;キャナリー----------------------------------------------------
;登場----------------------------------------------------------
[Statedef 17000]
type = S
ctrl = 0
anim = 17000
velset = 0,0
sprpriority = -3

[State 17000]
type = Changestate
triggerall = Ishelper(17000)
trigger1 = animtime = 0
value = ifelse(Numhelper(17030) = 0,17001,17003)

;移動-----------------------------------------
[Statedef 17001]
type    = S
physics = S
anim = 17001
sprpriority = -3

[State 17001]
type = Turn
trigger1 = ScreenPos X < 160
trigger1 = Facing = -1
persistent=0

[State 17001]
type = Turn
trigger1 = ScreenPos X > 160
trigger1 = Facing = 1
persistent=0

[State 17001]
type = VelSet
triggerall = Ishelper(17000)
trigger1 = ScreenPos X < 60
trigger2 = ScreenPos X > 260
x = const(velocity.walk.fwd.x)

[State 17001]
type = Changestate
triggerall = Ishelper(17000)
trigger1 = ScreenPos X = [60,260]
trigger2 = time = 90
value =17002

;アクション----------------------------------------------------------
[Statedef 17002]
type = S
ctrl = 0
anim = 17002
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17002]
type = PlaySnd
trigger1 = AnimElem = 5
value = S7, 0
channel = 4

[State 17002]
type = Changestate
triggerall = Ishelper(17000)
trigger1 = animtime = 0
value =17003

;待機----------------------------------------------------------
[Statedef 17003]
type = S
ctrl = 0
anim = 17003
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17003]
type = Changestate
triggerall = Ishelper(17000)
trigger1 = Numhelper(17030) = 1
trigger1 = helper(17030),stateno = 17033||helper(17030),stateno = 17035
value =17005

[State 17003]
type = Changestate
triggerall = Ishelper(17000)
trigger1 = Numhelper(17030) = 0
trigger1 = time >= 120
value =17004

;消える------------------------------------------------------------
[Statedef 17004]
type = S
ctrl = 0
anim = 17004
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17004]
type = DestroySelf
trigger1 = animtime = 0

;マローネちゃんファンクラブ----------------------------------------
[Statedef 17005]
type = S
ctrl = 0
anim = 17005
velset = 0,0
sprpriority = -3

[State 17005]
type = PlaySnd
trigger1 = time = 380
value = S7, 23
channel = 4

[State 17005]
type = PlaySnd
trigger1 = time = 790
value = S7, 25
channel = 4

[State 17005]
type = Changestate
triggerall = Ishelper(17000)
trigger1 = time = 1000
value =17004

;モルト伯----------------------------------------------------
;登場----------------------------------------------------------
[Statedef 17010]
type = S
ctrl = 0
anim = 17010
velset = 0,0
sprpriority = -3

[State 17010]
type = Changestate
triggerall = Ishelper(17010)
trigger1 = animtime = 0
value =17011

;移動-----------------------------------------
[Statedef 17011]
type    = S
physics = S
anim = 17011
sprpriority = -3

[State 17011]
type = Turn
trigger1 = ScreenPos X < 160
trigger1 = Facing = -1
persistent=0

[State 17011]
type = Turn
trigger1 = ScreenPos X > 160
trigger1 = Facing = 1
persistent=0

[State 17011]
type = VelSet
triggerall = Ishelper(17010)
trigger1 = ScreenPos X < 80
trigger2 = ScreenPos X > 240
x = const(velocity.walk.fwd.x)

[State 17011]
type = Changestate
triggerall = Ishelper(17010)
trigger1 = ScreenPos X = [80,240]
trigger2 = time = 90
value =17012

;アクション----------------------------------------------------------
[Statedef 17012]
type = S
ctrl = 0
anim = 17012
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17012]
type = PlaySnd
trigger1 = time = 40
value = S7, 1
channel = 5

[State 17012]
type = PlaySnd
trigger1 = time = 230
value = S7, 2
channel = 5

[State 17012]
type = PlaySnd
trigger1 = time = 790
value = S7, 3
channel = 5

[State 17012]
type = PlaySnd
trigger1 = time = 1160
value = S7, 4
channel = 5

[State 17012]
type = PlaySnd
trigger1 = time = 1470
value = S7, 5
channel = 5

[State 17012]
type = PlaySnd
trigger1 = time = 1770
value = S7, 6
channel = 5

[State 17012]
type = PlaySnd
trigger1 = time = 2180
value = S7, 7
channel = 5

[State 17012]
type = PlaySnd
trigger1 = time = 2400
value = S7, 8
channel = 5

[State 17012]
type = Changestate
triggerall = Ishelper(17010)
trigger1 = time = 2790
value =17013

;待機----------------------------------------------------------
[Statedef 17013]
type = S
ctrl = 0
anim = 17013
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17013]
type = Changestate
triggerall = Ishelper(17010)
trigger1 = time = 120
value =17014

;消える------------------------------------------------------------
[Statedef 17014]
type = S
ctrl = 0
anim = 17014
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17014]
type = DestroySelf
trigger1 = animtime = 0

;ビジオ----------------------------------------------------
;登場----------------------------------------------------------
[Statedef 17020]
type = S
ctrl = 0
anim = 17020
velset = 0,0
sprpriority = -3

[State 17020]
type = Changestate
triggerall = Ishelper(17020)
trigger1 = animtime = 0
value =17021

;移動-----------------------------------------
[Statedef 17021]
type    = S
physics = S
anim = 17021
sprpriority = -3

[State 17021]
type = Turn
trigger1 = ScreenPos X < 160
trigger1 = Facing = -1
persistent=0

[State 17021]
type = Turn
trigger1 = ScreenPos X > 160
trigger1 = Facing = 1
persistent=0

[State 17021]
type = VelSet
triggerall = Ishelper(17020)
trigger1 = ScreenPos X < 100
trigger2 = ScreenPos X > 220
x = const(velocity.walk.fwd.x)

[State 17021]
type = Changestate
triggerall = Ishelper(17020)
trigger1 = ScreenPos X = [100,220]
trigger2 = time = 90
value =17022

;アクション----------------------------------------------------------
[Statedef 17022]
type = S
ctrl = 0
anim = 17022
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17022]
type = PlaySnd
trigger1 = AnimElem = 2
value = S7, 9
channel = 6

[State 17022]
type = Changestate
triggerall = Ishelper(17020)
trigger1 = time = 300
value = 17023

;待機----------------------------------------------------------
[Statedef 17023]
type = S
ctrl = 0
anim = 17023
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17023]
type = Changestate
triggerall = Ishelper(17020)
trigger1 = time = 120
value =17024

;消える------------------------------------------------------------
[Statedef 17024]
type = S
ctrl = 0
anim = 17024
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17024]
type = DestroySelf
trigger1 = animtime = 0

;コールドロン--------------------------------------------------
;登場----------------------------------------------------------
[Statedef 17030]
type = S
ctrl = 0
anim = 17030
velset = 0,0
sprpriority = -3

[State 17030]
type = Changestate
triggerall = Ishelper(17030)
trigger1 = animtime = 0
value =ifelse(Numhelper(17000) = 0,17031,17033)

;移動-----------------------------------------
[Statedef 17031]
type    = S
physics = S
anim = 17031
sprpriority = -3

[State 17031]
type = Turn
trigger1 = ScreenPos X < 160
trigger1 = Facing = -1
persistent=0

[State 17031]
type = Turn
trigger1 = ScreenPos X > 160
trigger1 = Facing = 1
persistent=0

[State 17031]
type = VelSet
triggerall = Ishelper(17030)
trigger1 = ScreenPos X < 120
trigger2 = ScreenPos X > 160
x = const(velocity.walk.fwd.x)

[State 17031]
type = Changestate
triggerall = Ishelper(17030)
trigger1 = ScreenPos X = [120,160]
trigger2 = time = 90
value =17032

;アクション----------------------------------------------------------
[Statedef 17032]
type = S
ctrl = 0
anim = 17032
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17032]
type = PlaySnd
trigger1 = AnimElem = 3
value = S7, 10
channel = 7

[State 17032]
type = Changestate
triggerall = Ishelper(17030)
trigger1 = time = 330
value = 17033

;待機----------------------------------------------------------
[Statedef 17033]
type = S
ctrl = 0
anim = 17033
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17033]
type = Changestate
triggerall = Ishelper(17030)
trigger1 = Numhelper(17000) = 1
trigger1 = helper(17000),stateno = 17003||helper(17000),stateno = 17005
value =17035

[State 17033]
type = Changestate
triggerall = Ishelper(17030)
trigger1 = Numhelper(17000) = 0
trigger1 = time = 120
value =17034

;消える------------------------------------------------------------
[Statedef 17034]
type = S
ctrl = 0
anim = 17034
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17034]
type = DestroySelf
trigger1 = animtime = 0

;マローネちゃんファンクラブ----------------------------------------
[Statedef 17035]
type = S
ctrl = 0
anim = 17032
velset = 0,0
sprpriority = -3

[State 17035]
type = PlaySnd
trigger1 = time = 0
value = S7, 21
channel = 7

[State 17035]
type = PlaySnd
trigger1 = time = 120
value = S7, 22
channel = 7

[State 17035]
type = PlaySnd
trigger1 = time = 560
value = S7, 24
channel = 7

[State 17035]
type = Changestate
triggerall = Ishelper(17030)
trigger1 = time = 1000
value =17034

;パーシモン--------------------------------------------------
;登場----------------------------------------------------------
[Statedef 17040]
type = S
ctrl = 0
anim = 17040
velset = 0,0
sprpriority = -3

[State 17040]
type = Changestate
triggerall = Ishelper(17040)
trigger1 = animtime = 0
value =17041

;移動-----------------------------------------
[Statedef 17041]
type    = S
physics = S
anim = 17041
sprpriority = -3

[State 17041]
type = Turn
trigger1 = ScreenPos X < 160
trigger1 = Facing = -1
persistent=0

[State 17041]
type = Turn
trigger1 = ScreenPos X > 160
trigger1 = Facing = 1
persistent=0

[State 17041]
type = VelSet
triggerall = Ishelper(17040)
trigger1 = ScreenPos X < 130
trigger2 = ScreenPos X > 150
x = const(velocity.walk.fwd.x)

[State 17041]
type = Changestate
triggerall = Ishelper(17040)
trigger1 = ScreenPos X = [130,150]
trigger2 = time = 90
value =17042

;アクション----------------------------------------------------------
[Statedef 17042]
type = S
ctrl = 0
anim = 17042
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17042]
type = PlaySnd
trigger1 = time = 10
value = S7, 11
channel = 8

[State 17042]
type = Changestate
triggerall = Ishelper(17040)
trigger1 = time = 240
value = 17043

;待機----------------------------------------------------------
[Statedef 17043]
type = S
ctrl = 0
anim = 17043
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17043]
type = Changestate
triggerall = Ishelper(17040)
trigger1 = time = 120
value =17044

;消える------------------------------------------------------------
[Statedef 17044]
type = S
ctrl = 0
anim = 17044
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17044]
type = DestroySelf
trigger1 = animtime = 0

;ラファエル--------------------------------------------------
;登場----------------------------------------------------------
[Statedef 17050]
type = S
ctrl = 0
anim = 17050
velset = 0,0
sprpriority = -3

[State 17050]
type = changestate
triggerall = Ishelper(17050)
trigger1 = animtime = 0
value =17051

;待機----------------------------------------------------------
[Statedef 17051]
type = S
ctrl = 0
anim = 17051
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17051]
type = PlaySnd
trigger1 = time = 0
value = S7, 15
channel = 9

[State 17051]
type = PlaySnd
trigger1 = root,var(8) = 1
value = S10, 25
persistent=0

[State 17051]
type = Changestate
triggerall = Ishelper(17050)
trigger1 = root,var(9) = 1
value =17053

[State 17051]
type = Changestate
triggerall = Ishelper(17050)
trigger1 = time = 240
value =17052

;消える------------------------------------------------------------
[Statedef 17052]
type = S
ctrl = 0
anim = 17052
velset = 0,0
sprpriority = -3

[State 17052]
type = DestroySelf
trigger1 = animtime = 0
;アクション----------------------------------------------------------
[Statedef 17053]
type = S
ctrl = 0
anim = 17053
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17053]
type = poweradd
trigger1 = time = 0
value = -1000

[State 17053]
type = PlaySnd
trigger1 = time = 24
value = S7, 13
channel = 9

[State 17053]
type = Changestate
triggerall = Ishelper(17050)
trigger1 = time = 240
value = 17054

;アクション02----------------------------------------------------------
[Statedef 17054]
type = S
ctrl = 0
anim = 17054
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17054]
type = PlaySnd
trigger1 = time = 0
value = S7, 14
channel = 9

[State 17054]
type = Explod
trigger1 = Numexplod(17058) = 0
trigger1 = animelemtime(1) = 0
anim = 17058
ID = 17058
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17054]
type = Explod
trigger1 = Numexplod(17059) = 0
trigger1 = animelemtime(1) = 0
anim = 17059
ID = 17059
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = -5
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17054]
type = Explod
trigger1 = Numexplod(17055) = 0
trigger1 = animelemtime(17) = 0
anim = 17055
ID = 17055
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = -2
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17054]
type = helper
trigger1 = animelemtime(14) = 0
helpertype = normal
name = "ALLscreenhit"
stateno = 17056
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0
ID = 17056

[State 17054]
type = Changestate
triggerall = Ishelper(17050)
trigger1 = animtime = 0
value = 17052

[Statedef 17056]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 4011
velset = 0,0

[State 17056]
type = HitDef
trigger1 = 1
attr = S, HP
animtype  = Hard
damage    = 5, 2
hitflag = MAFD
guardflag = MA
pausetime = 0,8
sparkno = S8000
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2.6,-3
air.velocity = -2.5,-4
getpower = 12, 6
givepower = 6, 3
ground.cornerpush.veloff = -4.0
air.cornerpush.veloff = -3.2
down.cornerpush.veloff = 0
p2facing = ifelse(gametime %2 = 0,1,-1)
numhits = 21
fall = 1
fall.recover = 0
id = 17057

[State 17056]
type = PlaySnd
trigger1 = MoveHit
trigger1 = gametime % 3 = 0
value = S10, 21
channel = 1

[State 17056]
type = PlaySnd
trigger1 = MoveGuarded
trigger1 = gametime % 3 = 0
value = S10, 5
channel = 1

[State 17056]
type = Explod
trigger1 = Numexplod(4010) = 0
trigger1 = animelemtime(1) = 0
anim = 4010
ID = 4010
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17056]
type = DestroySelf
trigger1 = time = 64

;ウォルナット--------------------------------------------------
;登場----------------------------------------------------------
[Statedef 17060]
type = S
ctrl = 0
anim = 17060
velset = 0,0
sprpriority = -3

[State 17060]
type = Changestate
triggerall = Ishelper(17060)
trigger1 = animtime = 0
value =17061

;待機----------------------------------------------------------
[Statedef 17061]
type = S
ctrl = 0
anim = 17061
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17061]
type = PlaySnd
trigger1 = time = 0
value = S7, 19
channel = 9

[State 17061]
type = PlaySnd
trigger1 = root,var(8) = 1
value = S10, 25
persistent=0

[State 17061]
type = Changestate
triggerall = Ishelper(17060)
trigger1 = root,var(9) = 3
value =17069

[State 17061]
type = Changestate
triggerall = Ishelper(17060)
trigger1 = root,var(9) = 2
value =17063

[State 17061]
type = Changestate
triggerall = Ishelper(17060)
trigger1 = time = 240
value =17062

;消える------------------------------------------------------------
[Statedef 17062]
type = S
ctrl = 0
anim = 17062
velset = 0,0
sprpriority = -3

[State 17062]
type = DestroySelf
trigger1 = animtime = 0
;アクション----------------------------------------------------------
[Statedef 17063]
type = S
ctrl = 0
anim = 17063
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17063]
type = posset
trigger1 = prevstateno = 17069
x = -130

[State 17063]
type = turn
trigger1 = prevstateno = 17069
trigger1 = facing = -1

[State 17063]
type = poweradd
trigger1 = time = 0
value = -1000

[State 17063]
type = PlaySnd
trigger1 = animelemtime(11) = 0
value = S10, 2

[State 17063]
type = PlaySnd
trigger1 = animelemtime(15) = 0
value = S7, 16
channel = 9

[State 17063]
type = Changestate
triggerall = Ishelper(17060)
trigger1 = time = 300
value = 17064

;アクション02----------------------------------------------------------
[Statedef 17064]
type = S
movetype= A
physics = N
ctrl = 0
anim = 17064
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17064]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S10, 4

[State 17064]
type = PlaySnd
trigger1 = animelemtime(11) = 0
value = S10, 3
persistent=0

[State 17064]
type = PlaySnd
trigger1 = animelemtime(16) = 0
value = S10, 22

[State 17064]
type = statetypeset
trigger1 = pos Y < 0
statetype = A

[State 17064]
type = Explod
trigger1 = Numexplod(4020) = 0
trigger1 = animelemtime(16) = 0
anim = 4020
ID = 4020
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.5, 1.5
sprpriority = 5
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17064]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = S7, 17
channel = 9

[State 17064]
type = velset
trigger1 = animelemtime(2) = 0
x = -5.5
y = -2.3

[State 17064]
type = veladd
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(4) < 0
y = 0.5

[State 17064]
type = velset
trigger1 = animelem = 4
trigger2 = animelem = 7
x = 0
y = 0

[State 17064]
type = posset
trigger1 = animelem = 4
y = 0

[State 17064]
type = velset
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) < 0
x = 0
y = -8.0


[State 17064]
type = velset
trigger1 = animelemtime(14) >= 0
trigger1 = animelemtime(16) < 0
x = -0.5
y = -0.5

[State 17064]
type = velset
trigger1 = animelemtime(16) >= 0
trigger1 = animelemtime(18) <= 6
x = 20.0
y = 8.0

[State 17064]
type = HitDef
trigger1 = 1
attr = A, HP
animtype  = Hard
damage    = 0,80
guardflag = MA
pausetime = 0,20
sparkno = S8002
guard.sparkno = S8010
sparkxy = -25,-30
hitsound   = S10,8
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = 0.0
air.velocity = 0,0
persistent=0
id = 17064

[State 17064]
type = TargetState
trigger1 = movehit && Numtarget
trigger1 = (target(17064),stateno = 5000) || (target(17064),stateno = 5010) || (target(17064),stateno = 5020)
value = 17067
ID = 17064

[State 17064]
type = Changestate
triggerall = Ishelper(17060)
trigger1 = animelemtime(16) >= 0
trigger1 = animelemtime(18) <= 6
trigger1 = Pos Y > 0
value = ifelse(movehit >= 1,17065,17066)

[Statedef 17065]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 17065
velset = 0,0

[State 17065]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 4023
ID = 4023
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 5
ontop = 1
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17065]
type = Explod
trigger1 = time = 0
anim = 1013
ID = 1004
pos = (target(17064),const(Size.mid.pos.x)),(target(17064),const(Size.mid.pos.y))
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 2
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 1

[State 17065]
type = PlaySnd
trigger1 = time = 0
value = S10, 18

[State 17065]
type = posset
trigger1 = 1
y = 0

[State 17065]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = S7, 18
channel = 9

[State 17065]
type = PlaySnd
trigger1 = animelemtime(8) = 0
value = S10, 23

[State 17065]
type = EnvShake
trigger1 = animelemtime(8) = 0
time = 20
freq = 60
ampl = 16
phase = 0

[State 17065]
type = Explod
trigger1 = Numexplod(4021) = 0
trigger1 = animelemtime(8) = 0
anim = 4021
ID = 4021
pos = 0, -60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 5
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17065]
type = TargetLifeAdd
trigger1 = animelemtime(8) = 0
value = -300
ID = 17064
kill = 1

[State 17065]
type = TargetVelSet
trigger1 = animelemtime(8) = 0
x = -4
y = -8
ID = 17064

[State 17065]
type = TargetState
trigger1 = animelemtime(8) = 0
trigger1 = target(17064),stateno = 17067
value = 17068
ID = 17064

[State 17065]
type = Changestate
triggerall = Ishelper(17060)
trigger1 = time = 180
value =17062

[Statedef 17066]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 17066
velset = 0,0

[State 17066]
type = PlaySnd
trigger1 = animelemtime(6) = 30
value = S7, 20
channel = 9

[State 17066]
type = Changestate
triggerall = Ishelper(17060)
trigger1 = animtime = 0
value =17062

[Statedef 17067]
type    = U
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 17067]
type = changeanim2
trigger1 = time = 0
value = 17067

[State 17067]
type = velset
trigger1 = 1
x = -0.2
y = -0.2

[Statedef 17068]
type    = A
movetype= H
physics = N
ctrl = 0

[State 17068]
type = selfstate
trigger1 = time = 0
value = 5050

[Statedef 17069]
type    = S
movetype= I
physics = N
anim = 17061
ctrl = 0

[State 17069]
type = changestate
trigger1 = Numhelper(17070) > 0
trigger1 = helper(17070),stateno = 17072
value = 17062

[State 17069]
type = DestroySelf
trigger1 = Numhelper(17070) > 0
trigger1 = helper(17070),stateno = 17079
SuperPauseTime = 99999
PauseMoveTime = 99999

;カスティル--------------------------------------------------
;登場----------------------------------------------------------
[Statedef 17070]
type = S
ctrl = 0
anim = 17070
velset = 0,0
sprpriority = -3

[State 17070]
type = Changestate
triggerall = Ishelper(17070)
trigger1 = animtime = 0
value =17071

;待機-----------------------------------------
[Statedef 17071]
type    = S
physics = S
anim = 17071
sprpriority = -3

[State 17071]
type = varadd
trigger1 = 1
var(0) = 1

[State 17071]
type = Turn
trigger1 = anim = 17071
trigger1 = rootdist X < 0

[State 17071]
type = changeanim
trigger1 = anim = 17071
trigger1 = root,movetype = H
value = 17073

[State 17071]
type = PlaySnd
trigger1 = anim = 17073
trigger1 = animelemtime(1) = 0
value = S7, 26
channel = 10

[State 17071]
type = changeanim
trigger1 = anim = 17073
trigger1 = animelemtime(5) > 40
trigger1 = root,movetype != H
value = 17074

[State 17071]
type = changeanim
trigger1 = anim = 17071
trigger1 = root,movetype = A
value = 17075

[State 17071]
type = PlaySnd
trigger1 = anim = 17075
trigger1 = animelemtime(1) = 0
value = S7, 27
channel = 10

[State 17071]
type = changeanim
trigger1 = anim = 17075
trigger1 = animelemtime(4) > 40
trigger1 = root,movetype != A
value = 17076

[State 17071]
type = changeanim
trigger1 = anim = 17074
trigger1 = animelemtime(3) = 6
trigger2 = anim = 17076
trigger2 = animelemtime(2) = 6
value = 17071

[State 17071]
type = Changestate
trigger1 = root,var(9) = 3
value = 17078

[State 17071]
type = Changestate
trigger1 = var(0) > 600
trigger1 = animtime = 0
value = 17072

[State 17071]
type = Changestate
triggerall = Ishelper(17070)
trigger1 = rootdist X > 120
value =17073

;消える------------------------------------------------------------
[Statedef 17072]
type = S
ctrl = 0
anim = 17072
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17072]
type = DestroySelf
trigger1 = animtime = 0

;移動----------------------------------------------------------
[Statedef 17073]
type = S
physics = N
ctrl = 0
anim = 17077
velset = 0,0
sprpriority = -3

[State 17073]
type = velset
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
x = 1.2

[State 17073]
type = velset
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 6
x = 0

[State 17073]
type = Changestate
trigger1 = root,var(9) = 3
value = 17078

[State 17073]
type = Changestate
triggerall = Ishelper(17070)
trigger1 = rootdist X < 60
trigger1 = rootdist X > -60
value = 17071

;WPバーガンディ------------------------------------------------------
[Statedef 17078]
type = S
movetype= A
physics = N
ctrl = 0
anim = 17078
velset = 0,0
facep2 = 1

[State 17078]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S10, 33

[State 17078]
type = velset
trigger1 = animelemtime(4) = 0
x = 6

[State 17078]
type = HitDef
trigger1 = animelem = 4
trigger2 = animelem = 5
attr = S, HT
hitflag = MA
priority = 7, Miss
sparkno = -1
hitsound = S10 ,11
p1sprpriority = 1
p1facing = 1
p2facing = 1
p2stateno = 17086
guard.dist = 0
fall = 1
id = 17078

[State 17078]
type = Explod
triggerall = Numtarget(17078) > 0
trigger1 = screenpos X < -40
trigger2 = screenpos X > 360
anim = 4110
ID = 4110
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 60
supermovetime = 99999
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 5
ontop = 1
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17078]
type = changestate
triggerall = Numtarget(17078) > 0
triggerall = target(17078),pos Y < -400
trigger1 = screenpos X < -40
trigger2 = screenpos X > 360
value = 17079

[State 17078]
type = changestate
triggerall = Numtarget(17078) = 0
triggerall = time > 90
trigger1 = screenpos X < -40
trigger2 = screenpos X > 360
value = 17072

[Statedef 17079]
type = S
ctrl = 0
anim = 30000
velset = 0,0
sprpriority = -3

[State 17079]
type = AssertSpecial
trigger1 = time >= 0
flag = noFG

[State 17079]
type = SuperPause
trigger1 = time = 0
time = 60
anim = -1
movetime = 59
p2defmul = 1

[State 17079]
type = Explod
trigger1 = time = 0
anim = 4111
ID = 4111
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 99999
pausemovetime = 99999
scale = 1.0, 1.0
sprpriority = 4
ontop = 0
shadow = 0, 0, 0
ownpal = 0
persistent=0
removeongethit = 0

[State 17079]
type = Helper
trigger1 = time = 60
helpertype = normal
name = "natto"
ID = 17060
pos = 0, 0
postype = p1
facing = 1
stateno = 17083
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 999999
size.xscale = 1.3
size.yscale = 1.3

[State 17079]
type = TargetState
trigger1 = time = 40
value = 17087
ID = 17078

[State 17079]
type = changestate
trigger1 = time = 60
value = 17080

;アクション（カスティル）----------------------------------------------------------
[Statedef 17080]
type = S
ctrl = 0
anim = 17083
velset = 0,0
sprpriority = 5

[State 17080]
type = AssertSpecial
trigger1 = 1
flag = noFG

[State 17080]
type = poweradd
trigger1 = time = 0
value = -1000

[State 17080]
type = PlaySnd
trigger1 = time = 0
value = S10, 26

[State 17080]
type = Explod
trigger1 = time = 0
anim = 4022
ID = 4022
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 999999
scale = 1.3, 1.3
sprpriority = 5
ontop = 1
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17080]
type = SprPriority
trigger1 = time > 0
value = 5

[State 17080]
type = Pause
trigger1 = time = 0
time = 300
movetime = 300

[State 17080]
type = posset
trigger1 = time = 0
x = 80
y = 0

[State 17080]
type = turn
trigger1 = facing = 1

[State 17080]
type = PlaySnd
trigger1 = animelemtime(11) = 0
value = S10, 2

[State 17080]
type = PlaySnd
trigger1 = animelemtime(15) = 0
value = S7, 28
channel = 10

[State 17080]
type = Changestate
triggerall = Ishelper(17070)
trigger1 = time = 300
value = 17081

;アクション02----------------------------------------------------------
[Statedef 17081]
type = S
movetype= A
physics = N
ctrl = 0
anim = 17084
velset = 0,0
sprpriority = 5
facep2 = 1

[State 17081]
type = AssertSpecial
trigger1 = 1
flag = noFG

[State 17081]
type = SprPriority
trigger1 = time > 0
value = 5

[State 17081]
type = Pause
trigger1 = time = 0
time = 300
movetime = 300

[State 17081]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S10, 4

[State 17081]
type = PlaySnd
trigger1 = animelemtime(11) = 0
value = S10, 3
persistent=0

[State 17081]
type = PlaySnd
trigger1 = animelemtime(16) = 0
value = S10, 22

[State 17081]
type = statetypeset
trigger1 = pos Y < 0
statetype = A

[State 17081]
type = Explod
trigger1 = Numexplod(4020) = 0
trigger1 = animelemtime(16) = 0
anim = 4020
ID = 4020
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 999999
scale = 1.5, 1.5
sprpriority = 5
ontop = 1
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17081]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = S7, 29
channel = 9

[State 17081]
type = velset
trigger1 = animelemtime(2) = 0
x = -5.5
y = -2.3

[State 17081]
type = veladd
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(4) < 0
y = 0.5

[State 17081]
type = velset
trigger1 = animelem = 4
trigger2 = animelem = 7
x = 0
y = 0

[State 17081]
type = posset
trigger1 = animelem = 4
y = 0

[State 17081]
type = velset
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) < 0
x = 0
y = -8.0

[State 17081]
type = velset
trigger1 = animelemtime(14) >= 0
trigger1 = animelemtime(16) < 0
x = -0.5
y = -0.5

[State 17081]
type = velset
trigger1 = animelemtime(16) >= 0
trigger1 = animelemtime(18) <= 6
x = 16.0
y = 8.0

[State 17081]
type = Changestate
triggerall = Ishelper(17070)
trigger1 = animelemtime(16) >= 0
trigger1 = animelemtime(18) <= 6
trigger1 = Pos Y > 0
value = 17082

[Statedef 17082]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 17085
velset = 0,0
sprpriority = 5

[State 17082]
type = AssertSpecial
trigger1 = 1
flag = noFG

[State 17082]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 4024
ID = 4024
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 999999
scale = 1.3, 1.3
sprpriority = 5
ontop = 1
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17082]
type = SprPriority
trigger1 = time > 0
value = 5

[State 17082]
type = Pause
trigger1 = time = 0
time = 120
movetime = 120

[State 17082]
type = Explod
trigger1 = time = 0
anim = 1013
ID = 1004
pos = (target(17078),const(Size.mid.pos.x)),(target(17078),const(Size.mid.pos.y))
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
PauseMoveTime = 999999
scale = 0.5, 0.5
sprpriority = 2
shadow = 0, 0, 0
ontop = 1
ownpal = 1
persistent=0
removeongethit = 1

[State 17082]
type = PlaySnd
trigger1 = time = 0
value = S10, 18

[State 17082]
type = posset
trigger1 = 1
y = 0

[State 17082]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = S7, 30
channel = 10

[State 17082]
type = PlaySnd
trigger1 = animelemtime(8) = 0
value = S10, 23

[State 17082]
type = EnvShake
trigger1 = animelemtime(8) = 0
time = 20
freq = 60
ampl = 16
phase = 0

[State 17082]
type = Explod
trigger1 = Numexplod(17086) = 0
trigger1 = animelemtime(8) = 0
anim = 17086
ID = 17086
pos = (target(17078),const(Size.mid.pos.x)),(target(17078),const(Size.mid.pos.y))
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
PauseMoveTime = 999999
scale = 1.0, 1.0
sprpriority = 5
ontop = 1
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17082]
type = Explod
trigger1 = Numexplod(17087) = 0
trigger1 = animelemtime(8) = 0
anim = 17087
ID = 17087
pos = (target(17078),const(Size.mid.pos.x)),(target(17078),const(Size.mid.pos.y))
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 90
supermovetime = 0
pausemovetime = 999999
scale = 1.0, 1.0
sprpriority = 5
ontop = 1
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17082]
type = ModifyExplod
trigger1 = time > 86
ID = 17087
Scale = (time-87.0)*0.3,(time-87.0)*0.3

[State 17082]
type = TargetLifeAdd
trigger1 = animelemtime(8) = 0
value = -700
ID = 17078
kill = 1

[State 17082]
type = TargetVelSet
trigger1 = animelemtime(8) = 0
x = 0
y = -12
ID = 17078

[State 17082]
type = TargetState
trigger1 = animelemtime(8) = 0
value = 17088
ID = 17078

[State 17082]
type = RemoveExplod
trigger1 = time = 120
ID = 4111

[State 17082]
type = destroyself
triggerall = Ishelper(17070)
trigger1 = time = 120

;アクション（ウォルナット）----------------------------------------------------------
[Statedef 17083]
type = S
ctrl = 0
anim = 17063
velset = 0,0
sprpriority = 5
facep2 = 1

[State 17083]
type = PlaySnd
trigger1 = time = 0
value = S10, 26

[State 17083]
type = Explod
trigger1 = time = 0
anim = 4022
ID = 4022
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 999999
scale = 1.3, 1.3
sprpriority = 5
ontop = 1
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17083]
type = SprPriority
trigger1 = time > 0
value = 5

[State 17083]
type = posset
trigger1 = time = 0
x = -80

[State 17083]
type = turn
trigger1 = time = 0
trigger1 = facing = -1

[State 17083]
type = PlaySnd
trigger1 = animelemtime(11) = 0
value = S10, 2

[State 17083]
type = PlaySnd
trigger1 = animelemtime(15) = 0
value = S7, 16
channel = 9

[State 17083]
type = Changestate
triggerall = Ishelper(17060)
trigger1 = time = 300
value = 17084

;アクション02----------------------------------------------------------
[Statedef 17084]
type = S
movetype= A
physics = N
ctrl = 0
anim = 17064
velset = 0,0
sprpriority = 5
facep2 = 1

[State 17084]
type = SprPriority
trigger1 = time > 0
value = 5

[State 17084]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S10, 4

[State 17084]
type = PlaySnd
trigger1 = animelemtime(11) = 0
value = S10, 3
persistent=0

[State 17084]
type = PlaySnd
trigger1 = animelemtime(16) = 0
value = S10, 22

[State 17084]
type = statetypeset
trigger1 = pos Y < 0
statetype = A

[State 17084]
type = Explod
trigger1 = Numexplod(4020) = 0
trigger1 = animelemtime(16) = 0
anim = 4020
ID = 4020
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 999999
scale = 1.5, 1.5
sprpriority = 5
ontop = 1
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17084]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = S7, 17
channel = 9

[State 17084]
type = velset
trigger1 = animelemtime(2) = 0
x = -5.5
y = -2.3

[State 17084]
type = veladd
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(4) < 0
y = 0.5

[State 17084]
type = velset
trigger1 = animelem = 4
trigger2 = animelem = 7
x = 0
y = 0

[State 17084]
type = posset
trigger1 = animelem = 4
y = 0

[State 17084]
type = velset
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(7) < 0
x = 0
y = -8.0

[State 17084]
type = velset
trigger1 = animelemtime(14) >= 0
trigger1 = animelemtime(16) < 0
x = -0.5
y = -0.5

[State 17084]
type = velset
trigger1 = animelemtime(16) >= 0
trigger1 = animelemtime(18) <= 6
x = 16.0
y = 8.0

[State 17084]
type = Changestate
triggerall = Ishelper(17060)
trigger1 = animelemtime(16) >= 0
trigger1 = animelemtime(18) <= 6
trigger1 = Pos Y > 0
value = 17085

[Statedef 17085]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 17065
velset = 0,0
sprpriority = 5

[State 17085]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 4023
ID = 4023
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 999999
scale = 1.3, 1.3
sprpriority = 5
ontop = 1
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 0

[State 17085]
type = SprPriority
trigger1 = time > 0
value = 5

[State 17085]
type = posset
trigger1 = 1
y = 0

[State 17085]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = S7, 18
channel = 9

[State 17085]
type = DestroySelf
triggerall = Ishelper(17060)
trigger1 = time = 120

;相手------------------------------------------------------------------
[Statedef 17086]
type    = U
movetype= H
physics = N
ctrl = 0
velset = 2,-10

[State 17086]
type = SprPriority
trigger1 = time > 0
value = 5

[State 17086]
type = changeanim2
trigger1 = time = 0
value = 17088

[State 17086]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 17086]
type = AngleAdd
trigger1 = 1
value = -30

[State 17086]
type = AngleDraw
trigger1 = 1

[Statedef 17087]
type    = U
movetype= H
physics = N
ctrl = 0
velset = 0,0
SuperPauseTime = 9999

[State 17087]
type = SprPriority
trigger1 = time > 0
value = 5

[State 17087]
type = posset
trigger1 = time = 0
x = 0
y = -60

[State 17087]
type = changeanim2
trigger1 = time = 0
value = 17067

[Statedef 17088]
type    = A
movetype= H
physics = N
ctrl = 0

[State 17088]
type = selfstate
trigger1 = time = 0
value = 5050

;サルファー------------------------------------------------------------
[Statedef 17090]
type = S
ctrl = 0
anim = 30000
velset = 0,0
sprpriority = -3
facep2 = 1

[State 17090]
type = PlaySnd
trigger1 = time = 30
value = S7, 31
channel = 11

[State 17090]
type = Explod
trigger1 = time = 0
anim = 17090
ID = 17090
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 230
supermovetime = 0
pausemovetime = 99999
scale = 1, 1
sprpriority = 12
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 17090]
type = Explod
trigger1 = time = 0
anim = 17091
ID = 17091
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 230
supermovetime = 0
pausemovetime = 99999
scale = 1, 1
sprpriority = 11
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 17090]
type = Explod
trigger1 = time = 0
anim = 17092
ID = 17092
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 230
supermovetime = 0
pausemovetime = 99999
scale = 1, 1
sprpriority = 10
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 17090]
type = Explod
trigger1 = time = 0
anim = 17093
ID = 17093
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 230
supermovetime = 0
pausemovetime = 99999
scale = 1, 1
sprpriority = 9
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 17090]
type = Explod
trigger1 = time = 0
anim = 17094
ID = 17094
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 230
supermovetime = 0
pausemovetime = 99999
scale = 1, 1
sprpriority = 8
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 17090]
type = Explod
trigger1 = time = 0
anim = 17095
ID = 17095
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 230
supermovetime = 0
pausemovetime = 99999
scale = 1, 1
sprpriority = 7
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 17090]
type = Explod
trigger1 = time = 0
anim = 17096
ID = 17096
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 230
supermovetime = 0
pausemovetime = 99999
scale = 1, 1
sprpriority = 6
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 17090]
type = Explod
trigger1 = time = 0
anim = 17097
ID = 17097
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 230
supermovetime = 0
pausemovetime = 99999
scale = 1, 1
sprpriority = 5
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 17090]
type = Explod
trigger1 = time = 0
anim = 17098
ID = 17098
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 230
supermovetime = 0
pausemovetime = 99999
scale = 1, 1
sprpriority = 4
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 17090]
type = Explod
trigger1 = time = 0
anim = 17099
ID = 17099
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 230
supermovetime = 0
pausemovetime = 99999
scale = 1, 1
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 17090]
type = DestroySelf
trigger1 = time = 200

;スカーレット-----------------------------------------------------
;登場
[Statedef 17200]
type = S
movetype= A
physics = S
ctrl = 0
anim = 17200
velset = 0,0
sprpriority = 2
facep2 = 1

[State 17200]
type = PlaySnd
trigger1 = time = 0
value = S8, 0
channel = 12

[State 17200]
type = PlaySnd
trigger1 = time = 0
value = S10, 26

[State 17200]
type = Explod
trigger1 = time = 0
anim = 17205
ID = 17205
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0

[State 17200]
type = changestate
trigger1 = animtime = 0
value = 17201

;魔法弾
[Statedef 17201]
type = S
movetype= A
physics = S
ctrl = 0
anim = 17201
velset = 0,0
sprpriority = 2
facep2 = 1

[State 17201]
type = Explod
trigger1 = time = 0
anim = 17206
ID = 17206
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0

[State 17201]
type = PlaySnd
trigger1 = time = 0
value = S6, 13

[State 17200]
type = PlaySnd
trigger1 = animelemtime(8) = 0
value = S8, 1
channel = 12

[State 17201]
type = PlaySnd
trigger1 = animelemtime(8) = 0
value = S6, 14

[State 17201]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 17207
ID = 17207
pos = 50, -60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0

[State 17202]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HP
hitflag = MA
guardflag = MA
affectteam = E
animtype  = hard
air.animtype = hard
priority = 7,Hit
damage    = 120, 60
pausetime = 0,0
guard.pausetime = 0,20
sparkno = -1
guard.sparkno = -1
sparkxy = -22,-42
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
gurad.hittime = 18
guard.ctrltime = 18
ground.velocity = 0, 0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
id = 17202

[State 17202]
type = TargetState
trigger1 = movehit
trigger1 = Numtarget(17202) > 0
trigger1 = (target(17202),stateno = 5000) || (target(17202),stateno = 5010) || (target(17202),stateno = 5020)
value = 14103
ID = 17202

[State 17202]
type = helper
trigger1 = movecontact
helpertype = normal
name = "spark"
ID = 17205
pos = floor(P2Dist X),0
postype = p1
facing = 1
stateno = 17205
size.xscale = 1.0
size.yscale = 1.0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 17201]
type = changestate
trigger1 = time = 60
value = 17202

;切り上げ---------------------------------------
[Statedef 17202]
type = S
movetype= A
physics = S
ctrl = 0
anim = 17202
velset = 0,0
sprpriority = 2
facep2 = 1

[State 17201]
type = PlaySnd
trigger1 = AnimElem = 8
value = S10, 43

[State 17202]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 17209
ID = 17209
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0

[State 17200]
type = PlaySnd
trigger1 = animelemtime(10) = 0
value = S8, 2
channel = 12

[State 17202]
type = StateTypeSet
trigger1 = animelemtime(10) >= 0
statetype = A
movetype = A
physics = N

[State 17202]
type = velset
trigger1 = animelemtime(10) = 0
y = -10

[State 17202]
type = veladd
trigger1 = animelemtime(10) > 0
y = 0.5

[State 17201]
type = PlaySnd
trigger1 = AnimElem = 10
value = S10, 2

[State 17202]
type = HitDef
trigger1 = AnimElem = 10
attr = A, HP
hitflag = MA
guardflag = M
affectteam = E
animtype  = hard
air.animtype = hard
priority = 7,Hit
damage    = 60, 30
pausetime = 0,0
guard.pausetime = 0,20
sparkno = -1
guard.sparkno = -1
sparkxy = -22,-42
hitsound   = S10,21
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
gurad.hittime = 18
guard.ctrltime = 18
ground.velocity = 2, -8
air.velocity = 2,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 17203]
type = HitDef
trigger1 = AnimElem = 11
attr = A, HP
hitflag = MAF
guardflag = M
affectteam = E
animtype  = hard
air.animtype = hard
priority = 7,Hit
damage    = 60, 30
pausetime = 0,0
guard.pausetime = 0,20
sparkno = -1
guard.sparkno = -1
sparkxy = -22,-42
hitsound   = S10,21
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
gurad.hittime = 18
guard.ctrltime = 18
ground.velocity = -3, -8
air.velocity = -2.0,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 17202]
type = changestate
trigger1 = animtime = 0
value = 17203

;叩きつけ
[Statedef 17203]
type = A
movetype= A
physics = N
ctrl = 0
anim = 17203
velset = 0,0
sprpriority = 2
facep2 = 1

[State 17203]
type = Explod
trigger1 = time = 0
anim = 17210
ID = 17210
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0

[State 17203]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 17211
ID = 17211
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0

[State 17203]
type = SuperPause
trigger1 = animelemtime(5) = 0
pos = 0,-60
anim = S14012
time = 36
sound = S10,19
movetime = 5
darken = 0
p2defmul = 1

[State 17203]
type = Explod
trigger1 = animelemtime(6) = 0
anim = 17212
ID = 17212
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0

[State 17200]
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = S8, 3
channel = 12

[State 17201]
type = PlaySnd
trigger1 = AnimElem = 6
value = S10, 3

[State 17200]
type = PlaySnd
trigger1 = AnimElem = 6
value = S10, 31

[State 17203]
type = HitDef
trigger1 = AnimElem = 6
attr = A, HP
hitflag = MAFD
guardflag = M
affectteam = E
animtype  = hard
air.animtype = hard
priority = 7,Hit
damage    = 60, 30
pausetime = 0,0
guard.pausetime = 0,20
sparkno = -1
guard.sparkno = -1
sparkxy = -22,-42
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
gurad.hittime = 18
guard.ctrltime = 18
ground.velocity = -3, 0
air.velocity = -3,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 17203]
type = velset
trigger1 = animelemtime(6) = 0
x = 8
y = 10

[State 17203]
type = changestate
trigger1 = pos Y > 0
value = 17204

;締め---------------------------------------------
[Statedef 17204]
type = S
movetype= A
physics = S
ctrl = 0
anim = 17204
velset = 0,0
sprpriority = 2

[State 17206]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Explosion"
stateno = 17206
postype = p1
pos = 80,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 17206
persistent=0

[State 17201]
type = PlaySnd
trigger1 = AnimElem = 4
value = S10, 3

[State 17200]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S8, 4
channel = 12

[State 17206]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "fire_bard"
stateno = 17207
postype = p1
pos = 40,30
facing = 1
keyctrl = 0
ownpal = 1
ID = 17207
persistent=0

[State 17204]
type = posset
trigger1 = time = 0
y = 0

[State 17204]
type = Destroyself
trigger1 = animtime = 0

;爆発エフェクト-------------------------------------------
[Statedef 17205]
type = S
movetype= I
physics = S
ctrl = 0
anim = 30000
velset = 0,0

[State 17205]
type = PlaySnd
trigger1 = time = 0
value = S10, 30

[State 17205]
type = Explod
trigger1 = time = 0
anim = 17208
ID = 17208
pos = 0, -40
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0

[State 17205]
type = Explod
trigger1 = time = 0
anim = 17208
ID = 17208
pos = 20, -80
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0

[State 17205]
type = Explod
trigger1 = time = 0
anim = 17208
ID = 17208
pos = -30, -80
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0

[State 17205]
type = Destroyself
trigger1 = time = 0

;爆発ヘルパー-------------------------------------------
[Statedef 17206]
type = S
movetype= A
physics = S
ctrl = 0
anim = 17213
velset = 0,0

[State 17206]
type = Explod
trigger1 = time = 0
anim = 17214
ID = 17214
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0

[State 17206]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HP
hitflag = MAFD
guardflag = M
affectteam = E
animtype  = hard
air.animtype = hard
priority = 7,Hit
damage    = 120, 30
pausetime = 0,0
guard.pausetime = 0,20
yaccel = .3
sparkno = -1
guard.sparkno = -1
sparkxy = -22,-42
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
gurad.hittime = 18
guard.ctrltime = 18
ground.velocity = -1, -12.0
air.velocity = -1, -12.0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 17206]
type = Destroyself
trigger1 = animtime = 0

;火の鳥-------------------------------------------
[Statedef 17207]
type = A
movetype= A
physics = N
ctrl = 0
anim = 17215
velset = 0,0

[State 17207]
type = Explod
trigger1 = time = 0
anim = 17216
ID = 17216
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0

[State 17207]
type = velset
trigger1 = animelemtime(4) >= 0
x = 8
y = -10

[State 17200]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S10, 22

[State 17207]
type = HitDef
trigger1 = 1
attr = A, HP
hitflag = MAFD
guardflag = M
affectteam = E
animtype  = hard
air.animtype = hard
priority = 7,Hit
damage    = 120, 30
pausetime = 0,0
guard.pausetime = 0,20
sparkno = -1
guard.sparkno = -1
sparkxy = -22,-42
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
gurad.hittime = 18
guard.ctrltime = 18
ground.velocity = -3, -12.0
air.velocity = -3, -12.0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
fall = 1
fall.recover = 0
persistent = 0

[State 17207]
type = Destroyself
trigger1 = animtime = 0