;===========================================================================
; 必殺技
[Statedef 13100];魔王30
type    = A
movetype= I
physics = A
juggle  = 1
velset = 0,0
poweradd= -1000
ctrl = 0
anim = 2999
sprpriority = 0

;[State 13100]
;type = SuperPause
;trigger1 = 1
;time = 30
;anim = -1
;;sound = ,1
;pos = 0,0
;movetime = 0
;darken = 1
;p2defmul = 1
;poweradd = 0
;unhittable = 0

[State 13100, 3]
type = PlaySnd
trigger1 = Time = 0
value = 3,1

[state 13100];
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "マオウ"
stateno = 3100
pos = 40,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3100
sprpriority = 0

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0  
;---------------------------------------------------------------------------
;マオウ用ステート
[Statedef 3100]
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl     = 0
anim     = 3100
sprpriority = -1

;---------------------------------------------------------------------------
[State 3101,魔物種類決定]
type = VarRandom
trigger1 = time = 0
v = 0
range = 0,2

;緑魔物
[State 3101,シュート魔物1]
type = Projectile
trigger1 = Time = 0
trigger1 = var(0) = 0
ProjID = 3114
projanim = 3114
velocity = 0.5,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
projremove = 0
Projpriority = 7
Projsprpriority = -2
Projedgebound = 40
Projstagebound = 40
Offset = 0
Postype = p1
;Projshadow =
Supermovetime = 0
Pasusemovetime = 0
;↓ここからhitdef
attr = S, NP
damage    = 60,10
guardflag = MA
pausetime = 1,1
animtype  = hard
sparkno = S2001
sparkxy = 13, -42
guard.sparkxy = -5,0
hitsound = S3, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3101,シュート魔物2]
type = Projectile
trigger1 = Time = 80
trigger1 = var(0) = 0
ProjID = 3115
projanim = 3115
velocity = 1,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
projremove = 0
Projpriority = 7
Projsprpriority = -1
Projedgebound = 40
Projstagebound = 40
Offset = 0
Postype = p1
;Projshadow =
Supermovetime = 0
Pasusemovetime = 0
;↓ここからhitdef
attr = S, NP
damage    = 50,10
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2001
sparkxy = 13, -42
guard.sparkxy = -5,0
hitsound = S3, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3101,シュート魔物3]
type = Projectile
trigger1 = Time = 160
trigger1 = var(0) = 0
ProjID = 3116
projanim = 3116
velocity = 1,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
projremove = 0
Projpriority = 7
Projsprpriority = -1
Projedgebound = 40
Projstagebound = 40
Offset = 0
Postype = p1
;Projshadow =
Supermovetime = 0
Pasusemovetime = 0
;↓ここからhitdef
attr = S, NP
damage    = 40,10
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2001
sparkxy = 13, -42
guard.sparkxy = -5,0
hitsound = S3, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3101,シュート魔物4]
type = Projectile
trigger1 = Time = 240
trigger1 = var(0) = 0
ProjID = 3117
projanim = 3117
velocity = 1,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
projremove = 0
Projpriority = 7
Projsprpriority = -1
Projedgebound = 40
Projstagebound = 40
Offset = 0
Postype = p1
;Projshadow =
Supermovetime = 0
Pasusemovetime = 0
;↓ここからhitdef
attr = S, NP
damage    = 30,10
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2001
sparkxy = 13, -42
guard.sparkxy = -5,0
hitsound = S3, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3101,シュート魔物5]
type = Projectile
trigger1 = Time = 310
trigger1 = var(0) = 0
ProjID = 3118
projanim = 3118
velocity = 1,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
projremove = 0
Projpriority = 7
Projsprpriority = -1
Projedgebound = 40
Projstagebound = 40
Offset = 0
Postype = p1
;Projshadow =
Supermovetime = 0
Pasusemovetime = 0
;↓ここからhitdef
attr = S, NP
damage    = 20,10
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2001
sparkxy = 13, -42
guard.sparkxy = -5,0
hitsound = S3, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0
;---------------------------------------------------------------------------
赤魔物
[State 3101,パワー魔物1]
type = Projectile
trigger1 = Time = 0
trigger1 = var(0) = 1
ProjID = 3104
projanim = 3104
velocity = 1,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
projremove = 0
Projpriority = 7
Projsprpriority = -2
Projedgebound = 40
Projstagebound = 40
Offset = 0
Postype = p1
;Projshadow =
Supermovetime = 0
Pasusemovetime = 0
;↓ここからhitdef
attr = S, NP
damage    = 60,10
guardflag = MA
pausetime = 1,1
animtype  = hard
sparkno = S2001
sparkxy = 13, -42
guard.sparkxy = -5,0
hitsound = S3, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3101,パワー魔物2]
type = Projectile
trigger1 = Time = 100
trigger1 = var(0) = 1
ProjID = 3105
projanim = 3105
velocity = 1,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
projremove = 0
Projpriority = 7
Projsprpriority = -1
Projedgebound = 40
Projstagebound = 40
Offset = 0
Postype = p1
;Projshadow =
Supermovetime = 0
Pasusemovetime = 0
;↓ここからhitdef
attr = S, NP
damage    = 50,10
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2001
sparkxy = 13, -42
guard.sparkxy = -5,0
hitsound = S3, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3101,パワー魔物3]
type = Projectile
trigger1 = Time = 180
trigger1 = var(0) = 1
ProjID = 3106
projanim = 3106
velocity = 1,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
projremove = 0
Projpriority = 7
Projsprpriority = -1
Projedgebound = 40
Projstagebound = 40
Offset = 0
Postype = p1
;Projshadow =
Supermovetime = 0
Pasusemovetime = 0
;↓ここからhitdef
attr = S, NP
damage    = 40,10
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2001
sparkxy = 13, -42
guard.sparkxy = -5,0
hitsound = S3, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3101,パワー魔物4]
type = Projectile
trigger1 = Time = 260
trigger1 = var(0) = 1
ProjID = 3107
projanim = 3107
velocity = 1,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
projremove = 0
Projpriority = 7
Projsprpriority = -1
Projedgebound = 40
Projstagebound = 40
Offset = 0
Postype = p1
;Projshadow =
Supermovetime = 0
Pasusemovetime = 0
;↓ここからhitdef
attr = S, NP
damage    = 30,10
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2001
sparkxy = 13, -42
guard.sparkxy = -5,0
hitsound = S3, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3101,パワー魔物5]
type = Projectile
trigger1 = Time = 340
trigger1 = var(0) = 1
ProjID = 3108
projanim = 3108
velocity = 1,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
projremove = 0
Projpriority = 7
Projsprpriority = -1
Projedgebound = 40
Projstagebound = 40
Offset = 0
Postype = p1
;Projshadow =
Supermovetime = 0
Pasusemovetime = 0
;↓ここからhitdef
attr = S, NP
damage    = 30,10
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2001
sparkxy = 13, -42
guard.sparkxy = -5,0
hitsound = S3, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0


;---------------------------------------------------------------------------
;青魔物
[State 3101,スピード魔物1]
type = Projectile
trigger1 = Time = 280
trigger1 = var(0) = 2
ProjID = 3109
projanim = 3109
velocity = 3,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
projremove = 0
Projpriority = 7
Projsprpriority = -2
Projedgebound = 40
Projstagebound = 40
Offset = 0
Postype = p1
;Projshadow =
Supermovetime = 0
Pasusemovetime = 0
;↓ここからhitdef
attr = S, NP
damage    = 60,10
guardflag = MA
pausetime = 1,1
animtype  = hard
sparkno = S2001
sparkxy = 13, -42
guard.sparkxy = -5,0
hitsound = S3, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0

[State 3101,スピード魔物2]
type = Projectile
trigger1 = Time = 80
trigger1 = var(0) = 2
ProjID = 3110
projanim = 3110
velocity = 2,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
projremove = 0
Projpriority = 7
Projsprpriority = -2
Projedgebound = 40
Projstagebound = 40
Offset = 0
Postype = p1
;Projshadow =
Supermovetime = 0
Pasusemovetime = 0
;↓ここからhitdef
attr = S, NP
damage    = 60,10
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2001
sparkxy = 13, -42
guard.sparkxy = -5,0
hitsound = S3, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3101,スピード魔物3]
type = Projectile
trigger1 = Time = 130
trigger1 = var(0) = 2
ProjID = 3111
projanim = 3111
velocity = 2,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
projremove = 0
Projpriority = 7
Projsprpriority = -1
Projedgebound = 40
Projstagebound = 40
Offset = 0
Postype = p1
;Projshadow =
Supermovetime = 0
Pasusemovetime = 0
;↓ここからhitdef
attr = S, NP
damage    = 50,10
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2001
sparkxy = 13, -42
guard.sparkxy = -5,0
hitsound = S3, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3101,スピード魔物4]
type = Projectile
trigger1 = Time = 180
trigger1 = var(0) = 2
ProjID = 3112
projanim = 3112
velocity = 2,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
projremove = 0
Projpriority = 7
Projsprpriority = -1
Projedgebound = 40
Projstagebound = 40
Offset = 0
Postype = p1
;Projshadow =
Supermovetime = 0
Pasusemovetime = 0
;↓ここからhitdef
attr = S, NP
damage    = 50,10
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2001
sparkxy = 13, -42
guard.sparkxy = -5,0
hitsound = S3, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3101,スピード魔物5]
type = Projectile
trigger1 = Time = 230
trigger1 = var(0) = 2
ProjID = 3113
projanim = 3113
velocity = 2,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
projremove = 0
Projpriority = 7
Projsprpriority = -1
Projedgebound = 40
Projstagebound = 40
Offset = 0
Postype = p1
;Projshadow =
Supermovetime = 0
Pasusemovetime = 0
;↓ここからhitdef
attr = S, NP
damage    = 50,10
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2001
sparkxy = 13, -42
guard.sparkxy = -5,0
hitsound = S3, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0



[State 3100, ヘルパーを消す]
type = DestroySelf
trigger1 = Time >= 400
trigger2 = RoundState > 2

;[State 3100, 6];画面端で指定したところまで来たら消滅させる
;type = DestroySelf
;trigger1 = FrontEdgeDist <= -20


[Statedef 13200];王女30
type    = A
movetype= I
physics = A
poweradd= -1000
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2999
sprpriority = 0

;[State 13200]
;type = SuperPause
;trigger1 = TIME = 0
;time = 30
;anim = -1
;;sound = ,1
;pos = 0,0
;movetime = 0
;darken = 1
;p2defmul = 1
;poweradd = 0
;unhittable = 0

[state 13200];
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "オウジョとマックスとジョニー"
stateno = 3200
pos = 40,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3200
sprpriority = 1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0  
---------------------------------------------------------------------------
;オウジョ用ステート
[Statedef 3200]
type     = S
movetype = A
physics  = N
velset = 1,0
ctrl     = 0
anim     = 3200
sprpriority = 3

[State 3200,振り向き ]
type = Turn
trigger1 = FrontEdgeDist <= -70

[State 3200,ターン]
type = VelSet
trigger1 = time >= 60
trigger1 =Facing = -1
x = 5

[State 3200,ターン]
type = VelSet
trigger1 = time >= 60
trigger1 =Facing = 1
x = 5

[State 3200, 音]
type = PlaySnd
trigger1 = Time = 0
value = 4,1

[State 3200, 音]
type = PlaySnd
trigger1 = Time = 0
value = 4,2

[State 3201,弓矢1乱射]
type = Projectile
trigger1 = Time%10 = 1
ProjID = 3201
projanim = 3201
velocity = 10,-2
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 1,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2006
sparkxy = -10,-37
guard.sparkxy = -10,-37
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,-3
air.velocity = 0,-3
kill = 0

[State 3201,弓矢1乱射]
type = Projectile
trigger1 = Time%10 = 1
ProjID = 3201
projanim = 3201
velocity = 10,2
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 1,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2006
sparkxy = -10,-37
guard.sparkxy = -10,-37
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,-3
air.velocity = 0,-3
kill = 0

[State 3202,弓矢2乱射]
type = Projectile
trigger1 = Time%10 = 1
ProjID = 3202
projanim = 3202
velocity = 10,-4
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 2,1
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2006
sparkxy = -10,-37
guard.sparkxy = -10,-37
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3202,弓矢2乱射]
type = Projectile
trigger1 = Time%10 = 1
ProjID = 3202
projanim = 3202
velocity = 7,-8
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 2,1
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2006
sparkxy = -10,-37
guard.sparkxy = -10,-37
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3202,弓矢2乱射]
type = Projectile
trigger1 = Time%10 = 1
ProjID = 3202
projanim = 3202
velocity = 9,-8
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 2,1
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2006
sparkxy = -10,-37
guard.sparkxy = -10,-37
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3202,弓矢2乱射]
type = Projectile
trigger1 = Time%10 = 1
ProjID = 3202
projanim = 3202
velocity = 10,-7
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 2,1
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2006
sparkxy = -10,-37
guard.sparkxy = -10,-37
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3203,弓矢3乱射1]
type = Projectile
trigger1 = Time%10 = 1
ProjID = 3203
projanim = 3203
velocity = 10,-6
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 3,2
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2006
sparkxy = -10,-37
guard.sparkxy = -10,-37
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
air.velocity = 0,-1
kill = 0

[State 3203,弓矢3乱射2]
type = Projectile
trigger1 = Time%10 = 1
ProjID = 3203
projanim = 3203
velocity = 10,-10
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 3,2
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2006
sparkxy = -10,-37
guard.sparkxy = -10,-37
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,1
air.velocity = 0,1
kill = 0

[State 3200, ヘルパーを消す]
type = DestroySelf
trigger1 = Time >= 400
trigger2 = RoundState > 2


[Statedef 13300];騎士30
type    = A
movetype= I
physics = A
juggle  = 0
velset = 0,0
ctrl = 0
poweradd= -1000
anim = 2999
sprpriority = 0

;[State 13050]
;type = SuperPause
;trigger1 = time = 0
;time = 15
;anim = -1
;;sound = ,1
;pos = 0,0
;movetime = 0
;darken = 1
;p2defmul = 1
;poweradd = 0
;unhittable = 0

[state 13300];
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "賢者様"
stateno = 3300
pos = -40,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3300
sprpriority = 1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0  
---------------------------------------------------------------------------
;賢者様用ステート
[Statedef 3300]
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl     = 0
anim     = 3300
sprpriority = 3

[State 3300, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3300, 1];ホロヴォスたちには当たらない
type = NotHitBy
trigger1 = Time >= 0
value = A,HA

[State 3300, 3];攻撃を受けると消滅ステートに移行
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA,AA,AP
slot = 0
stateno = 30000

[State 3300, ヘルパーを消す]
type = DestroySelf
trigger1 = RoundState > 2

[State 3300, 6];詠唱し終わると全滅呪文
type = ChangeState
trigger1 = Time = 1800
value = 3301

---------------------------------------------------------------------------
[state 3300];ナイト召喚
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "ナイト"
stateno = 3302
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3302
sprpriority = 1

size.xscale = const(size.xscale)*1 
size.yscale = const(size.yscale)*1 
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0  

;ナイト用ステート
[Statedef 3302]
type     = S
movetype = A
physics  = N
velset = -3,0
ctrl     = 0
anim     = 3302
sprpriority = -1

[State 3302, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3302,振り向き ];ウロウロ
type = Turn
trigger1 =  TIME%40 =39

[State 3302,ターン]
type = VelSet
trigger1 =Facing = -1
x = 3

[State 3302,ターン]
type = VelSet
trigger1 =Facing = 1
x = 3

[State 3302, 体当たり]
type = HitDef
trigger1 = TIME%10 =0
attr = S, NA
damage = 0, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 1, 1
guard.pausetime =0,0
sparkno = S2001
sparkxy = -6, 3
hitsound = S5, 5
guardsound = S5, 5
ground.type = low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -8,-3
air.velocity = -8,0
air.type = low
air.hittime = 0
kill = 0

[State 3302,カカシ置き]
type = Projectile
trigger1 = Time =38
ProjID = 3304
projanim = 3304
velocity = 0,0
accel = 0,0
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
hitsound = S5, 4
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = -6,-6
kill = 0

[State 3302,爆弾投げ]
type = Projectile
trigger1 = Time%400 = 399
ProjID = 3305
projanim = 3305
velocity = 6,-15
accel = 0,2
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
hitsound = S5, 4
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = -4,-6
kill = 0

[State 3302,木の枝投げ]
type = Projectile
trigger1 = Time%400 = 240
ProjID = 3306
projanim = 3306
velocity = 4,-15
accel = 0,1
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
hitsound = S5, 4
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = -1,-1
kill = 0

[State 3302,骨投げ]
type = Projectile
trigger1 = Time%400 = 320
ProjID = 3307
projanim = 3307
velocity = 4,-15
accel = 0,1
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
hitsound = S5, 4
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = -1,-1
kill = 0

[State 3302,大きい岩投げ]
type = Projectile
trigger1 = Time%400 = 280
ProjID = 3308
projanim = 3308
velocity = 4,-15
accel = 0,2
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
hitsound = S5, 4
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = -2,-2
kill = 0

[State 3302,小さい岩投げ]
type = Projectile
trigger1 = Time%400 = 360
ProjID = 3309
projanim = 3309
velocity = 4,-15
accel = 0,1
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
hitsound = S5, 4
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = -1,-1
kill = 0

[State 3302,壊れカブト投げ]
type = Projectile
trigger1 = Time%400 = 200
ProjID = 3310
projanim = 3310
velocity = 1,-10
accel = 0,1
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
hitsound = S5, 4
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = -1,-1
kill = 0

[State 3302,折れ剣投げ]
type = Projectile
trigger1 = Time%400 = 180
ProjID = 3311
projanim = 3311
velocity = 4,-13
accel = 0,1
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
hitsound = S5, 4
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = -1,-1
kill = 0

[State 3302,騎士剣投げ]
type = Projectile
trigger1 = Time%400 = 140
ProjID = 3312
projanim = 3312
velocity = 1,-10
accel = 0,1
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 30,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
hitsound = S5, 4
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,-10;-8,-6
kill = 0

[State 3302,スコップ投げ]
type = Projectile
trigger1 = Time%400 = 100
ProjID = 3313
projanim = 3313
velocity = 4,-15
accel = 0,1
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
hitsound = S5, 4
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = -1,-1
kill = 0

[State 3302,壊れ盾投げ]
type = Projectile
trigger1 = Time%400 = 60
ProjID = 3314
projanim = 3314
velocity = 3,-15
accel = 0,2
projscale = const(size.xscale)*1, const(size.yscale)*1
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 3
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
hitsound = S5, 4
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = -1,-1
kill = 0

[State 3302,うま肉投げ]
type = Projectile
trigger1 = Time%250 = 199
ProjID = 3315
projanim = 3315
velocity = 3,-9
accel = 0,1
projscale = const(size.xscale)/2, const(size.yscale)/2
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
;↓ここからhitdef
attr = S, NP
damage    = -50,-50
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S30000
sparkxy = -10,-37
hitsound = S5, 4
guard.sparkxy = -10,-37
ground.type = none
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
kill = 0

[State 3302, 賢者が消えたらナイトも消す]
type = DestroySelf
trigger1 = NumHelper(3300) = 0


---------------------------------------------------------------------------
[Statedef 3301];賢者様の全滅呪文
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl     = 0
anim     = 3301
sprpriority = 3

[State 13050]
type = SuperPause
trigger1 = time = 0
time = 15
anim = -1
;sound = ,1
pos = 0,0
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 0

[State -2,世界が真っ白に]
type = EnvColor
trigger1 = time = 0
value = 255, 255, 255
time =  15
under = 1

[State 3300, 音]
type = PlaySnd
trigger1 = Time = 0
value = 5,3

[State 3301, ヒット定義]
type = HitDef
trigger1 = Time = 0 
attr = S, HA
damage = 99999, 99999
animtype = Light
guardflag = L
hitflag = MAFD
priority = 1, Hit
pausetime = 1, 1
guard.pausetime =0,0
sparkno = S2001
sparkxy = -6, 3
;hitsound = 5, 0
;guardsound = 6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-5
air.velocity = 0,-5

[State 3301, ヘルパーを消す]
type = DestroySelf
trigger1 = Time >= 300
trigger2 = RoundState = 4

;・時の女神様
;女神様に貢いで時間を戻してもらう。
[Statedef 13050]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 2999
ctrl = 0
sprpriority = 2

[State 13050]
type = SuperPause
trigger1 = TIME = 0
time = 60
anim = -1
;sound = ,1
pos = 0,0
movetime = 0
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3050, 音]
type = PlaySnd
trigger1 = Time = 0
value = 2,4

[State 3050, エフェクト];女神像
type = Explod
trigger1 = TIME = 0
anim = 1001
ID = 1001
postype = p1
pos = 30,0
scale= const(size.xscale),const(size.yscale)
supermovetime = 60
pausemovetime = 60
removetime = 60
shadow =-1
ontop = 1
ownpal = 1
sprpriority = 2


[State 3050, エフェクト];女神像への光
type = Explod
trigger1 = TIME = 0
anim = 23051 
ID = 23051
postype = p1
pos = 30,0
scale= const(size.xscale),const(size.yscale)
supermovetime = 60
pausemovetime = 60
removetime = 60
shadow =-1
ownpal = 1
sprpriority = -2


[State 1300, ChangeState]
type = ChangeState
trigger1 = Time = 0
value = 13051
ctrl = 1

[Statedef 13051]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 2999
ctrl = 1
sprpriority = 2

[State 13050]
type = varadd
trigger1 = Time = 0
var(0) = 1 

[State 13050]
type = PowerSet
trigger1 = Time = 0
value = 0

;[State 13050]
;type = LifeSet
;trigger1 = Time = 0
;trigger1 = var(59) = 0
;value = 1000

[State 13050];30秒モード用
type = varset
triggerall = var(29) = 1
trigger1 = Time = 0
var(30) = 1801 

[State 13050, エフェクト];女神様
type = Explod
trigger1 = Time = 0
anim = 13051
ID = 13051
postype = p1
pos = 30,0
scale= const(size.xscale),const(size.yscale)
supermovetime = 0
pausemovetime = 0
removetime = 240
shadow =-1
ontop = 1
ownpal = 1
sprpriority = 2

[State 13050, エフェクト];勝利時女神様消える
type = RemoveExplod
trigger1 = RoundState > 2
ID = 13051

;金袋が落ちてくる
[state 3050]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "金袋"
stateno = 3051
pos = 0,-200
postype = p1
facing = 1
;keyctrl = 0
ownpal = 1
ID = 3051
sprpriority = 0

size.xscale = const(size.xscale)*1 ;｝
size.yscale = const(size.yscale)*1 ;｝
pos = ceil(const(size.xscale)*1),ceil(const(size.yscale)*1)
size.ground.back = 15  
size.ground.front = 15 
size.air.back = 10     
size.air.front = 10    
size.height = 60       
size.proj.doscale = 0  
size.head.pos = -5,-90 
size.mid.pos = -5,-60  
size.shadowoffset = 0 
---------------------------------------------------------------------------
;金袋用ステート
[Statedef 3051]
type    = A
movetype= A
physics = N
juggle  = 15
velset = 0,0
ctrl = 0
anim = 3051
sprpriority = -3

[State 3051, ヒット定義]
type = HitDef
trigger1 = Time = 0 
attr = S, HA
damage = 50,50
animtype = back
guardflag = L
hitflag = MAFD
priority = 7, Hit
pausetime = 1, 1
guard.pausetime =0,0
sparkno = S2008
sparkxy = -6, 3
hitsound = S3, 2
guardsound = S3, 2
ground.type = high
fall=1
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = 0,0
givepower =-99999,-99999

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 

[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 

[State 3051,金貨01]
type = Projectile
trigger1 = pos Y = 0 
ProjID = 2018
projanim = 2018
velocity = 6,-15 ;金貨
accel = 0,1
projscale = const(size.xscale)*0.4, const(size.yscale)*0.4 ;金貨
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
projremove = 0
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
persistent=0
kill = 0
[State 3051,金貨02]
type = Projectile
trigger1 = pos Y = 0 
ProjID = 2018
projanim = 2018
velocity = -6,-15 ;金貨
accel = 0,1
projscale = const(size.xscale)*0.4, const(size.yscale)*0.4 ;金貨
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
projremove = 0
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
persistent=0
kill = 0
[State 3051,金貨03]
type = Projectile
trigger1 = pos Y = 0 
ProjID = 2018
projanim = 2018
velocity = 6,-15 ;金貨
accel = 0,1.3
projscale = const(size.xscale)*0.4, const(size.yscale)*0.4 ;金貨
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
projremove = 0
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
persistent=0
kill = 0
[State 3051,金貨04]
type = Projectile
trigger1 = pos Y = 0 
ProjID = 2018
projanim = 2018
velocity = -6,-15 ;金貨
accel = 0,1.3
projscale = const(size.xscale)*0.4, const(size.yscale)*0.4 ;金貨
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
projremove = 0
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
persistent=0
kill = 0
[State 3051,金貨05]
type = Projectile
trigger1 = pos Y = 0 
ProjID = 2018
projanim = 2018
velocity = 6,-15 ;金貨
accel = 0,1.5
projscale = const(size.xscale)*0.4, const(size.yscale)*0.4 ;金貨
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
projremove = 0
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
persistent=0
kill = 0
[State 3051,金貨06]
type = Projectile
trigger1 = pos Y = 0 
ProjID = 2018
projanim = 2018
velocity = -6,-15 ;金貨
accel = 0,1.5
projscale = const(size.xscale)*0.4, const(size.yscale)*0.4 ;金貨
Projhits = 1
Projmisstime = 1
Projpriority = 1
Projsprpriority = 1
Projedgebound = 40
Projstagebound = 40
projremove = 0
;↓ここからhitdef
attr = S, NP
damage    = 2,0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2008
sparkxy = -10,-37
guard.sparkxy = -10,-37
ground.type = high
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 0,0
persistent=0
kill = 0


[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 

[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3051, ヘルパーを消す]
type = DestroySelf
trigger1 = Time >= 240
trigger2 = RoundState > 2
