;超のんびり製作ちう
[Statedef 10000];突進
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 19857
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 4000, 7

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 7
value = 4000, 1

[State 200, 1]
type = velset
trigger1 = animelem >= 58
x = 15

[State 1000, 2]
type = Projectile
trigger1 = animelem >= 58
attr = S, HA
projanim = 19818
projhitanim = -1
projid = 19818
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
postype = p1
velocity = 0
animtype  = diagup 
damage = 100
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,8
sparkno = -1
sparkxy = -15,-77
hitsound   = S4000,20
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4.5
air.velocity = -1,-1.5
p1stateno = 10001
p2stateno = 20000
fall = 1
fall.recover = 0
juggle = 15

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

[state 1728]	
type=playerpush	
trigger1=1
value=0
ignorehitpause=1

[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 10001];引き抜く
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 19858
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 3999, 4

[State 200, 1]
type = velset
trigger1 = 1
x = 0

[State 200, 1]
type = posset
trigger1 = 1
x = 0
y = 0

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 19806
sprpriority = 6
postype = p2
pos = 0,-70
random = 60,60
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

[state 1728]	
type=playerpush	
trigger1=1
value=0
ignorehitpause=1

[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 10002

[Statedef 10002];轢く
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 19865
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 200, 1]
type = PlaySnd
trigger1 = time = 5
value = 240, 0

[State 1]
type = Explod
trigger1 = time = 5
anim = 7005
sprpriority = 9
postype = p2
pos = 0,-60
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 200, 1]
type = velset
trigger1 = 1
x = 0

[State 200, 1]
type = posset
trigger1 = 1
x = 0
y = 0

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

[state 1728]	
type=playerpush	
trigger1=1
value=0
ignorehitpause=1

[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 10003

[Statedef 10003];轢く2
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 19865
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 200, 1]
type = posset
trigger1 = time = 0
y = 1000

[State 40, 4]
type = posset
trigger1 = time =  0 && facing = 1 && numtarget > 0
x = (target, pos X - 30)
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = -1 && numtarget > 0
x = (target, pos X + 30)
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = 1 && numtarget = 0
x = (enemynear, pos X - 30)
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = -1 && numtarget = 0
x = (enemynear, pos X + 30)

[State 200, 1]
type = PlaySnd
trigger1 = time = 5
value = 240, 0

[State 1]
type = Explod
trigger1 = time = 5
anim = 7005
sprpriority = 9
postype = p2
pos = 0,-60
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 200, 1]
type = veladd
trigger1 = 1
y = -0.8

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

[state 1728]	
type=playerpush	
trigger1=1
value=0
ignorehitpause=1

[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 10004

[Statedef 10004];轢く2
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 19860
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 200, 1]
type = posset
trigger1 = time = 0
y = 1000

[State 40, 4]
type = posset
trigger1 = time =  0 && facing = 1 && numtarget > 0
x = (target, pos X - 30)
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = -1 && numtarget > 0
x = (target, pos X + 30)
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = 1 && numtarget = 0
x = (enemynear, pos X - 30)
[State 40, 4]
type = posset
trigger1 = time =  0 && facing = -1 && numtarget = 0
x = (enemynear, pos X + 30)

[State 200, 1]
type = PlaySnd
trigger1 = time = 5
value = 240, 0

[State 1]
type = Explod
trigger1 = time = 5
anim = 7005
sprpriority = 9
postype = p2
pos = 0,-60
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 200, 1]
type = veladd
trigger1 = 1
y = -0.8

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

[state 1728]	
type=playerpush	
trigger1=1
value=0
ignorehitpause=1

[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 10005
