;通常技の面々
;===========================================================================
;突撃
;ドノバン用ステート
[Statedef 3000]
type     = S
movetype = A
physics  = N
velset = 3,0
ctrl     = 0
anim     = 3000
sprpriority = -1

[State 3000, ヒット定義]
type = HitDef
trigger1 = Time = 0 
attr = S, NA
damage = 8*parent,Var(2), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 1, 1
guard.pausetime =0,0
sparkno = S2006
sparkxy = -6, 3
hitsound = S1, 2
guardsound = S1, 2
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4,0
kill = 0

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 
[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 
[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 
[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3000, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3000]
type = varadd
trigger1 = Time = 0
var(0) = 1 

[State 3000, 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 = 33000

[State 3000, 4];攻撃を当てるとノックバックステートへ
type = ChangeState
trigger1 = MoveHit = 1
value = 23000

[State 3000, ヘルパーを消す]
type = ChangeState
trigger1 = Time >= 300
trigger2 = RoundState > 2
value = 30000

[State 3000, 6];画面端で指定したところまで来たら消滅させる
type = ChangeState
trigger1 = FrontEdgeDist <= -20
value = 30000

[Statedef 23000, 4];ノックバック後元通り
type     = S
movetype = A
physics  = N
velset = -3,0
ctrl     = 0
anim     = 3000
sprpriority = -1

[State 3000, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3000, 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 = 33000

[State 3000, N回当たってたらヘルパーを消す]
type = ChangeState
triggerall = Time = 0;20
trigger1 = (var(0))%4 = 3
value = 33000

[State 23000]
type = ChangeState
trigger1 = Time = 20
value = 3000

[Statedef 33000];攻撃を受けた消滅ステート
type    = A
movetype= H
physics = N
anim    = 3000
velset = 0,0

[State 33000, 3]
type = PlaySnd
trigger1 = Time = 0
value = 11,1

[State 33000, 1]
type = VelSet
trigger1 = AnimElem = 1
x = -8
y = -5


[State 33000, 3]
type = DestroySelf
trigger1 = Time = 30
trigger2 = BackEdgeDist <= -20
trigger3 = FrontEdgeDist <= -20

[State 33000, 回転中攻撃当たらない]
type = NotHitBy
value = SCA
trigger1 = 1

;回転
[State 33000, Pos]
type = Angleadd
trigger1 = 1
value = 30;value = 40
[State 33000, Pos]
type = AngleDraw
trigger1 = 1



;バーバラ用ステート
[Statedef 3001]
type     = S
movetype = A
physics  = N
velset = 5,0
ctrl     = 0
anim     = 3001
sprpriority = -1

[State 3001, ヒット定義]
type = HitDef
trigger1 = Time = 0 
attr = S, NA
damage = 6*parent,Var(2), 0
animtype = Back
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 1, 1
guard.pausetime =0,0
sparkno = S2006
sparkxy = -6, 3
hitsound = S1, 2
guardsound = S1, 2
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
air.velocity = 0,-2
air.type = low
air.hittime = 12
kill = 0

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 
[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 
[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 
[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3001, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3001]
type = varadd
trigger1 = Time = 0
var(0) = 1 

[State 3001, 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 = 33001

[State 3001, 4];攻撃を当てるとノックバックステートへ
type = ChangeState
trigger1 = MoveHit = 1
value = 23001

[State 3001, ヘルパーを消す]
type = ChangeState
trigger1 = Time >= 300
trigger2 = RoundState > 2
value = 30000

[State 3001, 6];画面端で指定したところまで来たら消滅させる
type = ChangeState
trigger1 = FrontEdgeDist <= -20
value = 30000

[Statedef 23001, 4];ノックバック後元通り
type     = S
movetype = A
physics  = N
velset = -2,0
ctrl     = 0
anim     = 3001
sprpriority = -1

[State 3001, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3001, 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 = 33001

[State 3001, N回当たってたらヘルパーを消す]
type = ChangeState
triggerall = Time = 0;20
trigger1 = (var(0))%4 = 3
value = 33001

[State 23001]
type = ChangeState
trigger1 = Time = 20
value = 3001


[Statedef 33001];攻撃を受けた消滅ステート
type    = A
movetype= H
physics = N
anim    = 3001
velset = 0,0

[State 33001, 3]
type = PlaySnd
trigger1 = Time = 0
value = 11,1

[State 33001, 1]
type = VelSet
trigger1 = AnimElem = 1
x = -8
y = -5



[State 33001, 3]
type = DestroySelf
trigger1 = Time = 30
trigger2 = BackEdgeDist <= -20
trigger3 = FrontEdgeDist <= -20


[State 33001, 回転中攻撃当たらない]
type = NotHitBy
value = SCA
trigger1 = 1

;回転
[State 33000, Pos]
type = Angleadd
trigger1 = 1
value = 30
[State 33000, Pos]
type = AngleDraw
trigger1 = 1


;ハンク用ステート
[Statedef 3002]
type     = S
movetype = A
physics  = N
velset = 2,0
ctrl     = 0
anim     = 3002
sprpriority = -1

[State 3002, ヒット定義]
type = HitDef
trigger1 = Time = 0 
attr = S, NA
damage = 12*parent,Var(2), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 1, 1
guard.pausetime =0,0
sparkno = S2006
sparkxy = -6, 3
hitsound = S1, 2
guardsound = S1, 2
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -1,-2
kill = 0

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 
[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 
[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 
[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3002, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3002]
type = varadd
trigger1 = Time = 0
var(0) = 1 

[State 3002, 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 = 33002

[State 3002, 4];攻撃を当てるとノックバックステートへ
type = ChangeState
trigger1 = MoveHit = 1
value = 23002

[State 3002, ヘルパーを消す]
type = ChangeState
trigger1 = Time >= 300
trigger2 = RoundState > 2
value = 30000

[State 3002, 6];画面端で指定したところまで来たら消滅させる
type = ChangeState
trigger1 = FrontEdgeDist <= -20
value = 30000

[Statedef 23002, 4];ノックバック後元通り
type     = S
movetype = A
physics  = N
velset = -2,0
ctrl     = 0
anim     = 3002
sprpriority = -1

[State 3002, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3002, 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 = 33002

[State 3002, N回当たってたらヘルパーを消す]
type = ChangeState
triggerall = Time = 0;20
trigger1 = (var(0))%4 = 3
value = 33002

[State 23002]
type = ChangeState
trigger1 = Time = 20
value = 3002


[Statedef 33002];攻撃を受けた消滅ステート
type    = A
movetype= H
physics = N
anim    = 3002
velset = 0,0

[State 33002, 3]
type = PlaySnd
trigger1 = Time = 0
value = 11,1

[State 33002, 1]
type = VelSet
trigger1 = AnimElem = 1
x = -8
y = -5

[State 33002, 3]
type = DestroySelf
trigger1 = Time = 30
trigger2 = BackEdgeDist <= -20
trigger3 = FrontEdgeDist <= -20

[State 33002, 回転中攻撃当たらない]
type = NotHitBy
value = SCA
trigger1 = 1

;回転
[State 33002, Pos]
type = Angleadd
trigger1 = 1
value = 30
[State 33002, Pos]
type = AngleDraw
trigger1 = 1


;ダイン用ステート
[Statedef 3003]
type     = S
movetype = A
physics  = N
velset = 1,0
ctrl     = 0
anim     = 3003
sprpriority = -1

[State 3003, ヒット定義]
type = HitDef
trigger1 = Time = 0 
attr = S, NA
damage = 16*parent,Var(2), 10
animtype = medium
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 1, 1
guard.pausetime =0,0
sparkno = S2006
sparkxy = -6, 3
hitsound = S1, 2
guardsound = S1, 2
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
air.velocity = 0,-2
air.type = low
air.hittime = 12
kill = 0

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 
[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 
[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 
[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3003, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3003]
type = varadd
trigger1 = Time = 0
var(0) = 1 

[State 3003, 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 = 33003

[State 3003, 4];攻撃を当てるとノックバックステートへ
type = ChangeState
trigger1 = MoveHit = 1
value = 23003

[State 3003, ヘルパーを消す]
type = ChangeState
trigger1 = Time >= 300
trigger2 = RoundState > 2
value = 30000

[State 3003, 6];画面端で指定したところまで来たら消滅させる
type = ChangeState
trigger1 = FrontEdgeDist <= -20
value = 30000

[Statedef 23003, 4];ノックバック後元通り
type     = S
movetype = A
physics  = N
velset = -1,0
ctrl     = 0
anim     = 3003
sprpriority = -1

[State 3003, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3003, 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 = 33003

[State 3003, N回当たってたらヘルパーを消す]
type = ChangeState
triggerall = Time = 0;20
trigger1 = (var(0))%4 = 3
value = 33003

[State 23003]
type = ChangeState
trigger1 = Time = 20
value = 3003

[Statedef 33003];攻撃を受けた消滅ステート
type    = A
movetype= H
physics = N
anim    = 3003
velset = 0,0

[State 33003, 3]
type = PlaySnd
trigger1 = Time = 0
value = 11,1

[State 33003, 1]
type = VelSet
trigger1 = AnimElem = 1
x = -8
y = -5

[State 33003, 3]
type = DestroySelf
trigger1 = Time = 30
trigger2 = BackEdgeDist <= -20
trigger3 = FrontEdgeDist <= -20

[State 33003, 回転中攻撃当たらない]
type = NotHitBy
value = SCA
trigger1 = 1

;回転
[State 33003, Pos]
type = Angleadd
trigger1 = 1
value = 30
[State 33003, Pos]
type = AngleDraw
trigger1 = 1



;レクス用ステート
[Statedef 3004]
type     = S
movetype = A
physics  = N
velset = 3,0
ctrl     = 0
anim     = 3004
sprpriority = -1

[State 3004, ヒット定義]
type = HitDef
trigger1 = Time = 0 
attr = S, NA
damage = 10*parent,Var(2), 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 1, 1
guard.pausetime =0,0
sparkno = S2006
sparkxy = -6, 3
hitsound = S1, 2
guardsound = S1, 2
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
air.type = low
ground.velocity = 3,0
air.velocity = 3,0
air.hittime = 12
kill = 0

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 
[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 
[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 
[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3004, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3004]
type = varadd
trigger1 = Time = 0
var(0) = 1 

[State 3004, 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 = 33004

[State 3004, 4];攻撃を当てるとノックバックステートへ
type = ChangeState
trigger1 = MoveHit = 1
value = 23004

[State 3004, ヘルパーを消す]
type = ChangeState
trigger1 = Time >= 300
trigger2 = RoundState > 2
value = 30000

[State 3004, 6];画面端で指定したところまで来たら消滅させる
type = ChangeState
trigger1 = FrontEdgeDist <= -20
value = 30000

[Statedef 23004, 4];ノックバック後元通り
type     = S
movetype = A
physics  = N
velset = -4,0
ctrl     = 0
anim     = 3004
sprpriority = -1

[State 3004, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3004, 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 = 33004

[State 3004, N回当たってたらヘルパーを消す]
type = ChangeState
triggerall = Time = 0;20
trigger1 = (var(0))%4 = 3
value = 33004

[State 23004]
type = ChangeState
trigger1 = Time = 20
value = 3004

[Statedef 33004];攻撃を受けた消滅ステート
type    = A
movetype= H
physics = N
anim    = 3004
velset = 0,0

[State 33004, 3]
type = PlaySnd
trigger1 = Time = 0
value = 11,1

[State 33004, 1]
type = VelSet
trigger1 = AnimElem = 1
x = -8
y = -5

[State 33004, 3]
type = DestroySelf
trigger1 = Time = 30
trigger2 = BackEdgeDist <= -20
trigger3 = FrontEdgeDist <= -20

[State 33004, 回転中攻撃当たらない]
type = NotHitBy
value = SCA
trigger1 = 1

;回転
[State 33004, Pos]
type = Angleadd
trigger1 = 1
value = 30
[State 33004, Pos]
type = AngleDraw
trigger1 = 1


;カレン用ステート
[Statedef 3005]
type     = S
movetype = A
physics  = N
velset = 4,0
ctrl     = 0
anim     = 3005
sprpriority = -1

[State 3005, ヒット定義]
type = HitDef
trigger1 = Time = 0 
attr = S, NA
damage = 6*parent,Var(2), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 1, 1
guard.pausetime =0,0
sparkno = S2006
sparkxy = -6, 3
hitsound = S1, 2
guardsound = S1, 2
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
air.velocity = 0,-2
air.type = low
air.hittime = 12
kill = 0

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 
[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 
[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 
[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3005, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3005]
type = varadd
trigger1 = Time = 0
var(0) = 1 

[State 3005, 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 = 33005

[State 3005, 4];攻撃を当てるとノックバックステートへ
type = ChangeState
trigger1 = MoveHit = 1
value = 23005

[State 3005, ヘルパーを消す]
type = ChangeState
trigger1 = Time >= 300
trigger2 = RoundState > 2
value = 30000

[State 3005, 6];画面端で指定したところまで来たら消滅させる
type = ChangeState
trigger1 = FrontEdgeDist <= -20
value = 30000

[Statedef 23005, 4];ノックバック後元通り
type     = S
movetype = A
physics  = N
velset = -4,0
ctrl     = 0
anim     = 3005
sprpriority = -1

[State 3005, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3005, 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 = 33005

[State 3005, N回当たってたらヘルパーを消す]
type = ChangeState
triggerall = Time = 0;20
trigger1 = (var(0))%4 = 3
value = 33005

[State 23005]
type = ChangeState
trigger1 = Time = 20
value = 3005


[Statedef 33005];攻撃を受けた消滅ステート
type    = A
movetype= H
physics = N
anim    = 3005
velset = 0,0

[State 33005, 3]
type = PlaySnd
trigger1 = Time = 0
value = 11,1

[State 33005, 1]
type = VelSet
trigger1 = AnimElem = 1
x = -8
y = -5

[State 33005, 3]
type = DestroySelf
trigger1 = Time = 30
trigger2 = BackEdgeDist <= -20
trigger3 = FrontEdgeDist <= -20

[State 33005, 回転中攻撃当たらない]
type = NotHitBy
value = SCA
trigger1 = 1

;回転
[State 33005, Pos]
type = Angleadd
trigger1 = 1
value = 30
[State 33005, Pos]
type = AngleDraw
trigger1 = 1


;セバスチャン用ステート
[Statedef 3006]
type     = S
movetype = A
physics  = N
velset = 2,0
ctrl     = 0
anim     = 3006
sprpriority = 0

[State 3006, ヒット定義]
type = HitDef
trigger1 = Time = 0 
attr = S, NA
damage = 1*parent,Var(2), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 1, 1
guard.pausetime =0,0
sparkno = S2006
sparkxy = -6, 3
hitsound = S1, 2
guardsound = S1, 2
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
air.velocity = 0,-2
air.type = low
air.hittime = 12
kill = 0

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 
[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 
[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 
[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3006, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3006]
type = varadd
trigger1 = Time = 0
var(0) = 1 

[State 3006, 3];攻撃を受けるとノックバックステートに移行
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, AA,AP
slot = 0
stateno = 23006

[State 3006, 4];攻撃を当てるとノックバックステートへ
type = ChangeState
trigger1 = MoveHit = 1
value = 23006

[State 3006, ヘルパーを消す]
type = ChangeState
trigger1 = Time >= 300
trigger2 = RoundState > 2
value = 30000

[State 3006, 6];画面端で指定したところまで来たら消滅させる
type = ChangeState
trigger1 = FrontEdgeDist <= -20
value = 30000

[Statedef 23006, 4];ノックバック後元通り
type     = S
movetype = A
physics  = N
velset = -2,0
ctrl     = 0
anim     = 3006
sprpriority = -1

[State 3006, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3006, 3];攻撃を受けるとノックバックステートに移行
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, AA,AP
slot = 0
stateno = 23006

[State 3006, N回当たってたらヘルパーを消す]
type = ChangeState
triggerall = Time = 0;20
trigger1 = (var(0))%8 = 7
value = 33006

[State 23006]
type = ChangeState
trigger1 = Time = 20
value = 3006

[Statedef 33006];攻撃を受けた消滅ステート
type    = A
movetype= H
physics = N
anim    = 3006
velset = 0,0

[State 33006, 3]
type = PlaySnd
trigger1 = Time = 0
value = 11,1

[State 33006, 1]
type = VelSet
trigger1 = AnimElem = 1
x = -8
y = -5

[State 33006, 3]
type = DestroySelf
trigger1 = Time = 30
trigger2 = BackEdgeDist <= -20
trigger3 = FrontEdgeDist <= -20

[State 33006, 回転中攻撃当たらない]
type = NotHitBy
value = SCA
trigger1 = 1

;回転
[State 33006, Pos]
type = Angleadd
trigger1 = 1
value = 30
[State 33006, Pos]
type = AngleDraw
trigger1 = 1


;ウスノロ用ステート
[Statedef 3007]
type     = S
movetype = A
physics  = N
velset = 0.5,0
ctrl     = 0
anim     = 3007
sprpriority = -3

[State 3007, ヒット定義]
type = HitDef
trigger1 = Time = 0 
attr = S, NA
damage = 18*parent,Var(2), 0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 1, 1
guard.pausetime =0,0
sparkno = S2001
sparkxy = -6, 3
hitsound = S1, 2
guardsound = S1, 2
ground.type = low
ground.slidetime = 5
ground.hittime  = 0
ground.velocity = 0,-2
air.velocity = 0,-2
air.type = low
air.hittime = 12
kill = 0

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 
[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 
[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 
[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3007, 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 3007]
;type = varadd
;trigger1 = Time = 0
;var(0) = 1 

[State 3007, 3];攻撃を受けるとノックバック
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, AA,AP
slot = 0
stateno = 23007

;[State 3007, 4];攻撃を当てるとノックバックステートへ
;type = ChangeState
;trigger1 = MoveHit = 1
;value = 23007

[State 3007, ヘルパーを消す]
type = ChangeState
trigger1 = Time >= 600
trigger2 = RoundState > 2
value = 30000

[State 3007, 6];画面端で指定したところまで来たら消滅させる
type = ChangeState
trigger1 = FrontEdgeDist <= -20
value = 30000

[Statedef 23007, 4];ノックバック後元通り
type     = S
movetype = A
physics  = N
velset = -0.5,0
ctrl     = 0
anim     = 3007
sprpriority = -2

[State 3007, 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 3007, N回当たってたらヘルパーを消す]
;type = ChangeState
;triggerall = Time = 20
;trigger1 = (var(0))%4 = 3
;value = 30000

[State 23007]
type = ChangeState
trigger1 = Time = 20
value = 3007


---------------------------------------------------------------------------
;檻上用ステート
[Statedef 11302]
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl     = 0
anim     = 2013
sprpriority = 4


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

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

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

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


[State 1302, ヒット定義]
type = HitDef
trigger1 = time%2 = 0 
attr = S, NA
damage = 0, 0
animtype = hard
guardflag = L
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 0
guard.pausetime =0,0
sparkno = S30000
sparkxy = -6, 3
hitsound = S1, 2
guardsound = S1, 2
ground.type = low
ground.slidetime = 0
ground.hittime  = 5
guard.hittime = 5
air.hittime = 5
ground.velocity = 0,10
air.velocity = 0,10
;guard.velocity = 0,10
air.type = low
;givepower = -99999,-99999
guard.dist = 0

[State 1302, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = SCA, AA,AP,AT

[State 1302, ヘルパーを消す]
type = ChangeState
trigger1 = Time >= 300
trigger2 = RoundState > 2
value = 30000

---------------------------------------------------------------------------
[state 1303];檻左を出す
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "檻左"
stateno = 11303
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 1303
sprpriority = -4

size.xscale = const(size.xscale);*2 
size.yscale = const(size.yscale);*2 
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 

[state 1304];檻右を出す
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "檻左"
stateno = 11304
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 1304
sprpriority = -4

size.xscale = const(size.xscale);*2 
size.yscale = const(size.yscale);*2 
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 

---------------------------------------------------------------------------
;檻左用ステート
[Statedef 11303]
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl     = 0
anim     = 2014
sprpriority = 4

[State 1303, ヒット定義]
type = HitDef
trigger1 = time%2 = 0 
attr = S, NA
damage = 0, 0
animtype = hard
guardflag = L
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 0
guard.pausetime =0,0
sparkno = S30000
sparkxy = -6, 3
hitsound = S1, 2
guardsound = S1, 2
ground.type = low
ground.slidetime = 0
ground.hittime  = 5
guard.hittime = 5
air.hittime = 5
ground.velocity = -10,-3
air.velocity = -10,-3
;guard.velocity = -10,-1
air.type = low
;givepower = -99999,-99999
guard.dist = 0

[State 1303, 1];滑らない設定
type = BindToParent
trigger1 = 1
time = -1
facing = 0
pos = 0, 0

[State 1303, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = SCA, AA,AP,AT

[State 1303, ヘルパーを消す]
type = DestroySelf
trigger1 = NumHelper(1302) = 0

---------------------------------------------------------------------------
;檻右用ステート
[Statedef 11304]
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl     = 0
anim     = 2015
sprpriority = 4

[State 1304, ヒット定義]
type = HitDef
trigger1 = time%2 = 0 
attr = S, NA
damage = 0, 0
animtype = hard
guardflag = L
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 0
guard.pausetime =0,0
sparkno = S30000
sparkxy = -6, 3
hitsound = 5, 0
guardsound = 6, 0
ground.type = low
ground.slidetime = 0
hitsound = S1, 2
guardsound = S1, 2
air.hittime = 5
ground.velocity = 10,-3
air.velocity = 10,-3
;guard.velocity = 10,-1
air.type = low
;givepower = -99999,-99999
guard.dist = 0

[State 1304, 1];滑らない設定
type = BindToParent
trigger1 = 1
time = -1
facing = 0
pos = 0, 0

[State 1304, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = SCA, AA,AP,AT

[State 1304, ヘルパーを消す]
type = DestroySelf
trigger1 = NumHelper(1302) = 0

;===========================================================================
;援護
;エレナ用ステート
[Statedef 3008]
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl     = 0
anim     = 3008
sprpriority = -1

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 
[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 
[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 
[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3008, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3008, 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 = 33008

;[State 3008, 3];上矢印型背景
;type = Explod
;trigger1=1
;anim = 2003
;ID = 23008
;postype = p1
;pos = 0,0
;scale= const(size.xscale)/2,const(size.yscale)/2
;removetime = 100
;removeongethit = 1
;sprpriority = -3
;persistent = 0
;bindtime = 100

[State 3008, ヘルパーを消す]
type = DestroySelf
trigger1 = Time >= 100
trigger2 = RoundState > 2

[State 3008, 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 33008];攻撃を受けた消滅ステート
type    = A
movetype= H
physics = N
anim    = 3008
velset = 0,0

[State 33008, 3]
type = PlaySnd
trigger1 = Time = 0
value = 11,1

[State 33008, 1]
type = VelSet
trigger1 = AnimElem = 1
x = -8
y = -5

[State 33008, 3]
type = DestroySelf
trigger1 = Time = 30
trigger2 = BackEdgeDist <= -20
trigger3 = FrontEdgeDist <= -20

[State 33008, 回転中攻撃当たらない]
type = NotHitBy
value = SCA
trigger1 = 1

;回転
[State 33008, Pos]
type = Angleadd
trigger1 = 1
value = 30
[State 33008, Pos]
type = AngleDraw
trigger1 = 1


;ナタリー用ステート
[Statedef 3009]
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl     = 0
anim     = 3009
sprpriority = -1

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 
[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 
[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 
[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3009, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3009, 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 = 33009

;[State 3009, 3];上矢印型背景
;type = Explod
;trigger1=1
;anim = 2003
;ID = 23009
;postype = p1
;pos = 0,0
;scale= const(size.xscale)/2,const(size.yscale)/2
;removetime = 100
;removeongethit = 1
;sprpriority = -3
;persistent = 0
;bindtime = 100

[State 3009, ヘルパーを消す]
type = DestroySelf
trigger1 = Time >= 100
trigger2 = RoundState > 2

[State 3009, 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 33009];攻撃を受けた消滅ステート
type    = A
movetype= H
physics = N
anim    = 3009
velset = 0,0

[State 33009, 3]
type = PlaySnd
trigger1 = Time = 0
value = 11,1

[State 33009, 1]
type = VelSet
trigger1 = AnimElem = 1
x = -8
y = -5

[State 33009, 3]
type = DestroySelf
trigger1 = Time = 30
trigger2 = BackEdgeDist <= -20
trigger3 = FrontEdgeDist <= -20

[State 33009, 回転中攻撃当たらない]
type = NotHitBy
value = SCA
trigger1 = 1

;回転
[State 33009, Pos]
type = Angleadd
trigger1 = 1
value = 30
[State 33009, Pos]
type = AngleDraw
trigger1 = 1


;リチャード用ステート
[Statedef 3010]
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl     = 0
anim     = 3010
sprpriority = -1

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 
[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 
[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 
[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3010, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3010, 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 = 33010

;[State 3010, 3];上矢印型背景
;type = Explod
;trigger1=1
;anim = 2003
;ID = 23010
;postype = p1
;pos = 0,0
;scale= const(size.xscale)/2,const(size.yscale)/2
;removetime = 100
;removeongethit = 1
;sprpriority = -3
;persistent = 0
;bindtime = 100

[State 3010, ヘルパーを消す]
type = DestroySelf
trigger1 = Time >= 100
trigger2 = RoundState > 2

[State 3010, 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

[state 3010];ロビン召喚(リチャードの孫ヘルパー）
type = Helper
triggerall = NumHelper(3011) = 0
trigger1 = Time = 0
helpertype = normal
name = "ロビン"
stateno = 3011
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 3011
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 


[Statedef 33010];攻撃を受けた消滅ステート
type    = A
movetype= H
physics = N
anim    = 3010
velset = 0,0

[State 33010, 3]
type = PlaySnd
trigger1 = Time = 0
value = 11,1

[State 33010, 1]
type = VelSet
trigger1 = AnimElem = 1
x = -8
y = -5

[State 33010, 3]
type = DestroySelf
trigger1 = Time = 30
trigger2 = BackEdgeDist <= -20
trigger3 = FrontEdgeDist <= -20

[State 33010, 回転中攻撃当たらない]
type = NotHitBy
value = SCA
trigger1 = 1

;回転
[State 33010, Pos]
type = Angleadd
trigger1 = 1
value = 30
[State 33010, Pos]
type = AngleDraw
trigger1 = 1

---------------------------------------------------------------------------
;ロビン用ステート
[Statedef 3011]
type     = S
movetype = A
physics  = N
velset = 4,0
ctrl     = 0
anim     = 3011
sprpriority = -1

[State 3011, ヒット定義]
type = HitDef
trigger1 = Time = 0 
attr = S, NA
damage = 4*parent,Var(2), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 1, 1
guard.pausetime =0,0
sparkno = S2006
sparkxy = -6, 3
hitsound = S1, 2
guardsound = S1, 2
ground.type = low
ground.slidetime = 5
ground.hittime  = 0
ground.velocity = 0,-2
airguard.velocity = 0,-2
air.type = low
ground.velocity = 0,-2
airguard.velocity = 0,-2
air.velocity = 0,-2
air.hittime = 0
kill = 0

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 
[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 
[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 
[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3011, 1];攻撃受けない設定
type = NotHitBy
trigger1 = Time >= 0
value =SCA,AA,AP,AT

;[State 3011]
;type = varadd
;trigger1 = Time = 0
;var(0) = 1 

;[State 3011, 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 3011, ヘルパーを消す]
type = DestroySelf
trigger1 = Time >= 100
trigger2 = RoundState > 2

[State 3011,振り向き ]
type = Turn
trigger1 = FrontEdgeDist <= -20

[State 3011,ターン]
type = VelSet
trigger1 =Facing = -1
x = 5

[State 3011,ターン]
type = VelSet
trigger1 =Facing = 1
x = 5

;コレジャナイロボ用ステート
[Statedef 11301]
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl     = 0
anim     = 1301
sprpriority = -3


[State 1301] 
type = Gravity 
trigger1 = pos Y < 0 

[State 1301] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 

[State 1301] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 

[State 1301] 
type = posset 
trigger1 = pos Y > 0 
y = 0 


[State 1301, ヒット定義]
type = HitDef
trigger1 = time = 0 
attr = S, NA
damage = 0, 0
animtype = hard
guardflag = P
hitflag = P
priority = 7, Hit
pausetime = 0, 0
guard.pausetime =0,0
sparkno = S30000
sparkxy = -6, 3
hitsound = S1, 2
guardsound = S1, 2
ground.type = none
ground.slidetime = 5
ground.hittime  = 0
ground.velocity = 2,-2
air.velocity = 2,-2
air.type = low
air.hittime = 12
givepower = -99999,-99999

[State 3007, 3];攻撃を受けると滞留時間更新
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, AA,AP
slot = 0
stateno = 11301

[State 1301, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 1301, ヘルパーを消す]
type = ChangeState
trigger1 = Time >= 10000
trigger2 = RoundState > 2
value = 30000


;[Statedef 1301];コレジャナイロボ飛び道具管理だったころ
;type    = A
;movetype= A
;physics = S
;anim = 2999 
;ctrl = 1

;[State 1301, Projectile];
;type = Projectile
;trigger1 = time = 0
;ProjID = 1301
;projanim = 1301
;Projhits = 7
;Projmisstime = 2
;Projpriority = 7
;Projsprpriority = -3
;Projedgebound = 10000;40
;Projstagebound = 40
;velocity = 0,0
;accel = 0,0
;projscale = 2 , 2 
;projremovetime = -1
;projshadow = -1
;↓ここからhitdefのパラメーター
;attr = A, NP
;damage    = 0,0
;hitflag = MAP
;guardflag = MA
;pausetime = 0,20
;animtype  = back
;sparkno = S30000
;sparkxy = -6, 3
;guard.sparkxy = -10,-37
;ground.type = none
;ground.slidetime = 15
;ground.hittime  =  20
;ground.velocity = 0,0
;air.velocity = 0,0
;givepower = -99999,-99999

;[State 1301, ChangeState]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 51
;ctrl = 1

;[State 1301, ChangeState]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 52
;ctrl = 1

;[State 1301, ChangeState]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 0
;ctrl = 1

;===========================================================================
;射撃
;スコーピオン用ステート
[Statedef 3012]
type     = S
movetype = A
physics  = N
velset = 2,0
ctrl     = 0
anim     = 3012
sprpriority = -1

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 
[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 
[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 
[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3012, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3012, 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 = 33012

[State 3012, ヒット定義]
type = HitDef
trigger1 = Time%20 = 0 
attr = S, NA 
damage = 3*parent,Var(2), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 1, 1
sparkno = S2006
sparkxy = -6, 3
hitsound = S1, 2
guardsound = S1, 2
ground.type = High
ground.slidetime = 5
ground.hittime  = 0
ground.velocity = 0,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 0
kill = 0

[State 3012,ナイフ投げ]
type = Projectile
trigger1 = Time%35 = 1
ProjID = 3013
projanim = 3013
velocity = 4,0
;accel = 
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*parent,Var(2),0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2007
sparkxy = 25, 3
hitsound = S1, 2
ground.type = low
ground.slidetime = 0
ground.hittime  =  0
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3012, ヘルパーを消す]
type = DestroySelf
trigger1 = Time >= 300
trigger2 = RoundState > 2

[State 3012, 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 33012];攻撃を受けた消滅ステート
type    = A
movetype= H
physics = N
anim    = 3012
velset = 0,0

[State 33012, 3]
type = PlaySnd
trigger1 = Time = 0
value = 11,1

[State 33012, 1]
type = VelSet
trigger1 = AnimElem = 1
x = -8
y = -5

[State 33012, 3]
type = DestroySelf
trigger1 = Time = 30
trigger2 = BackEdgeDist <= -20
trigger3 = FrontEdgeDist <= -20

[State 33012, 回転中攻撃当たらない]
type = NotHitBy
value = SCA
trigger1 = 1

;回転
[State 33012, Pos]
type = Angleadd
trigger1 = 1
value = 30
[State 33012, Pos]
type = AngleDraw
trigger1 = 1


;セシリア用ステート
[Statedef 3014]
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl     = 0
anim     = 3014
sprpriority = -1

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 
[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 
[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 
[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3014, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3014, 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 = 33014

[State 3014,弓矢]
type = Projectile
trigger1 = Time%40 = 0
ProjID = 3015
projanim = 3015
velocity = 4,0
;accel = 
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*parent,Var(2),0
guardflag = MA
pausetime = 1,1
animtype  = light
sparkno = S2007
sparkxy = 25, 3
hitsound = S1, 2
ground.type = low
ground.slidetime = 0
ground.hittime  =  0
ground.velocity = 0,0
air.velocity = 0,0
kill = 0

[State 3014, ヘルパーを消す]
type = DestroySelf
trigger1 = Time >= 100
trigger2 = RoundState > 2

[State 3014, 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 33014];攻撃を受けた消滅ステート
type    = A
movetype= H
physics = N
anim    = 3014
velset = 0,0

[State 33014, 3]
type = PlaySnd
trigger1 = Time = 0
value = 11,1

[State 33014, 1]
type = VelSet
trigger1 = AnimElem = 1
x = -8
y = -5

[State 33014, 3]
type = DestroySelf
trigger1 = Time = 30
trigger2 = BackEdgeDist <= -20
trigger3 = FrontEdgeDist <= -20

[State 33014, 回転中攻撃当たらない]
type = NotHitBy
value = SCA
trigger1 = 1

;回転
[State 33014, Pos]
type = Angleadd
trigger1 = 1
value = 30
[State 33014, Pos]
type = AngleDraw
trigger1 = 1

;カトリーヌ用ステート
[Statedef 3016]
type     = S
movetype = A
physics  = N
velset = 0,0
ctrl     = 0
anim     = 3016
sprpriority = -1

[State 3051] 
type = Gravity 
trigger1 = pos Y < 0 
[State 3051] 
type = velset 
trigger1 = pos Y >= 0 
y = 0 
[State 3051] 
type = StateTypeSet 
trigger1 = pos Y = 0 
statetype = S 
[State 3051] 
type = posset 
trigger1 = pos Y > 0 
y = 0 

[State 3016, 1];投げられない設定
type = NotHitBy
trigger1 = Time >= 0
value = ,AT

[State 3016, 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 = 33017

[State 3016,魔法弾]
type = Projectile
trigger1 = Time%50 = 0
ProjID = 3017
projanim = 3017
velocity = 3,0
;accel = 
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*parent,Var(2),0
guardflag = MA
pausetime = 1,1
animtype  = light
givepower = -30, -15
sparkno = S2007
sparkxy = 25, 3
hitsound = S1, 2
ground.type = low
ground.slidetime = 15
ground.hittime  =  20
ground.velocity = 2,0
air.velocity = 2,0
kill = 0

[State 3017, ヘルパーを消す]
type = DestroySelf
trigger1 = Time >= 100
trigger2 = RoundState > 2

[State 3017, 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 33017];攻撃を受けた消滅ステート
type    = A
movetype= H
physics = N
anim    = 3017
velset = 0,0

[State 33017, 3]
type = PlaySnd
trigger1 = Time = 0
value = 11,1

[State 33017, 1]
type = VelSet
trigger1 = AnimElem = 1
x = -8
y = -5

[State 33017, 3]
type = DestroySelf
trigger1 = Time = 30
trigger2 = BackEdgeDist <= -20
trigger3 = FrontEdgeDist <= -20

[State 33017, 回転中攻撃当たらない]
type = NotHitBy
value = SCA
trigger1 = 1

;回転
[State 33017, Pos]
type = Angleadd
trigger1 = 1
value = 30
[State 33017, Pos]
type = AngleDraw
trigger1 = 1

