[Data]
life              = 1000   
power             = 5000   
attack            = 100   
defence           = 100    
fall.defence_up   = 50     
liedown.time      = 60     
airjuggle         = 100     
sparkno           = 2      
guard.sparkno     = 40    
KO.echo           = 0    
volume            = 0     
IntPersistIndex   = 0     
FloatPersistIndex = 40    
;---------------------------------------------------------------------------
[Size]
xscale           = 1       
yscale           = 1       
ground.back      = 15      
ground.front     = 16     
air.back         = 12     
air.front        = 12      
height           = 60      
attack.dist      = 160     
proj.attack.dist = 90      
proj.doscale     = 0       
head.pos         = -5,-90  
mid.pos          = -5,-60  
shadowoffset     = 0       
draw.offset      = 0,0     


;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 2.4         
walk.back    = -2.2        
run.fwd      = 6.6,0       
run.back     = -6.5,-3.8   
jump.neu     = 0,-9.2      
jump.back    = -2.55       
jump.fwd     = 2.5        
runjump.back = -2.55,-8.1  
runjump.fwd  = 4,-8.1      
airjump.neu  = 0,-8.1      
airjump.back = -2.55       
airjump.fwd  = 2.5        
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 0        
airjump.height  = 35       
yaccel          = .44      
stand.friction  = .85      
crouch.friction = .82      

;===========================================================================
; ステート
;===========================================================================

;解除
[Statedef 200,解除弱]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = -3,0
ctrl     = 0
anim     = 200
poweradd = 0
sprpriority = 2
facep2   = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 11
value = 1050,0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 20000,1

[State 200, 飛び道具]
type = Projectile
trigger1 = time = 10
trigger1 = palno = [1,6]
attr = S, SP 
damage = 100,1
getpower = 0,0
animtype = Hard
pausetime = 0,12
Projremovetime = -1
offset = 0,-75 
velocity = 7,0 
projanim = 201
projID = 201
Projhitanim = 203
guardflag = MA
sparkno = -1
sparkxy = 0,0
sprpriority = 7
hitsound = s201,0
guardsound = s201,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 4 

[State 200, 飛び道具]
type = Projectile
trigger1 = time = 10
trigger1 = palno = [7,12]
attr = S, SP 
damage = 99999999999999999999999999999999999999999999999,1
getpower = 0,0
animtype = Hard
pausetime = 0,12
Projremovetime = -1
offset = 0,-75 
velocity = 7,0 
projanim = 201
projID = 201
Projhitanim = 203
guardflag = MA
sparkno = -1
sparkxy = 0,0
sprpriority = 7
hitsound = s201,0
guardsound = s201,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 4 

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;解除
[Statedef 205,解除強]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = -3,0
ctrl     = 0
anim     = 200
poweradd = 0
sprpriority = 2
facep2   = 1

[State 205, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 11
value = 1050,0

[State 205, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 20000,1

[State 205, 飛び道具]
type = Projectile
trigger1 = time = 10
trigger1 = palno = [1,6]
attr = S, SP 
damage = 100,1
getpower = 0,0
animtype = Hard
pausetime = 0,12
Projremovetime = 65
offset = 0,-75 
velocity = 4,0
projanim = 202
projID = 202
Projhitanim = 203
guardflag = MA
sparkno = -1
sparkxy = 0,0
sprpriority = 4
hitsound = s201,0
guardsound = s201,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 4 

[State 205, 飛び道具]
type = Projectile
trigger1 = time = 10
trigger1 = palno = [7,12]
attr = S, SP 
damage = -9999999999999999999999999999999999999999,1
getpower = 0,0
animtype = Hard
pausetime = 0,12
Projremovetime = 65
offset = 0,-75 
velocity = 4,0
projanim = 202
projID = 202
Projhitanim = 203
guardflag = MA
sparkno = -1
sparkxy = 0,0
sprpriority = 4
hitsound = s201,0
guardsound = s201,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 4 

[State 205, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;火柱
[Statedef 210,火柱]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 210
poweradd = 0
sprpriority = 2
facep2   = 1

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 11
value = 210,0

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 210,1

[State 210,エフェクト] 
type = Explod
trigger1 = time = 1
anim = 211
ID = 211
pos = 0,0
vel = 0,0
postype = p2
sprpriority = 6
bindtime = 1
pausemovetime = 0
supermovetime = 0
scale = 1,1
removetime = 84
facing = 1

[State 210,エフェクト] 
type = Explod
trigger1 = time = 1
anim = 212
ID = 212
pos = 0,0
vel = 0,0
postype = p2
sprpriority = 99
bindtime = 1
pausemovetime = 0
supermovetime = 0
scale = 1,1
removetime = 48
facing = 1

[State 210,エフェクト] 
type = Explod
trigger1 = time = 1
anim = 216
ID = 216
pos = 0,0
vel = 0,0
postype = p2
sprpriority = 6
bindtime = 1
pausemovetime = 0
supermovetime = 0
scale = 1,1
removetime = 44
facing = 1

[State 210, 飛び道具]
type = Projectile
trigger1 = time = 1
attr = S, SP 
damage = 100,1
getpower = 0,0
animtype = Hard
pausetime = 0,12
Projremovetime = 34
bindtime = 1
postype = P2
offset = 0,ceil(-pos Y) 
velocity = 0,0
projanim = 215
projID = 215
Projhitanim = -1
guardflag = 
sparkno = -1
sparkxy = 0,0
sprpriority = 4
hitsound = 0,0
guardsound = 0,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 4 

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 300]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 20,0
ctrl     = 0
anim     = 300
poweradd = 0
sprpriority = 2
facep2   = 1

[State 300, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 300,100

[State 300, 飛び道具]
type = Projectile
trigger1 = time = 1
attr = S, SP 
damage = 10,1
getpower = 0,0
animtype = Hard
pausetime = 0,12
Projremovetime = 2
bindtime = 1
postype = P1
offset = 0,0 
velocity = 0,0 
projanim = 301
projID = 301
Projhitanim = -1
guardflag = 
sparkno = -1
sparkxy = 0,0
sprpriority = 4
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 0,0
air.velocity = 0,0
air.juggle = 4 

[State 300]
type = AssertSpecial
trigger1 = 1
flag = noshadow 
ignorehitpause = 1

[State 300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 302
ctrl = 1

[Statedef 302]
type     = S
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 302
poweradd = 0
sprpriority = 2
facep2   = 1

[State 302]
type = AssertSpecial
trigger1 = 1
flag = noshadow 
ignorehitpause = 1

[State 302, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2000]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
poweradd = -5000
anim = 2000

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 999999999999999999999999999
pausetime = 0,0
sparkno = -1
hitsound = -1
ignorehitpause = 1


[State 2000]
type = Projectile
triggerall = time%1 = 0
trigger1 = palno = [7,12]
trigger1 = p2stateno != 2006
trigger1 = p2stateno != 4000
trigger1 = enemy,name != "G Orochi"
trigger1 = enemy,name != "Devils eye"
trigger1 = enemy,name != "UNKNOWN"
trigger1 = enemy,name != "Death Star"
projanim = 2002
projID = 2000
projremove = 0
projremovetime = 1
projsprpriority = -1
attr = SCA, AA, AT, AP
hitflag = MA
animtype = back
priority = 7, hit
projriority = 9999999999999
sparkno = -1
sparkxy = 0,0
damage = 1,1
p2stateno = 2006
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000]
type = Projectile
triggerall = time%1 = 0
trigger1 = palno = [1,6]
projanim = 2002
projID = 2000
projremove = 0
projremovetime = 1
projsprpriority = -1
attr = SCA, AA, AT, AP
hitflag = MA
animtype = back
ground.type = High
priority = 7, hit
projriority = 9999999999999
damage = 1,1
sparkno = -1
sparkxy = 0,0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 2000,0

[State 2000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 2000,1

[State 2000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 81
value = 2000,2

[State 2000, ステート変更]
type = ChangeState
trigger1 = Time >= 552
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 2006]
type     = C
movetype = A
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 0
poweradd = 0
sprpriority = 2
facep2   = 1

[State 2006]
type = Changeanim2
trigger1 = 1
value = 2006

[State 2006]
type = hitdef
trigger1 = 1
attr = C,HP
damage = 0,0
numhits = 0
guardflag = 
hitflag = MAFDP
priority = 7, Hit
pausetime = 10,0
sparkno = -1
guard.sparkno = -1
animtype = hard
sparkxy = 9999,-9999
getpower = 0
givepower = -1
hitsound = -1
guardsound = -1
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
air.hittime = 5
fall = 0
ignorehitpause = 1

[State 2000, ステート変更]
type = ChangeState
trigger1 = MoveContact >= 1 
value = 4000
ignorehitpause = 1

;---------------------------------------------------------------------------
[Statedef 2010]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
poweradd = -5000
anim = 2000

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 999999999999999999999999999
pausetime = 0,0
sparkno = -1
hitsound = -1
ignorehitpause = 1


[State 2000]
type = Projectile
triggerall = time%1 = 0
trigger1 = palno = [1,6]
projanim = 2002
projID = 2000
projremove = 0
projremovetime = 1
projsprpriority = -1
attr = SCA, AA, AT, AP
hitflag = MA
animtype = back
priority = 7, hit
ground.type = high 
projriority = 9999999999999
sparkno = -1
sparkxy = 0,0
damage = 1,1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000]
type = Projectile
triggerall = time%1 = 0
trigger1 = palno = [7,12]
trigger1 = enemy,name != "G Orochi"
trigger1 = enemy,name != "Devils eye"
trigger1 = enemy,name != "UNKNOWN"
trigger1 = enemy,name != "Death Star"
projanim = 2002
projID = 2000
projremove = 0
projremovetime = 1
projsprpriority = -1
attr = SCA, AA, AT, AP
hitflag = MA
animtype = back
ground.type = trip
priority = 7, hit
projriority = 9999999999999
damage = random
sparkno = -1
sparkxy = 0,0
yaccel = 9999999999999
fall = 1
fall.recover = 0
fall.damage = 9999999999999
p2getp1state = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 2000,0

[State 2000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 2000,1

[State 2000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 81
value = 2000,2

[State 2000, ステート変更]
type = ChangeState
trigger1 = Time >= 552
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 2100]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 2100
poweradd = 0
sprpriority = 2
facep2   = 1

[State 2100, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 7
value = 2100,0

[State 2100, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 2110,0

[State 2100,エフェクト] 
type = Explod
trigger1 = time = 7
anim = 2110
ID = 2110
pos = 0,-40
vel = 0,0
postype = p2
sprpriority = 7
bindtime = -1
pausemovetime = 0
supermovetime = 0
scale = 1,1
removetime = 69
facing = 1

[State 2100, 飛び道具]
type = Projectile
trigger1 = time >= 7
trigger1 = time <= 69
trigger1 = time%2 = 0
trigger1 = palno = [7,12]
attr = S, SP 
damage = 2,1
getpower = 0,0
animtype = Hard
pausetime = 0,12
Projremovetime = 3
bindtime = 1
postype = P2
offset = 0,-40
velocity = 0,0
projanim = 2111
projID = 2111
Projhitanim = -1
guardflag = 
sparkno = -1
sparkxy = 0,0
sprpriority = 4
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 0,0
air.velocity = 0,0
air.juggle = 4 
yaccel = 9999999999999
fall = 1
fall.recover = 0
fall.damage = 9999999999999
p2getp1state = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, 飛び道具]
type = Projectile
trigger1 = time >= 7
trigger1 = time <= 69
trigger1 = time%2 = 0
trigger1 = palno = [1,6]
attr = S, SP 
damage = 2,1
getpower = 0,0
animtype = Hard
pausetime = 0,12
Projremovetime = 3
bindtime = 1
postype = P2
offset = 0,-40
velocity = 0,0
projanim = 2111
projID = 2111
Projhitanim = -1
guardflag = 
sparkno = -1
sparkxy = 0,0
sprpriority = 4
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 0,0
air.velocity = 0,0
air.juggle = 4 

[State 2100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
[Statedef 3000]
type     = S
movetype = I
physics  = S
juggle   = 1
velset   = 0,0
ctrl     = 0
anim     = 3000
poweradd = -5000
sprpriority = 2
facep2   = 1

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 3000,1

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 60
value = 3000,2

[State 3000,エフェクト] 
type = Explod
trigger1 = time = 3
anim = 8888
ID = 8888
pos = 80,5
vel = 0,0
postype = p1
sprpriority = 98
bindtime = 1
pausemovetime = 0
supermovetime = 0
scale = 1,1
removetime = 228
facing = 1

[State 3000,エフェクト] 
type = Explod
trigger1 = time = 3
anim = 3001
ID = 3001
pos = 40,-100
vel = 0,0
postype = p1
sprpriority = 99
bindtime = 1
pausemovetime = 0
supermovetime = 0
scale = 1,1
removetime = 200
facing = 1

[State 3000,エフェクト] 
type = Explod
trigger1 = time = 3
anim = 3002
ID = 3002
pos = 40,-100
vel = 0,0
postype = p1
sprpriority = 98
bindtime = 1
pausemovetime = 0
supermovetime = 0
scale = 1,1
removetime = 198
facing = 1

[State 3000,エフェクト] 
type = Explod
trigger1 = time = 3
trigger2 = time = 21
trigger3 = time = 39
trigger4 = time = 57
trigger5 = time = 75
trigger6 = time = 93
trigger7 = time = 111
trigger8 = time = 129
trigger9 = time = 147
trigger10 = time = 165
trigger11 = time = 183
anim = 8001
ID = 8001
pos = 40,-100
vel = 0,0
postype = p1
sprpriority = 98
bindtime = 1
pausemovetime = 0
supermovetime = 0
scale = 0.1,1
removetime = 18
facing = 1

[State 3000,エフェクト] 
type = Explod
trigger1 = time = 199
anim = 3003
ID = 3003
pos = 40,-100
vel = 0,0
postype = p1
sprpriority = 98
bindtime = 1
pausemovetime = 0
supermovetime = 0
scale = 1,1
removetime = 2
facing = 1

[State 3000]
type = Projectile
trigger1 = palno = [1,6]
trigger1 = time >= 3
trigger1 = time <= 202
trigger1 = time%1 = 0
attr = S, SP 
damage = 1,1
getpower = 0,0
animtype = Hard
pausetime = 0,12
Projremovetime = -1
offset = 40,-100
velocity = 7,0 
projanim = 3004
projID = 3004
Projhitanim = -1
guardflag = MA
sparkno = -1
sparkxy = 0,0
sprpriority = 7
hitsound = 0,0
guardsound = 0,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 0,0
air.velocity = 0,0
air.juggle = 4444

[State 3000]
type = Projectile
trigger1 = palno = [7,12]
trigger1 = time >= 3
trigger1 = time <= 202
trigger1 = time%1 = 0
attr = S, SP 
damage = 2,1
getpower = 0,0
animtype = Hard
pausetime = 0,12
Projremovetime = -1
offset = 40,-100
velocity = 7,0 
projanim = 3004
projID = 3004
Projhitanim = -1
guardflag = MA
sparkno = -1
sparkxy = 0,0
sprpriority = 7
hitsound = 0,0
guardsound = 0,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 0,0
air.velocity = 0,0
air.juggle = 4444
fall = 1 
air.fall = 1
fall.recover = 0
fall.damage=9999999999
p2getp1state=0

[state 3000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
[Statedef 5000]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
poweradd = -5000
anim = 2000

[State 5000,エフェクト] 
type = Explod
trigger1 = time = 31
anim = 5000
ID = 5000
pos = 5,-140
vel = 0,0
postype = p1
sprpriority = 99
bindtime = 1
pausemovetime = 0
supermovetime = 0
scale = 1,1
removetime = 30
facing = 1

[State 1];当身
type = ReversalDef
trigger1 = time >= 31
reversal.attr = SCA,AA,AT,AP
time = -1
hitflag = M-
priority = 7
pausetime = 4,4
numhits = 0
sparkno = -1
hitsound = -1
ground.hittime = -1
p2stateno = 4000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 2100, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 5000,0

[State 2100, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 31
value = 5000,1

[State 2100, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 31
value = 5000,2

[state 1]
type = targetdrop
trigger1 = numtarget>0
trigger1 = target,Ishelper
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetstate
triggerall = numtarget>0
trigger1 = !target,Ishelper
trigger1 = roundstate<4
value = 5002
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 5000, ステート変更]
type = ChangeState
trigger1 = Time >= 62
value = 0
ctrl = 1
;---------------------------------------------------------------------------

[Statedef 4000]
[State 1]
type = Projectile
trigger1 = Ishelper
projanim = anim
projid=4005
projremove = 1
projremovetime = 2
projscale=1.0,1.0
velocity =0,0
affectteam = b
postype = p1
numhits=0
offset = 0,1000
attr = A,NP
hitflag = MAFPDL
damage=0
sparkno = -1
guard.sparkno = -1
p1stateno=prevstateno
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999
[State 1]
type = Changestate
triggerall = name = "ignis"
trigger1 = 1
value = 0
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[state 1]
type = lifeset
trigger1 = name = "ignis"
value = 1000
ignorehitpause = 1
[state 1]
type = lifeset
trigger1 = name != "ignis"
value = 0
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
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[state 1]
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trigger1 = !ishelper
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[state 1]
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[state 1]
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trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
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[state 1]
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trigger1 = !ishelper
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[state 1]
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trigger1 = !ishelper
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trigger1 = !ishelper
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[state 1]
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trigger1 = !ishelper
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[state 1]
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[state 1]
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[state 1]
type = Null
trigger1 = !ishelper
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[state 1]
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trigger1 = !ishelper
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[state 1]
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[state 1]
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trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1
[state 1]
type = Null
trigger1 = !ishelper
ignorehitpause = 1


[State 4000, ステート変更]
type = Selfstate
trigger1 = !ishelper
value = 5150
ignorehitpause = 1

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