
[Statedef 1105]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1110
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

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

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

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

[Statedef 1155]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1155
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s4,0

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

[State 1000, 軸位置移動]
type = Velset
trigger1 = time = 0
x = 0
y = 0

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

[Statedef 1001]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1001
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 30001,0
volume = 255

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 3
anim = 1055
postype = P1
pos = 0, 0
persistent = 0
sprpriority = 10
ownpal = 1
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 3
projID = 1000
projanim = 1061
projremove = 1
projpriority = 2
projhitanim = 1066
projremanim = -1
projcancelanim = 1066
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 300
ownpal = 0
offset = 59,-77
velocity = 9, 0
attr = S, SP
animtype = Hard
damage = 100,25
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,10
sparkno = s10001
guard.sparkno = s4120
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -4,-4
air.juggle = 7
air.velocity = -4,-4
fall = 1
fall.recovertime = 40
palfx.time = 40
palfx.add = 0,0,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

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

;---------------------------------------------------------------------------
; 青強ヴ?ント?ズ
; CNS レベル: 中級

[Statedef 1051]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1050
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 30001,1
volume = 255

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,2

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 3
anim = 1056
postype = P1
pos = 0, 0
persistent = 0
sprpriority = 10
ownpal = 1
removeongethit = 1

[State ]
type = Explod
trigger1 = AnimElem = 7
anim = 1056
postype = P1
pos = 0, -5
persistent = 0
sprpriority = 10
ownpal = 1
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 3
projID = 1001
projanim = 1071
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projcancelanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 27
getpower = 200
ownpal = 0
offset = 0,0
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 50 ,50
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,10
sparkno = s10001
guard.sparkno = s4120
sparkxy = 40,-70
ground.type = High
ground.hittime = 23
ground.slidetime = 24
ground.velocity = -8
air.juggle = 7
air.velocity = -4,-4
air.fall = 1
fall.recovertime = 30
palfx.time = 25
palfx.add = 0,0,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 3
projID = 1000
projanim = 1011
projremove = 1
projpriority = 1
projhitanim = 1016
projremanim = -1
projcancelanim = 1016
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 200
ownpal = 0
offset = 60,-77
velocity = 8, 0
attr = S, SP
animtype = Hard
damage = 100 ,50
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,10
sparkno = s10001
guard.sparkno = s4120
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -8
air.juggle = 7
air.velocity = -4,-4
air.fall = 1
fall.recovertime = 30
palfx.time = 25
palfx.add = 0,0,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 7
projID = 1000
projanim = 1011
projremove = 1
projpriority = 1
projhitanim = 1016
projremanim = -1
projcancelanim = 1016
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 200
ownpal = 0
offset = 60,-77
velocity = 8, 0
attr = S, SP
animtype = Hard
damage = 50 ,5
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,10
sparkno = s10001
guard.sparkno = s4120
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -8
air.juggle = 7
air.velocity = -4,-4
air.fall = 1
fall.recovertime = 30
palfx.time = 25
palfx.add = 0,0,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 7
projID = 1000
projanim = 1061
projremove = 1
projpriority = 1
projhitanim = 1066
projremanim = -1
projcancelanim = 1066
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 200
ownpal = 0
offset = 59,-77
velocity = 8, 0
attr = S, SP
animtype = Hard
damage = 50 ,5
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,10
sparkno = s10001
guard.sparkno = s4120
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -4,-4
air.juggle = 7
air.velocity = -4,-4
fall = 1
fall.recovertime = 40
palfx.time = 40
palfx.add = 0,0,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

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

;---------------------------------------------------------------------------
; 青弱ニヴォ?ス

[Statedef 1101]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(30)!=0,0,8)
poweradd = ifelse(var(30)!=0,0,70)
velset   = 0,0
anim     = 1100
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(3) < 0
value = SCA

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,5
volume = -100

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(6) <= 0
x = 6

[State 1000, ]
type = Velset
trigger1 = AnimElem = 4
y = -6

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(4) >= 0
y = .38

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1
x = 10

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 3
anim = 1106
postype = P1
pos = 20, 10
sprpriority = 10
ownpal = 0
bindtime = 6
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定?]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 55, 6
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s10001
guard.sparkno = s4120
sparkxy = -20, -50
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4
air.type = High
air.velocity = -3,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 30
palfx.add = 0,0,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 200, ヒット定?]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 55, 6
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
sparkno = s10001
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4.2,-8
air.type = High
air.velocity = -4.2,-8
air.hittime = 12
yaccel = .43
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 70
palfx.add = 0,0,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 1000, ステ?ト変更]
type = ChangeState
triggerall = AnimElemtime(10) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1105

;---------------------------------------------------------------------------
; 青強ニヴォ?ス

[Statedef 1151]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(30)!=0,0,8)
poweradd = ifelse(var(30)!=0,0,70)
velset   = 0,0
anim     = 1150
ctrl     = 0
sprpriority = 2

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = 1
edge = 20,0

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(4) < 0
value = SCA

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,5
volume = -100

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(6) <= 0
x = 7

[State 1000, ]
type = Velset
trigger1 = AnimElem = 4
y = -7

[State 1000, ]
type = Veladd
trigger1 = AnimElemtime(4) >= 0
y = .36

[State 1000, ]
type = Posadd
trigger1 = AnimElem = 1
x = 10

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 700, エフェクト?示]
type = Explod
trigger1 = AnimElem = 3
anim = 1106
postype = P1
pos = 20, 10
sprpriority = 10
ownpal = 0
bindtime = 7
ignohitpause = 0
removeongethit = 1

[State 200, ヒット定?]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 65, 7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 13
sparkno = s10001
guard.sparkno = s4120
sparkxy = -20, -50
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -3
air.type = High
air.velocity = -3,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 30
palfx.add = 0,0,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 200, ヒット定?]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 65, 7
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 12, 13
sparkno = s10001
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -4.7,-8.4
air.type = High
air.velocity = -4.7,-8.4
air.hittime = 12
yaccel = .42
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 70
palfx.add = 0,0,0
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 1000, ステ?ト変更]
type = ChangeState
triggerall = AnimElemtime(10) >= 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1155

;---------------------------------------------------------------------------
; ヴ?ンデ?エ?ル

[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 70
velset   = 0,0
anim     = 1200
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s0,2

[State 200, ヒット定?]
type = HitDef
trigger1 = time = 0
trigger1 = p2stateno != [120,159]
attr = S, ST
damage = 0, 0
animtype = Hard
hitflag = M-
priority = 1, Miss
pausetime = 0, 0
sparkno = -1
hitsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = 0
fall = 1
fall.recover = 0
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 1210
p2stateno = 1220

[State 1000, ステ?ト変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ヴ?ンデ?エ?ル?発動

[Statedef 1210]
type     = S
movetype = A
physics  = S
juggle   = 6
poweradd = 0
anim     = 1210
ctrl     = 0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = time = 0
edge = 80,0

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 27
value = s0,1

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 16
value = s0,3

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(27) < 0
pos = 45,0

[State 300, ヒット定?]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
animtype  = Hard
damage    = 30
pausetime = 0,0
sparkno = s4020
sparkxy = -20,-70
hitsound   = s1,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 1220

[State 300, ヒット定?]
type = HitDef
trigger1 = AnimElem = 17
attr = S, SA
animtype  = Hard
damage    = 30
pausetime = 0,0
sparkno = s4020
sparkxy = -20,-50
hitsound   = s1,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 1225

[State 300, ヒット定?]
type = HitDef
trigger1 = AnimElem = 27
attr = S, SA
animtype  = up
damage    = 30
pausetime = 0,0
sparkno = s4020
sparkxy = -20,-70
hitsound   = s1,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1.2,-12
air.velocity = -1.2,-12
yaccel = .45
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000, ステ?ト変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;上段やられ

[Statedef 1220]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 0

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1220

[State 820, 1]
type = SelfState
trigger1 = Anim = 1220
trigger1 = (Enemy,Stateno!=1210)
value = 5100

;---------------------------------------------------------------------------
;下段やられ

[Statedef 1225]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 0

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1225

[State 820, 1]
type = SelfState
trigger1 = Anim = 1225
trigger1 = (Enemy,Stateno!=1210)
value = 5100

;---------------------------------------------------------------------------
; ジェニ?X
; CNS レベル: 中級

[Statedef 1300]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,0

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projID = 1300
projanim = 1305
projremove = 1
projpriority = 1
projhitanim = 1310
projremanim = 1310
projcancelanim = 1310
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 164
getpower = 150
ownpal = 0
offset = 51,-100
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 50 ,5
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -8
air.juggle = ifelse(var(30)!=0,0,8)
air.velocity = -4,-4
air.fall = 1
fall.recovertime = 30
palfx.time = 25
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0 
palfx.invertall = 1

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

;---------------------------------------------------------------------------
; ジェニ?Y
; CNS レベル: 中級

[Statedef 1310]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,0

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projID = 1310
projanim = 1305
projremove = 1
projpriority = 1
projhitanim = 1310
projremanim = 1310
projcancelanim = 1310
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 164
getpower = 150
ownpal = 0
offset = 153,-100
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 50 ,5
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -8
air.juggle = ifelse(var(30)!=0,0,8)
air.velocity = -4,-4
air.fall = 1
fall.recovertime = 30
palfx.time = 25
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0 
palfx.invertall = 1

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

;---------------------------------------------------------------------------
; ジェニ?A
; CNS レベル: 中級

[Statedef 1305]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,0

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projID = 1305
projanim = 1305
projremove = 1
projpriority = 1
projhitanim = 1310
projremanim = 1310
projcancelanim = 1310
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 164
getpower = 150
ownpal = 0
offset = 102,-100
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 50 ,5
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -8
air.juggle = ifelse(var(30)!=0,0,8)
air.velocity = -4,-4
air.fall = 1
fall.recovertime = 30
palfx.time = 25
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0 
palfx.invertall = 1

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

;---------------------------------------------------------------------------
; ジェニ?B
; CNS レベル: 中級

[Statedef 1315]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,0

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projID = 1315
projanim = 1305
projremove = 1
projpriority = 1
projhitanim = 1310
projremanim = 1310
projcancelanim = 1310
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 164
getpower = 150
ownpal = 0
offset = 204,-100
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 50 ,5
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -8
air.juggle = ifelse(var(30)!=0,0,8)
air.velocity = -4,-4
air.fall = 1
fall.recovertime = 30
palfx.time = 25
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0 
palfx.invertall = 1

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

[Statedef 1400]
type     = S
movetype = A
physics  = S
juggle   = 4
velset   = 0,0
anim     = 1400
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(13) < 0
value = SCA

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 12
value = s12,7

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(13) < 0
x = 8

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(13) >= 0 && AnimElemtime(14) < 0
x = 2

[State 1000, ]
type = Velset
trigger1 = AnimElem = 14
x = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 13
anim = 1401
postype = P1
pos = 0, 0
sprpriority = 8
bindtime = -1
ownpal = 1
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 140,25
getpower = 100
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 0,0
guard.pausetime = 0,20
sparkno = s10001
guard.sparkno = s4120
sparkxy = -20, -60
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1

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

;---------------------------------------------------------------------------
[Statedef 1450]
type     = S
movetype = A
physics  = S
juggle   = 4
velset   = 0,0
anim     = 1400
ctrl     = 0
sprpriority = 2

[State 170, 無敵]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(13) < 0
value = SCA

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 12
value = s12,7

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(13) < 0
x = 10

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(13) >= 0 && AnimElemtime(14) < 0
x = 2

[State 1000, ]
type = Velset
trigger1 = AnimElem = 14
x = 0

[State 700, エフェクト表示]
type = Explod
trigger1 = AnimElem = 13
anim = 1401
postype = P1
pos = 0, 0
sprpriority = 8
bindtime = -1
ownpal = 1
removeongethit = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 140,25
getpower = 100
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 0,0
guard.pausetime = 0,20
sparkno = s10001
guard.sparkno = s4120
sparkxy = -20, -60
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
palfx.time = 90
palfx.add = 0,0,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1

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

[Statedef 10000]

[State ]
type = Statetypeset
triggerall = Ishelper
trigger1 = 1
statetype = S
movetype= I
physics = S
ignorehitpause = 1

[State ]
type = ScreenBound
trigger1 = Ishelper
value = 0
movecamera = 0,0
ignorehitpause = 1

[State ]
type = NotHitBy
trigger1 = Ishelper
value = SCA,AA,AT,AP
ignorehitpause = 1
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999

[State ]
type = AssertSpecial
trigger1 = Ishelper
flag = noshadow
ignorehitpause = 1
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999

[State ]
type = Bindtoroot
trigger1 = Ishelper(10000)
pos = -1+(random%2), ceil(.3125*(gametime%10))-1+(random%2)
facing = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999

[State ]
type = Trans
trigger1 = Ishelper(10000)
trans = addalpha
alpha = 0+4*(gametime%10),40*(gametime%10)
ignorehitpause = 1
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999

[State ]
type = Angledraw
trigger1 = Ishelper(10000)
scale = 1+0.008*(gametime%10),1+0.008*(gametime%10)
ignorehitpause = 1
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999

[State ]
type = Sprpriority
trigger1 = Ishelper(10000)
value = 3
ignorehitpause = 1
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999

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

[State ]
type = Bindtoroot
trigger1 = Ishelper(10001)
pos = -1+(random%2), ceil(.3125*(gametime%8))-1+(random%2)
facing = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999

[State ]
type = Trans
trigger1 = Ishelper(10001)
trans = addalpha
alpha = 0+3*(gametime%8), 35*(gametime%8)
ignorehitpause = 1
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999

[State ]
type = Angledraw
trigger1 = Ishelper(10001)
scale = 1+0.008*(gametime%8),1+0.008*(gametime%8)
ignorehitpause = 1
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999

[State ]
type = Sprpriority
trigger1 = Ishelper(10001)
value = 2
ignorehitpause = 1
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999

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

[State ]
type = Bindtoroot
trigger1 = Ishelper(10002)
pos = -1+(random%2), ceil(.3125*(gametime%4))-1+(random%2)
facing = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999

[State ]
type = Trans
trigger1 = Ishelper(10002)
trans = addalpha
alpha = 0+2*(gametime%8),30*(gametime%8)
ignorehitpause = 1
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999

[State ]
type = Angledraw
trigger1 = Ishelper(10002)
scale = 1+0.008*(gametime%4),1+0.008*(gametime%4)
ignorehitpause = 1
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999

[State ]
type = Sprpriority
trigger1 = Ishelper(10002)
value = -99999999999
ignorehitpause = 1
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999

[State ]
type = Changeanim
trigger1 = Ishelper
value = root,anim
elem = root,animelemno(0)
ignorehitpause = 1

[State ]
type = Assertspecial
triggerall = Ishelper
trigger1 = root,movetype = H
trigger2 = lose
flag = invisible
ignorehitpause = 1
SuperMoveTime = 9999999999999999999
PauseMoveTime = 9999999999999999999

[State ]
type = Destroyself
trigger1 = root,stateno = 3100|| root,stateno = 4000
ignorehitpause = 1

