
add = 0,0,0
sinadd = 100,0,0,12

[State 700]
type = ChangeState
triggerall = root,Alive
triggerall = animelemtime(6) > 3
trigger1 = roundstate = 3
trigger2 = root,life = lifemax 
trigger2 = root,power >= 3000
value = 1426
ctrl = 0

[State 700]
type = ChangeState
triggerall = root,Lose
triggerall = animelemtime(6) > 3
trigger1 = roundstate >= 3
value = 1426
ctrl = 0
;---------------------------------------------------------------------------
;お茶終了
[Statedef 1426]
type = S
movetype = I
physics = S
ctrl = 0
anim = ifelse(prevstateno = 1421,1421,1426)
sprpriority = 6

[State -2, 喰らい]
type = PlaySnd
trigger1 = Time = 0
value = 1123,5
volume = 999
channel = 3

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

[State 705]
type = ChangeState
triggerall = roundstate >= 3
triggerall = animelemtime(5) >= 2
trigger1 = root,stateno = 5150
trigger2 = root,anim = 170
value = 1429
ctrl = 0

[State 705]
type = ChangeState
trigger1 = root,stateno = 181
trigger1 = roundstate = 4
value = 1428
ctrl = 0

[State 705]
type = ChangeState
trigger1 = roundstate = 2 && time = 50
value = 1427
ctrl = 0

;---------------------------------------------------------------------------
;お茶終了 なし
[Statedef 1427]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1427
sprpriority = 5

[State -2, 喰らい]
type = PlaySnd
trigger1 = Time = 31
value = 1123,2
volume = 999

[State 705]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;お茶終了　勝ち
[Statedef 1428]
type = S
movetype = I
physics = S
ctrl = 0
anim = ifelse(random<500,1428,1429)
sprpriority = 6

[State 1000, 3]
type = playerpush
trigger1 = 1
value = 1

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

[State 180, 3]
type = AssertSpecial
triggerall = time = [0,9999]
trigger1 = anim = 1429
flag = roundnotover

[State 180, 3]
type = AssertSpecial
triggerall = random <= 50
triggerall = time != [0,9999]
trigger1 = anim = 1429
flag = roundnotover

[State 1005, NoShadow]
type = AssertSpecial
trigger1 = animelemtime(5) >= 0
trigger1 = anim = 1429
flag = Nomusic
ignorehitpause = 1

[state 500,4]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 2
ignorehitpause = 1

[State -2, 喰らい]
type = PlaySnd
trigger1 = animelem = 6
value = 1123,2+3*(anim = 1429)
volume = 999

[State -2, 喰らい]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = anim = 1429
value = 1123,23
loop = 1
volume = 255

[State -2, 喰らい]
type = PlaySnd
trigger1 = animelem = 5
trigger1 = anim = 1429
value = 1123,23
loop = 1
volume = 255
;---------------------------------------------------------------------------
;お茶終了 死
[Statedef 1429]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1430
sprpriority = 5

[State 1000, 3]
type = playerpush
trigger1 = 1
value = 1

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

[State -2, 喰らい]
type = PlaySnd
trigger1 = animelem = 3
value = 120,57
volume = 999

;---------------------------------------------------------------------------
;湯のみ
[Statedef 710]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1423
sprpriority = 7

[state 710,湯気]
type = Explod
trigger1 = time%30 = 0
anim = 1424
ID = 1424
pos = -5, -10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, -0.5
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 0.5, 0.5
sprpriority = 8
ownpal = 1

[state 710,帰りへ]
type = changestate
trigger1 = numhelper(10123) = 0
trigger2 = roundstate = 3
value = 715

[state 710,帰りへ]
type = changestate
trrigerall = helper(10123),stateno = 1426
trigger1 = roundstate = 3
trigger2 = root,life = lifemax
trigger2 = root,power >= 3000
value = 715
;---------------------------------------------------------------------------
;湯のみ帰り
[Statedef 715]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1425
sprpriority = 7

[state 715,消滅]
type = DestroySelf
trigger1 = animtime = 0

; ____________________________________________________________________________________________________
;/ Rock Throw - Big Rock
[Statedef 21003]
type = S
movetype = A
physics = N
ctrl = 0
anim = 10147

[State 1003, Gravity]
type = Gravity
trigger1 = 1

[State 1003, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = S, NA
hitflag = MAFD
guardflag =
animtype = Hard
priority = 4, Hit
damage = 100,10
pausetime = 0,1
sparkxy = -5,-10
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 15
ground.hittime = 15
air.hittime = 15
ground.velocity = -4
guard.velocity = -3
air.velocity = -4, -3
airguard.velocity = -3
ground.cornerpush.veloff = 0

[State 1003, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1003, NotHitBy]
type = playerpush
trigger1 = 1
value = 1

[State 1101, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 1003, EnvShake]
type = EnvShake
trigger1 = Pos Y >= 0
time = 20
ampl = -2

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = Pos Y >= 0
value = 1045,4
volume = 999
[State 1003, PlaySnd]
type = PlaySnd
trigger1 = Pos Y >= 0
value = 1045,6
volume = 999

;-
[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-5
velocity = 10 - ceil(random%20),-4 - ceil(random%20)
accel = 0,0.3
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 15
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0
ignorehitpause = 1
[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-5
velocity = 5 - ceil(random%10),-4 - ceil(random%10)
accel = 0,0.4
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 20
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0
ignorehitpause = 1
[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-5
velocity = 5 - ceil(random%10),-4 - ceil(random%10)
accel = 0,0.5
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 20
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0
ignorehitpause = 1
[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-5
velocity = 5 - ceil(random%10),-4 - ceil(random%10)
accel = 0,0.6
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 20
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0
ignorehitpause = 1
[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-20
velocity = 5 - ceil(random%10),-4 - ceil(random%10)
accel = 0,0.5
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 20
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0
ignorehitpause = 1
[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-5
velocity = 10 - ceil(random%20),-4 - ceil(random%20)
accel = 0,0.3
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 20
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0
ignorehitpause = 1
[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-5
velocity = 5 - ceil(random%10),-4 - ceil(random%10)
accel = 0,0.4
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 20
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0
ignorehitpause = 1
[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-5
velocity = 5 - ceil(random%10),-4 - ceil(random%10)
accel = 0,0.5
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 20
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0
ignorehitpause = 1
[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-5
velocity = 5 - ceil(random%10),-4 - ceil(random%10)
accel = 0,0.6
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 20
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0
ignorehitpause = 1
[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-20
velocity = 5 - ceil(random%10),-4 - ceil(random%10)
accel = 0,0.5
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 20
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0
ignorehitpause = 1

[State 1003, Small Rock]
type = Helper
trigger1 = Pos Y >= 0
trigger1 = numhelper(1005) <= 1
trigger1 = random <= 100
Persistent = 0
id = 1005
pos = 0,-20
facing = -1 + (random <= 500) * 2
stateno = 1005
ownpal = 1
helpertype = normal
ignorehitpause = 1
Keyctrl = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
size.xscale = 0.8
size.yscale = 0.8

[State 1003, Small Rock 2]
type = Helper
trigger1 = numhelper(1006) <= 1
trigger1 = Pos Y >= 0
trigger1 = random <= 100
Persistent = 0
id = 1006
pos = 5,-10
facing = -1 + (random <= 500) * 2
stateno = 1005
ownpal = 1
helpertype = normal
ignorehitpause = 1
Keyctrl = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
size.xscale = 0.8
size.yscale = 0.8

[State 1003, Small Rock 3]
type = Helper
trigger1 = Pos Y >= 0
trigger1 = numhelper(1007) <= 1
trigger1 = random <= 100
Persistent = 0
id = 1007
pos = 5,-5
facing = -1
stateno = 1005
ownpal = 1
helpertype = normal
ignorehitpause = 1
Keyctrl = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
size.xscale = 0.8
size.yscale = 0.8

[State 1003, Small Rock 4]
type = Helper
trigger1 = Pos Y >= 0
trigger1 = numhelper(1008) <= 1
trigger1 = random <= 100
Persistent = 0
id = 1008
pos = 0,0
facing = -1 + (random <= 500) * 2
stateno = 1005
ownpal = 1
helpertype = normal
ignorehitpause = 1
Keyctrl = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
size.xscale = 1
size.yscale = 1
;-
[State 1003, DestroySelf]
type = DestroySelf
trigger1 = 1
trigger1 = Pos Y >= 1
ignorehitpause = 1

; ____________________________________________________________________________________________________
;/ Rock Throw - Small Rock
[Statedef 1005]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 0+ceil(random%5)
Anim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))

[State 1005, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1005, Helper(1005) VelSet]
type = VelSet
trigger1 = Time = 0
trigger1 = numHelper(1005)
trigger1 = IsHelper(1005)
x = 4
y = -6 - ceil(random%10)
ignorehitpause = 1

[State 1005, Helper(1006) VelSet]
type = VelSet
trigger1 = Time = 0
trigger1 = numHelper(1006)
trigger1 = IsHelper(1006)
x = 3
y = -8 - ceil(random%10)
ignorehitpause = 1

[State 1005, Helper(1007) VelSet]
type = VelSet
trigger1 = Time = 0
trigger1 = numHelper(1007)
trigger1 = IsHelper(1007)
x = 1
y = -9 - ceil(random%10)
ignorehitpause = 1

[State 1005, Helper(1008) VelSet]
type = VelSet
trigger1 = Time = 0
trigger1 = numHelper(1008)
trigger1 = IsHelper(1008)
x = 2
y = -4 - ceil(random%10)
ignorehitpause = 1

[State 1005, Helper(1009) VelSet]
type = VelSet
trigger1 = Time = 0
trigger1 = numHelper(1009)
trigger1 = IsHelper(1009)
x = 0+ ceil(random%10)
y = -5- ceil(random%10)
ignorehitpause = 1

[State 1005, Gravity]
type = Gravity
trigger1 = time >= 1

[State 1005, HitDef]
type = HitDef
trigger1 = time%25 = 0
attr = A, NA
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0

[State 1005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1005, DestroySelf]
type = changestate
triggerall = random <= 500
trigger1 = pos y > 14
trigger2 = time >= 99
value = ifelse(random<500,1820,1988)
ignorehitpause = 1

[State 1005, DestroySelf]
type = DestroySelf
trigger1 = pos y > 15
trigger2 = time >= 100
ignorehitpause = 1

; ____________________________________________________________________________________________________
;/ Rock Throw - Golem
[Statedef 22003]
type = S
movetype = A
physics = N
ctrl = 0
anim = 10145
sprpriority = 5

[State 1003, Gravity]
type = turn
trigger1 = p2dist X < 0
ignorehitpause = 1

[State 1003, Gravity]
type = Gravity
trigger1 = time > 10

[State 1003, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = S, NA
hitflag = MAFD
guardflag =
animtype = Hard
priority = 4, Hit
damage = 200,10
pausetime = 0,1
sparkxy = -5,-10
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 15
ground.hittime = 15
air.hittime = 15
ground.velocity = -4
guard.velocity = -3
air.velocity = -4, -3
airguard.velocity = -3
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1003, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1003, NotHitBy]
type = playerpush
trigger1 = 1
value = 1
ignorehitpause = 1

[State 1101, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
ignorehitpause = 1

[State 1820]
type = EnvShake
trigger1 = Pos Y >= 0
time = 50
freq = 100
ampl = 10

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = Pos Y >= 0
value = 1045,5

[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-5
velocity = 4 - ceil(random%8),-9 - ceil(random%20)
accel = 0,0.2
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 15
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0
ignorehitpause = 1
[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-5
velocity = 5 - ceil(random%10),-8 - ceil(random%10)
accel = 0,0.3
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 20
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0
ignorehitpause = 1
[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-5
velocity = 4 - ceil(random%8),-7 - ceil(random%10)
accel = 0,0.4
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 20
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0
ignorehitpause = 1
[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-5
velocity = 4 - ceil(random%8),-6 - ceil(random%10)
accel = 0,0.5
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 20
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0
ignorehitpause = 1
[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-20
velocity = 5 - ceil(random%8),-5 - ceil(random%10)
accel = 0,0.6
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 20
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0
[State 1005, HitDef]
type = projectile
trigger1 = Pos Y >= -5
trigger1 = 1
attr = A, NA
offset = 0,-20
velocity = 5 - ceil(random%8),-5 - ceil(random%10)
accel = 0,0.6
projID = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projanim = ifelse(random<500,10148,ifelse(random<500,10149,ifelse(random<500,10248,10249)))
projscale = 1,1
projshadow = 0,0,0
projhits = 999
projmisstime = 20
projpriority = -1+ceil(random%10)
projremovetime = -1
projheightbound = -2000000000,0
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
guardflag =
hitflag = MAFD
animtype = Light
priority = 4, Hit
damage = 50,30
sparkxy = -5,-10
pausetime = 0,1
hitsound = s1,0
guardsound = 6,0
air.type = Low
ground.slidetime = 35
ground.hittime = 35
air.hittime = 35
ground.velocity = 4
guard.velocity = 3
air.velocity = 4
airguard.velocity = 3
ground.cornerpush.veloff = 0

[State 1003, Small Rock]
type = Helper
trigger1 = Pos Y >= 0
trigger1 = numhelper(1005) <= 1
trigger1 = random <= 100
Persistent = 0
id = 1005
pos = 0,-20
facing = -1 + (random <= 500) * 2
stateno = 1005
ownpal = 1
helpertype = normal
ignorehitpause = 1
Keyctrl = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
size.xscale = 0.8
size.yscale = 0.8

[State 1003, Small Rock 2]
type = Helper
trigger1 = numhelper(1006) <= 1
trigger1 = Pos Y >= 0
trigger1 = random <= 100
Persistent = 0
id = 1006
pos = 5,-10
facing = -1 + (random <= 500) * 2
stateno = 1005
ownpal = 1
helpertype = normal
ignorehitpause = 1
Keyctrl = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
size.xscale = 0.8
size.yscale = 0.8

[State 1003, Small Rock 3]
type = Helper
trigger1 = Pos Y >= 0
trigger1 = numhelper(1007) <= 1
trigger1 = random <= 100
Persistent = 0
id = 1007
pos = 5,-5
facing = -1
stateno = 1005
ownpal = 1
helpertype = normal
ignorehitpause = 1
Keyctrl = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
size.xscale = 0.8
size.yscale = 0.8

[State 1003, Small Rock 4]
type = Helper
trigger1 = Pos Y >= 0
trigger1 = numhelper(1008) <= 1
trigger1 = random <= 100
Persistent = 0
id = 1008
pos = 0,0
facing = -1 + (random <= 500) * 2
stateno = 1005
ownpal = 1
helpertype = normal
ignorehitpause = 1
Keyctrl = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
size.xscale = 1
size.yscale = 1

[State 1003, Quake]
type = Helper
trigger1 = Pos Y >= 0
trigger1 = numhelper(1010) = 0
Persistent = 0
id = 1010
pos = 0,0
stateno = 1010
ownpal = 1
helpertype = normal
ignorehitpause = 1
Keyctrl = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -2, 空中ジャンプ回数リセット]
type = Varset
trigger1 = 1
trigger1 = Pos Y <= -5
v = 15
value = 0
ignorehitpause=1

[State -2, 空中ジャンプ回数リセット]
type = Varadd
trigger1 = time = 0
trigger1 = Pos Y >= -5
v = 15
value = 1
ignorehitpause=1

[State 1003, DestroySelf]
type = changestate
trigger1 = Pos Y >= 0
value = 2500
ignorehitpause = 1

;------------------
;GodStone
[Statedef 2500]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 10145
sprpriority = 5

[State 3200, 飛び道具を出す] 
type = Projectile
trigger1 = root,stateno = 3200
trigger1 = root,AnimElemTime(3) = 0
trigger2 = root,stateno = 3202
trigger2 = random <= 100
trigger2 = numprojID(4500) = 0
trigger3 = root,stateno = 3201
trigger3 = root,AnimElem = 3
trigger4 = root,stateno = 3201
trigger4 = root,AnimElem = 7
trigger5 = root,stateno = 3201
trigger5 = root,AnimElem = 11
trigger6 = root,stateno = 3201
trigger6 = root,AnimElem = 15
trigger7 = root,stateno = 3201
trigger7 = root,AnimElem = 19
trigger8 = root,stateno = 3201
trigger8 = root,AnimElem = 23
attr = S, HP
damage = 100, 5
getpower = 0
animtype = Up
pausetime = 0,12
offset = 13,-32
velocity = 0,0
accel = 0,0
projID = 4500
projanim = 4600
projscale = 1,1.5
projshadow = 0,0,0
projhits = 999
projmisstime = 1
projpriority = 10
projremovetime = 14
guardflag =
hitflag = MAFD
priority = 6
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-10
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 2100,sift]
type = posset
trigger1 = 1
y=0

[State -1]
Type = Explod
Trigger1 = Time = 0
Anim = 10246
ID = 10246
Pos = 5,0
PosType = P1
Ownpal = 1
Scale= 0.5,0.5
SprPriority = 6
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
RemoveTime = -2

[State 1811]
type = NotHitBy
trigger1 = Time <= 10
value = SCA, AA, AP, AT, NA, NP, NT, SA, SP, ST, HA, HP, HT
time = 10

[State 1811]
type = HitOverride
trigger1 = Time >= 10
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 22003
time = 2


[State 1811]
type = NotHitBy
trigger1 = Time >= 10
value = , AT
time = 2

[State 9999, 2]
type = AllPalFX
trigger1 = time = 500
trigger2 = var(15) >= 100
time = 5
add = 0,0,0
mul = 128,128,128
sinadd = 256,256,256,10
invertall = 0
color = 256

[State 1009, 画像の色]
type = PalFX
trigger1 = time = 500
trigger2 = var(15) >= 50
time = 10
add = 255,255,255
IgnoreHitPause = 1

[State -1, EnvShake]
Type = EnvShake
trigger1 = time = 500
trigger2 = var(15) >= 50
Time  = 10
Ampl  = 4
Freq  = 90

[State 1820, このヘルパーを消す]
type = DestroySelf
trigger1 = time = 501
trigger2 = var(15) >= 50

;---------------------------------------------------------------------------
:Quake
[Statedef 1010]
type    = C
movetype= A
physics = N
anim = 10245
velset = 0,0
ctrl = 0

[State 2100,sift]
type = posset
trigger1 = 1
y=0

[State 852, ヒット定義]
type = HitDef                    ;攻撃ヒット定義（Hit Definition）のステートコントローラ
trigger1 = !movecontact          ;攻撃判定ボックスがあればアニメーション３番目のコマで適用されます
affectteam = B
attr = C, NA                     ;攻撃属性: これは Standing, Normal Attack（立ち通常攻撃）
damage = 10                      ;相手に与えるダメージ（ヒットした時,ガードされた時）
animtype = Hard                  ;当たった時の相手のアニメの種類: Light, Medium, Hard, Back, Up, DiagUp (デフォルト：Light)
pausetime = 0, 0                 ;攻撃を当てた時の自分と相手の硬直時間（自分,相手）
sparkno = -1                     ;ヒットスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
hitsound = 0, 0                  ;ヒットサウンド（PlaySndと同じやり方）
guardsound = 0, 0                ;ガードサウンド（PlaySndと同じやり方）
ground.type = High               ;当たった時の地上の相手のアニメの属性: High, Low, Trip (デフォルト：High)
ground.slidetime = 1             ;当たった時の地上の相手がのけぞる時間
ground.hittime  = 1              ;当たった時の地上の相手のやられ状態の時間
ground.velocity = -1,0           ;当たった時の地上の相手の初速度（Ｘ軸,Ｙ軸）     
fall = 1                         ;当たった時の空中の相手のやられ状態の時間

[State 852, ステート変更]
type = destroyself
trigger1 = time >= 2
ignorehitpause = 1

;--------------------------------------------------
;-----------------------------------
;BLACK HOLE
[Statedef 12340]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 7600
poweradd = -1000
ctrl = 0

[State 1005, DestroySelf]
type = changestate
triggerall = 1 || 0 || !time || (random)
trigger1 = p2name = "Donald" || p4name = "Donald"
trigger1 = enemynear,authorname = "kishio&&Donalddesu"
value = 16500
ignorehitpause = 1

[State -2, 黒ドナルド攻撃力アップ]
type = attackmulset
trigger1 = 1
value = (random)*2
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 0, PalFXWiz]
type = AllPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256

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

[State 200, 1]
type = Posset
trigger1=1
y=0

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = nobg
flag3 = invisible
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3000, BG Black]
type = EnvColor
trigger1 = 1
value = 0,0,0
under = 1
time = 5
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
persistent = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = globalnoshadow
flag2 = noshadow
flag3 = invisible
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
persistent = 1

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA
pausemovetime = 99999
supermovetime = 99999

[State 3040, 7]
type = BGPalfx
trigger1 = 1
time = 3
add = -256,-256,-256
under = 1
pausemovetime = 99999
supermovetime = 99999

[State 3040, 7]
type = EnvColor
trigger1 = 1
value = 0,0,0
time = 3
under = 1
pausemovetime = 99999
supermovetime = 99999

[State 3040, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 3
add = -256,-256,-256
under = 1
pausemovetime = 99999
supermovetime = 99999

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0
time = 3
under = 1
pausemovetime = 99999
supermovetime = 99999

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 7601
id = 7601
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
ownpal = 0
removetime=215
ignorehitpause = 1
sprpriority = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 7600
id = 7600
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
ownpal = 0
trans=sub
removetime=-2
ignorehitpause = 1
sprpriority = 999999999999999999999999999999999999999999999999999999999999999999
ontop = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 7600
id = 7600
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
ownpal = 0
trans=add
removetime=-2
ignorehitpause = 1
sprpriority = 999999999999999999999999999999999999999999999999999999999999999999
ontop = 1
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = time%25 = 0
time = 30
ampl = -10
freq = 95
phase = 95

[State 640, 1]
type = Projectile
trigger1=1
trigger1=roundstate!=2
trigger1=numprojID(10141)=0
getpower= 0
ProjID=10141
Projanim=10042
attr=S,NA
Projremove=0
Projremovetime=-1
Velocity=0
Projespriority=9999999999999
Offset=0,0
sparkxy=999, -999
damage=9999
ground.type=High
ground.slidetime=1
ground.hittime=1
ground.velocity=0,0
air.velocity=0,0
air.juggle=0
fall=1
hitflag=MAFLD
givepower=-300
hitsound=-1
p2stateno=6996
ignorehitpause=1

[State 2000, 2]
type = Helper
trigger1=time>=0
trigger1=numhelper(1234323)=0
trigger1= roundstate = 2
id = 1234323
name = "H DMG"
pos = 0,0
postype = p2
stateno = 12343
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

[State 2000, 2]
type = Helper
trigger1=time>=0
trigger1=numhelper(1234322)=0
trigger1= roundstate = 2
id = 1234322
name = "D DMG"
pos = 0,0
postype = p2
stateno = 12342
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

[State 2000, 2]
type = Helper
trigger1=time>=0
trigger1=numhelper(1234321)=0
trigger1= roundstate = 2
id = 1234321
name = "B DMG"
pos = 0,0
postype = p2
stateno = 12341
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

[State 2000, 2]
type = Helper
trigger1=time>=0
trigger1=numhelper(1235321)=0
trigger1=roundstate = 2
id = 1235321
name = "M DMG"
pos = 0,0
postype = p2
stateno = 10045
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

[State 15850,revdef]
type = ReversalDef
trigger1 = 1
trigger1 = roundstate >= 3
reversal.attr = SCA,AA,AT,AP
hitflag = MAFDP
damage    = 9999999999999999
sparkno = -1
priority = 7,Hit
pausetime = 0,0
p2stateno = ifelse(Random<500,113,10047)
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

[State 1510, 9]
type = changestate
trigger1 = animtime = 0
value = 1192

;--------------------------------
[Statedef 12341]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 10042
sprpriority = 99999999999999999

[State -2, 黒ドナルド攻撃力アップ]
type = attackmulset
trigger1 = 1
value = (random)*2
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

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

[State 0, HitAdd]
type = HitAdd
trigger1 = 1
value = 1+(time)
ignorehitpause = 1
persistent = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >= 0 && timemod = 15,0
value = S111,3
volume = -350
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >= 0 && timemod = 30,0
value = S111,2
volume = -350
channel = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >= 0 && timemod = 30,0
value = S1080,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >= 0 && timemod = 30,0
value = S1080,2
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >= 0 && timemod = 30,0
value = S1070,2
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >= 0 && timemod = 30,0
value = S800,5
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >= 0 && timemod = 30,0
value = S800,7
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S111,4
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S111,1
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >= 0 && timemod = 30,0
value = S111,0
volume = 255

[State 2000, 6];curse voices
type = PlaySnd
trigger1 = time%30 = 0
value = 120,random % 8
volume = -200 + ceil(random%300)

[State 1000, 0]
type = posset
trigger1 = 1
x = 0
y = 0

[State 3000, BG Black]
type = EnvColor
trigger1 = 1
value = 0,0,0
under = 1
time = 5
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
persistent = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = globalnoshadow
flag2 = noshadow
flag3 = invisible
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
persistent = 1

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0
pausemovetime = 99990000000
supermovetime = 99990000000

[State 15850,revdef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = MAFDP
damage    = 9999999999999999999999999999
sparkno = -1
priority = 1,Hit
pausetime = 0,0
p2stateno = ifelse(Random<500,113,10047)
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1
persistent = 1

[state 15850,targetstate]
type = targetstate
triggerall = time >= 0
triggerall = 1
trigger1 = MoveReversed = [1,8]
value = ifelse(Random<500,113,10047)
p2getp1state = 1
ignorehitpause = 1
supermovetime = 9990000
pausemovetime = 9990000

[state test]
type = targetlifeadd
triggerall = time >= 0
trigger1 = 1
value = -9999999999999
kill = 1
absolute = 1
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 15850,targetdrop]
type = targetdrop
triggerall = time >= 0
trigger1 = enemy,alive
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State -2, HitDef]
type = Projectile
trigger1 = time%2 = 0
projanim = 10042
projremovetime = 2
projid = 10042
projpriority = 999999999999999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
sparkno = -1
postype = p2
offset = 0,-60
Attr = S, NA
HitFlag = MAFD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 999999999999
PauseTime = 10, 15
HitSound = S892, 2
Ground.Type = Low
Ground.SlideTime = 43
Ground.HitTime = 52
Guard.HitTime = 25
Air.HitTime  = 36
Guard.CtrlTime = 27
Guard.Dist = 70
Ground.Velocity = -4, 15
Guard.Velocity = -6
Air.Velocity = -4, 15
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 24
Fall = 0
Air.Fall = 0
fall.recover = 0
getpower = 0, 0
GivePower = -5120,0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State -2, HitDef]
type = hitdef
trigger1 = 1
trigger2 = !time
sparkno = -1
postype = p2
offset = 0,-60
Attr = S, NA
HitFlag = MAFD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 999999999999
PauseTime = 10, 15
HitSound = S892, 2
Ground.Type = Low
Ground.SlideTime = 43
Ground.HitTime = 52
Guard.HitTime = 25
Air.HitTime  = 36
Guard.CtrlTime = 27
Guard.Dist = 70
Ground.Velocity = -4, 15
Guard.Velocity = -6
Air.Velocity = -4, 15
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 24
Fall = 0
Air.Fall = 0
fall.recover = 0
getpower = 0, 0
GivePower = -5120,0
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000
;------------------------
[State 640, 1];上方
type = Projectile
trigger1=1
trigger1=roundstate!=2
trigger1=numprojID(10142)=0
getpower= 0
ProjID=10142
Projanim=10042
attr = S, HA
Projremove=0
Projremovetime=-1
Velocity=0
Projespriority=9999999999999
Offset=0,0
sparkxy = 999, -999
damage = 10
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 0,0
air.velocity = 0,0
air.juggle = 0
fall = 1
hitflag=MAFLPD
givepower=-300
hitsound = -1
p2stateno = 6996
ignorehitpause = 1

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1=roundstate!=2
pos = 0,9999999
ignorehitpause = 1

[State 1510, 9]
type = destroyself
trigger1 = root,stateno != 12340
trigger2 = parent,stateno != 12340
trigger3 = root,stateno = 0
trigger4 = parent,stateno = 0
trigger5 = roundstate = 4
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

;--------------------------------------------------
;-----------------------------------
;BLACK HOLE 2
[Statedef 12342]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 7600
poweradd = -1000
ctrl = 0

[State -2, 黒ドナルド攻撃力アップ]
type = attackmulset
trigger1 = 1
value = (random)*2
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 0, PalFXWiz]
type = AllPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256

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

[State 200, 1]
type = Posset
trigger1=1
y=0

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = nobg
flag3 = invisible
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3000, BG Black]
type = EnvColor
trigger1 = 1
value = 0,0,0
under = 1
time = 5
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
persistent = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = globalnoshadow
flag2 = noshadow
flag3 = invisible
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
persistent = 1

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA
pausemovetime = 99999
supermovetime = 99999

[State 3040, 7]
type = BGPalfx
trigger1 = 1
time = 3
add = -256,-256,-256
under = 1
pausemovetime = 99999
supermovetime = 99999

[State 3040, 7]
type = EnvColor
trigger1 = 1
value = 0,0,0
time = 3
under = 1
pausemovetime = 99999
supermovetime = 99999

[State 3040, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 3
add = -256,-256,-256
under = 1
pausemovetime = 99999
supermovetime = 99999

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0
time = 3
under = 1
pausemovetime = 99999
supermovetime = 99999

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 7601
id = 7601
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
ownpal = 0
removetime=215
ignorehitpause = 1
sprpriority = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 7600
id = 7600
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
ownpal = 0
trans=sub
removetime=-2
ignorehitpause = 1
sprpriority = 999999999999999999999999999999999999999999999999999999999999999999
ontop = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 7600
id = 7600
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
ownpal = 0
trans=add
removetime=-2
ignorehitpause = 1
sprpriority = 999999999999999999999999999999999999999999999999999999999999999999
ontop = 1
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = time%25 = 0
time = 30
ampl = -10
freq = 95
phase = 95

[State 2000, 2]
type = Helper
trigger1=time>=0
trigger1=numhelper(1234322)=0
trigger1= roundstate = 2
id = 1234322
name = "D DMG"
pos = 0,0
postype = p2
stateno = 12342
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

[State 2000, 2]
type = Helper
trigger1=time>=0
trigger1=numhelper(1234321)=0
trigger1= roundstate = 2
id = 1234321
name = "B DMG"
pos = 0,0
postype = p2
stateno = 12341
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

[State 2000, 2]
type = Helper
trigger1=time>=0
trigger1=numhelper(1235321)=0
trigger1=roundstate = 2
id = 1235321
name = "M DMG"
pos = 0,0
postype = p2
stateno = 10045
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

[State 15850,revdef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = MAFDP
damage    = 9999999999999999
sparkno = -1
priority = 7,Hit
pausetime = 0,0
p2stateno = ifelse(Random<500,113,10047)
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

[State 1510, 9]
type = destroyself
trigger1 = animtime = 0
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

;--------------------------------------------------
;-----------------------------------
;BLACK HOLE 3
[Statedef 12343]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 7600
poweradd = -1000
ctrl = 0

[State -2, 黒ドナルド攻撃力アップ]
type = attackmulset
trigger1 = 1
value = (random)*2
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 0, PalFXWiz]
type = AllPalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256

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

[State 200, 1]
type = Posset
trigger1=1
y=0

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = nobg
flag3 = invisible
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3000, BG Black]
type = EnvColor
trigger1 = 1
value = 0,0,0
under = 1
time = 5
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
persistent = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = globalnoshadow
flag2 = noshadow
flag3 = invisible
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1
persistent = 1

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA
pausemovetime = 99999
supermovetime = 99999

[State 1020, 4]
type = EnvShake
trigger1 = time%25 = 0
time = 30
ampl = -10
freq = 95
phase = 95

[State 2000, 2]
type = Helper
trigger1=time>=0
trigger1=numhelper(1234322)=0
trigger1= roundstate = 2
id = 1234322
name = "D DMG"
pos = 0,0
postype = p2
stateno = 12342
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

[State 2000, 2]
type = Helper
trigger1=time>=0
trigger1=numhelper(1234321)=0
trigger1= roundstate = 2
id = 1234321
name = "B DMG"
pos = 0,0
postype = p2
stateno = 12341
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

[State 2000, 2]
type = Helper
trigger1=time>=0
trigger1=numhelper(1235321)=0
trigger1=roundstate = 2
id = 1235321
name = "M DMG"
pos = 0,0
postype = p2
stateno = 10045
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

[State 15850,hitdef]
type = hitDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = MAFDP
damage    = 9999999999999999
sparkno = -1
priority = 7,Hit
pausetime = 0,0
p2stateno = ifelse(Random<500,113,10047)
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1

[State 1510, 9]
type = destroyself
trigger1 = animtime = 0
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1
