;config
[statedef 20000]
type = S
movetype = I 
physics = N
anim = 20006
ctrl = 0
velset = 0,0

;-------------------------------------------------------------------------------------------------------
[state 20000];Η͒ Attack
type = varset
ignorehitpause = 1
trigger1 = time = 0
var(54) = 100 ;<----ύX Change this


;100ŕʂ̍ÚBvcnsattackƎvĂčx܂B
;Original attack parameter is 100 .


;-------------------------------------------------------------------------------------------------------
[state 20000];ȈՃR}h Easy command mode
type = varset
ignorehitpause = 1
trigger1 = time = 0
var(56) = 0   ;<----- 0 : off
;                     1 : on

;ȈՃR}h[h͔~R}h~2(4123641236)41~R}h~2(236236)ɂȂ܂B
;ȂłȂ̂邩āH2Pň肵Ĕ~~2oȂł()
;If Easy command mode is on , double half circle command(4123641236) will change double quater circle command(236236).




;-------------------------------------------------------------------------------------------------------
[state 20000];RC~ Recoil Guard Pause Time
type = varset
ignorehitpause = 1
trigger1 = time = 0
var(57) = 20  ;<---- 2 - 22̊Ԃłǂ   From 2 to 22 (dimension is tips)



;
-------------------------------------------------------------------------------------------------------
[state 20000];tl  Fewer the rest of Enemy's life is , Lower own attack is.
type = varset
ignorehitpause = 1
trigger1 = time = 0
var(58) = 1  ;<---- 0 : OFF
;                   1 : ON


;EFZL̋tl͂قǂ̂ƂȂONɂĂ܂傤B
;ɂ̎q̏ꍇ͋tlƁAdefence 100ōl̑13R{܂ł͊mFĂ܂̂ŁB
;xAlɂ͑ΉĂ܂B̕ɈꗗĂ܂B


;-------------------------------------------------------------------------------------------------------
[state 20000];΂̕GtFNg̍őexplod  Max Number of Explods of Fire Spark Effect.
type = varset
ignorehitpause = 1
trigger1 = time = 0
var(59) = 2  ;<---- 0 :15
;                   1 :55
;                   2 :80
;                   3 :130
;                   4 :250(RFg@|Â)

;lFȂƂGtFNg1ŏ\łA΂̕hɂ͂DȐlłǂB





;-------------------------------------------------------------------------------------------------------
[state 20000];()GtFNg  Small Rock effect Lv.
type = varset
ignorehitpause = 1
trigger1 = time = 0
var(55) = 2  ;<---- 0 :]₪oȂ(No Small Rock)
;                   1 :XɏGtFNgȂ(No add alpha)
;                   2 : (Normal)

;PCRFӓSɑʂ̊₪oƃJNJNɂȂ̂ňꉞpӂ܂B
;܂]Ƃ΂͏Ȃ̂łȂĂBԂ1ɂ邮炢Ȃ0̕hIɂB


;=============================================
;RtBOI END CONFIG
;=============================================

;lΉς݃Lꗗ(57L)

;[EFZ]
;n̍    
;hanma   XAϗAUNK
;586     ASAA݂AATAϗA_ށAAAUNKAAA^
;    
;ӂꎁ  AAEFZAEFZߋv
;BF      ^ՁA

;[]
;Ƃ܎   p`FA
;Nachel 얲A~

;[GG]
;Gt \AJCA|`A`bvAWj[A~A~AAWACAXC[AANZAFmACm
            fBYB[AAoAuWbgAGfBAt@EXgAeX^gANtAWXeBX
            
;[AJin[g]
;Ina   ͂ƁAPAJA[jAAygA_ЁA~hbh

;[̑]
;`Ƃ͂鎁  ~N


;---------------------------------------------------------------------;
;     牺͂Ȃ    Don't change states under here      ;
;---------------------------------------------------------------------;


























































;----------------------------------------------------------------------------
;̓RtBOƂ̂邳̑ҋ@pXe[gȂ̂łAύXȂł
;----------------------------------------------------------------------------
[state 20000];e̕ϐm
type = parentvarset
trigger1 = time = 1
var(27) = var(56)
ignorehitpause = 1

[state 20000];e̕ϐm
type = parentvarset
trigger1 = time = 1
var(29) = var(57) + 100*var(58) + 1000*var(59)
ignorehitpause = 1

[state 20000];e̕ϐm
type = parentvarset
trigger1 = time = 1
fvar(12) = 0.01*var(54)
ignorehitpause = 1

[state 20000]
type = selfstate
trigger1 = !ishelper
value = 0

[state 20000]
type = varset
trigger1 = var(0)
var(0) = 0

[state 20000]
type = posset
trigger1 = time = 0
y = 0

;helper(1250),dist set (x = fvar(0) y = fvar(1))
[state 20002]
type = null
triggerall = numhelper(1250)
trigger1 = gametime%1=0
trigger1 = fvar(0) := facing*(helper(1250),pos x - pos x)
trigger2 = gametime%1=0
trigger2 = fvar(1) := helper(1250),pos y - pos y
ignorehitpause = 1

[state 20002]
type = velset
trigger1 = rootdist x = [-15,85]
trigger1 = abs(vel x) > 1.2
x = 0.975*vel x

[state 20002]
type = velset
trigger1 = rootdist x = [-15,85]
trigger1 = abs(vel x) <= 1.2
x = 0

[state 20002]
type = velset
trigger1 = rootdist x > 95
x = 2.5

[state 20002]
type = velset
trigger1 = rootdist x < -40
x = -2.5

[state 20002]
type = turn
trigger1 = facing != root,facing

[state 20002]
type = changestate
trigger1 = root,stateno = 1200 || root,stateno = 1204 || root,stateno = 1207
trigger2 = root,stateno = 3101 || root,stateno = 3103 || root,stateno = 3105
trigger2 = numhelper(1250)
value = 20002

[state 20002]
type = changestate
trigger1 = root,stateno = 1202 || root,stateno = 1205 || root,stateno = 1208
value = 20003

[state 20002]
type = changestate
trigger1 = numhelper(1250)
trigger1 = helper(1250),stateno = 25000
trigger1 = roundstate = 2 || parent,stateno != 170
value = 20010

[state 20002]
type = changestate
trigger1 = root,stateno = 181
value = 20004
;---------------------------------------------------------------------------
;o
[statedef 20001]
type = S
movetype = I
physics = N
anim = 20000
ctrl = 0

;helper(1250),dist set (x = fvar(0) y = fvar(1))
[state 20002]
type = null
triggerall = numhelper(1250)
trigger1 = gametime%1=0
trigger1 = fvar(0) := facing*(helper(1250),pos x - pos x)
trigger2 = gametime%1=0
trigger2 = fvar(1) := helper(1250),pos y - pos y
ignorehitpause = 1

[state 20000]
type = posset
trigger1 = time = 0
y = 0
ignorehitpause = 1

[state 20001]
type = changeanim
trigger1 = anim = 20000
trigger1 = animtime = 0
value = 20001

[state 20001]
type = velset
trigger1 = anim = 20001
x = 1 
y = -7
persistent = 0

[state 20001]
type = veladd
trigger1 = anim = 20001
trigger1 = time > 0
y = 0.40

[state 20001]
type = changestate
trigger1 = anim = 20001
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 20000

;----------------------------------------------------------------------
;Wv
[statedef 20002]
type = A
movetype = I 
physics = N
anim = 20001
ctrl = 0
velset = 2 , -4

;helper(1250),dist set (x = fvar(0) y = fvar(1))
[state 20002]
type = null
triggerall = numhelper(1250)
trigger1 = gametime%1=0
trigger1 = fvar(0) := facing*(helper(1250),pos x - pos x)
trigger2 = gametime%1=0
trigger2 = fvar(1) := helper(1250),pos y - pos y
ignorehitpause = 1


[state 20001]
type = velset
trigger1 = frontedgebodydist < 5
x = 0

[state 20001]
type = veladd
trigger1 = time > 0
y = 0.40

[state 20001]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 20003

;-----------------------------------------------------------------------
;
[statedef 20003]
type = A
movetype = I 
physics = N
anim = 20003
ctrl = 0
velset = 10 , 0

;helper(1250),dist set (x = fvar(0) y = fvar(1))
[state 20002]
type = null
triggerall = numhelper(1250)
trigger1 = gametime%1=0
trigger1 = fvar(0) := facing*(helper(1250),pos x - pos x)
trigger2 = gametime%1=0
trigger2 = fvar(1) := helper(1250),pos y - pos y
ignorehitpause = 1

[state 20000]
type = turn
trigger1 = numhelper(1250)
trigger1 = helper(1250),stateno = 1250 || helper(1250),stateno = 1260
trigger1 = facing != helper(1250),facing
trigger1 = fvar(0) + 3*(helper(1250),pos y / helper(1250),vel y) < 0

trigger2 = numhelper(3152)
trigger2 = facing*(helper(3152),pos x - pos x) < -50

[state 20000]
type = velset
trigger1 = frontedgebodydist > 10
x = 10

[state 20000]
type = velset
trigger1 = frontedgebodydist < 5
x = 0

[state 20003]
type = changestate
trigger1 = numhelper(1280)
trigger1 = helper(1280),time > 3
trigger1 = facing*(helper(1280),pos x - pos x) < 50

trigger2 = numhelper(1281)
trigger2 = helper(1281),time > 7
trigger2 = facing*(helper(1281),pos x - pos x) < 50

trigger3 = numhelper(1282)
trigger3 = helper(1282),time > 11
trigger3 = facing*(helper(1282),pos x - pos x) < 50

trigger4 = numhelper(1283)
trigger4 = helper(1283),time > 15
trigger4 = facing*(helper(1283),pos x - pos x) < 50

trigger5 = numhelper(3152)
trigger5 = abs(helper(3152),pos x - pos x) < 50
value = 20005

[state 20003]
type = changestate
trigger1 = time > 125
trigger2 = !numhelper(1250)
trigger2 = root,movetype != A
value = 20000

[state 20003]
type = changestate
trigger1 = numhelper(1250)
trigger1 = helper(1250),stateno = 25000 || helper(1250),stateno = 25001
value = 20010
;------------------------------------------------------------------
;ÕWv
[statedef 20004]
type = A
movetype = I 
physics = N
anim = 20001
ctrl = 0
velset = 1 , -7

[state 20004]
type = changestate
trigger1 = root,stateno != 181
value = 20000

;helper(1250),dist set (x = fvar(0) y = fvar(1))
[state 20002]
type = null
triggerall = numhelper(1250)
trigger1 = gametime%1=0
trigger1 = fvar(0) := facing*(helper(1250),pos x - pos x)
trigger2 = gametime%1=0
trigger2 = fvar(1) := helper(1250),pos y - pos y
ignorehitpause = 1

[state 20001]
type = veladd
trigger1 = anim = 20001
trigger1 = time > 0
y = 0.40

[state 20001]
type = changeanim
trigger1 = vel y > 0
trigger1 = pos y > 0
trigger1 = anim!=20002
value = 20002

[state 20001]
type = velset
trigger1 = anim = 20002
x = 0
y = 0

[state 20001]
type = posset
trigger1 = anim = 20002
y = 0

[state 20001]
type = assertspecial
trigger1 = anim = 20002
trigger1 = animelemno(0) = 3
flag = invisible

;----------------------------------------------------------------------
;
[statedef 20005]
type = A
movetype = I
physics = N
anim = 20005
ctrl = 0
velset = -3, -22

;helper(1250),dist set (x = fvar(0) y = fvar(1))
[state 20002]
type = null
triggerall = numhelper(1250)
trigger1 = gametime%1=0
trigger1 = fvar(0) := facing*(helper(1250),pos x - pos x)
trigger2 = gametime%1=0
trigger2 = fvar(1) := helper(1250),pos y - pos y
ignorehitpause = 1

[State 9015]
type = PalFX
trigger1 = Time >= 0
time = 40
mul = 250,100,0
add = 128,128,128
sinadd = 103,110,128,10
color = 0
invertall = 1
persistent = 0

[State 5656]
type = AngleAdd
trigger1 = 1
value = 30

[State 5656]
type = AngleDraw
trigger1 = 1

[state 20005]
type = veladd
trigger1 = 1
y = 0.10

[state 20005]
type = changestate
trigger1 = screenpos y < -40
value = 20006

[state 20005]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 20000

;------------------------------------------------------------
;󒆂őҋ@
[statedef 20006]
type = A
movetype = I
ctrl = 0
velset = 0,0

[state 20006]
type = turn
trigger1 = numhelper(1250)
trigger1 = facing != helper(1250),facing

[state 20006]
type = posset
trigger1 = numhelper(1250)
x = helper(1250),pos x

[state 20006]
type = posadd
trigger1 = screenpos y > -40
y = -10

[state 20006]
type = posadd
trigger1 = screenpos y < -60
y = 10

[state 20006]
type = changestate
triggerall = random < 333
trigger1 = root,stateno = 950
trigger2 = !numhelper(1250)
value = 20001

[state 20006]
type = changestate
trigger1 = root,stateno = 950
trigger2 = !numhelper(1250)
value = 20007

;------------------------------------------------------------
;
[statedef 20007]
type = A
movetype = I
ctrl = 0
velset = 0,20

[state 20005]
type = veladd
trigger1 = 1
y = 0.40

[state 20005]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 20000



;-----------------------------------------------------------------------------
;{̂ꎞ̒|
[statedef 20010]
type = S
movetype = I
physics = N
ctrl = 0
anim = 20003

;helper(1250),dist set (x = fvar(0) y = fvar(1))
[state 20002]
type = null
triggerall = numhelper(1250)
trigger1 = gametime%1=0
trigger1 = fvar(0) := facing*(helper(1250),pos x - pos x)
trigger2 = gametime%1=0
trigger2 = fvar(1) := helper(1250),pos y - pos y
ignorehitpause = 1

[state 20010]
type = posset
trigger1 = time = 0
y = 0

[state 20010]
type = velset
trigger1 = 1
x = 6

[state 20010]
type = turn
trigger1 = numhelper(1250)
trigger1 = fvar(0) < -50

[state 20010]
type = varset
trigger1 = numhelper(1250)
trigger1 = helper(1250),stateno = 25000 || helper(1250),stateno = 25001
trigger1 = helper(1250),vel y >= 0
trigger1 = helper(1250),time > 1
trigger1 = abs(fvar(0)) < 30
trigger1 = helper(1250),pos y > -30
var(0) = 1

[state 20010]
type = changestate
trigger1 = var(0)
value = 20011

[state 20010]
type = changestate
trigger1 = !numhelper(1250)
value = 20000

;----------------------------------------------
;|ێ
[statedef 20011]
type = S
movetype = I
physics = N
ctrl = 0
anim = 20003

;helper(1250),dist set (x = fvar(0) y = fvar(1))
[state 20002]
type = null
triggerall = numhelper(1250)
trigger1 = gametime%1=0
trigger1 = fvar(0) := facing*(helper(1250),pos x - pos x)
trigger2 = gametime%1=0
trigger2 = fvar(1) := helper(1250),pos y - pos y
ignorehitpause = 1

[state 20010]
type = posset
trigger1 = time = 0
y = 0

[state 20010]
type = velset
trigger1 = 1
x = 5

[state 20010]
type = turn
trigger1 = rootdist x < -150
trigger2 = frontedgedist < 5


[state 20010]
type = changestate
triggerall = root,var(26) = gametime
triggerall = root,var(59) = 0
trigger1 = root,ctrl = 1 || root,stateno = [100,162]
trigger1 = root,command = "x"
trigger2 = root,stateno = 5200 || root,stateno = 5210 || root,stateno = 5120
value = 20012

[state 20010];For AI
type = changestate
triggerall = root,var(26) = gametime
triggerall = root,var(59)
trigger1 = root,numtarget = 0
trigger1 = root,ctrl = 1 || root,stateno = [100,162]
trigger2 = root,stateno = 5200 || root,stateno = 5210 || root,stateno = 5120
value = 20012

[state 20010]
type = changestate
trigger1 = !numhelper(1250)
value = 20000

;------------------------------------------------
;|Ԃ񓊂
[statedef 20012]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 20004

[state 20012]
type = turn
trigger1 = time = 0
trigger1 = rootdist x < 0

[state 20012]
type = varset
trigger1 = animelem = 2
var(0) = 2

[state 20012]
type = changestate
trigger1 = animtime = 0
value = 20000





















;-------------------------
;|(ꐧ)
;-------------------------
[statedef 25000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8001
velset = 0 , -8

[state 25000]
type = veladd
trigger1 = 1
y = 0.20

[state 25001]
type = changestate
trigger1 = numhelper(20000)
trigger1 = helper(20000),var(0) = 1
value = 25002

[state 25000]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 25001


;-------------------------------------------
;nʂɎh
[statedef 25001]
type = S
movetype = I
physics = N
ctrl = 0
anim = 9000
velset = 0,0

[state 1270]
type = posset
trigger1 = time = 0
y = 0

[state 25001]
type = changestate
trigger1 = numhelper(20000)
trigger1 = helper(20000),var(0)
value = 25002

[state 1270]
type = destroyself
trigger1 = root,stateno= 950

;-------------------------------------------
;邳ێ
[statedef 25002]
type = A
movetype = I
physics = N
ctrl = 0
anim = 9000
velset = 0 , 0
sprpriority = 0

[state 25000]
type = turn
trigger1 = facing != helper(20000),facing

[state 25000]
type = posset
trigger1 = numhelper(20000)
x = helper(20000),pos x
y = helper(20000),pos y - 30

[state 25000]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 1270

[state 25002]
type = changestate
trigger1 = numhelper(20000)
trigger1 = helper(20000),var(0) = 2
value = 25003

;---------------------------------------------
;ɌGO
[statedef 25003]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8001

[state 25003]
type = velset
trigger1 = time%10=0
x = ifelse(abs(rootdist x) < 200 , 0.1*rootdist x , 20)
y = 0.1*rootdist y

[state 25003]
type = Playsnd
trigger1 = rootdist x = [-35,35]
trigger1 = rootdist y = [0 , 70]
value = S800,0
persistent = 0

[state 25003]
type = destroyself
trigger1 = rootdist x = [-35,35]
trigger1 = rootdist y = [0 , 70]
trigger2 = time > 80