

;--------------------------------------------------------------------------
;--------------------------------------------------------------------------
;ナイフステート
;--------------------------------------------------------------------------
;--------------------------------------------------------------------------





[Statedef 251];ナイフ投げ　ナイフ
type    = S
movetype= A
anim = 2500
sprpriority = 3


[State -1, 残像]
type = Afterimage
trigger1 = root,Stateno = 2200
trigger1 = time = 0
palbright = 150,0,0  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .10,.10,.10
paladd = 100,100,100
trans = Add
time = -1
TimeGap  = 1
FrameGap = 4
length = 10



[State 251, 速度加算];重力
type = VelAdd
trigger1 = 1
x = 0.8



[State 251, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 



[State -3, 角度]
type = VarSet
Trigger1 = 1
FV = 5
Value = 0



[State -1, 角度入力]
type = AngleSet
trigger1 = AnimElem = 1
value = FVar(5)





[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1





[State 251, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 15, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 20
sparkno = s10000
sparkxy = -30, 0
hitsound = s95, 5
guardsound = s95, 4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
p1stateno = 2502
getpower = 20,0







[State 251, ]
type = ChangeState
Trigger1 = MoveGuarded
value = 2502




[State 251, ]
type = ChangeState
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 = pos Y >= -5 && Vel Y >= 0
value = 2501




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






[Statedef 351];しゃがみナイフ投げ　ナイフ
type    = S
movetype= A
anim = 2500
sprpriority = 3



[State 351, 速度加算];重力
type = VelAdd
trigger1 = 1
x = 0.8
y = -0.8


[State 351, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 



[State -3, 角度]
type = VarSet
Trigger1 = 1
FV = 5
Value = 45



[State -1, 角度入力]
type = AngleSet
trigger1 = AnimElem = 1
value = FVar(5)





[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1





[State 351, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 15, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 20
sparkno = s10000
sparkxy = -30, 0
hitsound = s95, 5
guardsound = s95, 4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
p1stateno = 2502
getpower = 20,0







[State 351, ]
type = ChangeState
Trigger1 = MoveGuarded
value = 2502




[State 351, ]
type = ChangeState
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 = pos Y >= -5 && Vel Y >= 0
value = 2501





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






[Statedef 451];空中ナイフ投げ　ナイフ
type    = S
movetype= A
anim = 2500
sprpriority = 3



[State 451, 速度加算];重力
type = VelAdd
trigger1 = 1
x = 0.8
y = 0.8


[State 451, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 



[State -3, 角度]
type = VarSet
Trigger1 = 1
FV = 5
Value = -45



[State -1, 角度入力]
type = AngleSet
trigger1 = AnimElem = 1
value = FVar(5)





[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1





[State 451, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 15, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 20
sparkno = s10000
sparkxy = -30, 0
hitsound = s95, 5
guardsound = s95, 4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
p1stateno = 2502
getpower = 20,0







[State 451, ]
type = ChangeState
Trigger1 = MoveGuarded
value = 2502




[State 451, ]
type = ChangeState
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 = pos Y >= -5 && Vel Y >= 0
value = 2501












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





[Statedef 1201];悲劇のウェバー　ナイフ
type    = S
movetype= A
anim = 2500
sprpriority = 3



[State 251, 速度加算];重力
type = VelAdd
trigger1 = 1
x = 1



[State -1, 残像]
type = Afterimage
trigger1 = root,Stateno = 2200
trigger1 = time = 0
palbright = 150,0,0  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .10,.10,.10
paladd = 100,100,100
trans = Add
time = -1
TimeGap  = 1
FrameGap = 4
length = 10



[State 1201, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 



[State -3, 角度]
type = VarSet
Trigger1 = 1
FV = 5
Value = 0



[State -1, 角度入力]
type = AngleSet
trigger1 = AnimElem = 1
value = FVar(5)





[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1



[State -1, Helper];ナイフオーラ
Type = Helper
Trigger1 = time = 0
PosType = P1
Pos = 0, 0
ID = 12500
StateNo = 12500
OwnPal = 1



[State 1201, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 18, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 20
sparkno = s10000
sparkxy = -30, 0
hitsound = s20, 10
guardsound = s95, 4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
p1stateno = 2502
getpower = 20,0







[State 1201, ]
type = ChangeState
Trigger1 = MoveGuarded
value = 2502




[State 1201, ]
type = ChangeState
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 = pos Y >= -5 && Vel Y >= 0
value = 2501







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





[Statedef 1211];人食いルイス　ナイフ　直進
type    = S
movetype= A
anim = 2500
sprpriority = 3


[State -1, ];重力
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 251, 速度加算];重力
type = VelAdd
trigger1 = 1
x = 1



[State -3, 跳ね返り]
type = Varadd
Trigger1 = time = 0
FV = 4
Value = 1

[State -1, ターン];1
type = turn
trigger1 = FVar(4) = 2
trigger1 = time = 1


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = FVar(4) = 2
trigger1 = time = 1
value = 95, 4



[State 1211, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 



[State -3, 角度]
type = VarSet
Trigger1 = 1
FV = 5
Value = 0



[State -1, 角度入力]
type = AngleSet
trigger1 = AnimElem = 1
value = FVar(5)





[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1



[State -1, Helper];ナイフオーラ
Type = Helper
Trigger1 = time = 2
PosType = P1
Pos = 0, 0
ID = 12500
StateNo = 12500
OwnPal = 1



[State 1201, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 18, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 20
sparkno = s10000
sparkxy = -30, 0
hitsound = s20, 10
guardsound = s95, 4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
p1stateno = 2502
getpower = 20,0







[State 1211, ]
type = ChangeState
Trigger1 = MoveGuarded
value = 2502




[State 1211, ]
type = ChangeState
triggerall = time > 20
triggerall =  FVar(4) = 2
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 =  pos Y >= -5 && Vel Y >= 0
value = 2501

[State 1211, ]
type = ChangeState
triggerall = time > 10
triggerall =  FVar(4) = 1
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 =  pos Y >= -5 && Vel Y >= 0
value = 1211



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





[Statedef 1212];人食いルイス　ナイフ　上斜め
type    = S
movetype= A
anim = 2500
sprpriority = 3


[State -1, ];重力
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 251, 速度加算];重力
type = VelAdd
trigger1 = FVar(4) = 1
x = 1
y = -1


[State 251, 速度加算];重力
type = VelAdd
trigger1 = FVar(4) = 2
x = 1
y = 0.8



[State -3, 跳ね返り]
type = Varadd
Trigger1 = time = 0
FV = 4
Value = 1

[State -1, ターン];1
type = turn
trigger1 = FVar(4) = 2
trigger1 = time = 1


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = FVar(4) = 2
trigger1 = time = 1
value = 95, 4



[State 1212, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 



[State -3, 角度]
type = VarSet
trigger1 = FVar(4) = 1
FV = 5
Value = 45


[State -3, 角度]
type = VarSet
trigger1 = FVar(4) = 2
FV = 5
Value = -35


[State -1, 角度入力]
type = AngleSet
trigger1 = AnimElem = 1
value = FVar(5)





[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1



[State -1, Helper];ナイフオーラ
Type = Helper
Trigger1 = time = 2
PosType = P1
Pos = 0, 0
ID = 12500
StateNo = 12500
OwnPal = 1



[State 1201, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 18, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 20
sparkno = s10000
sparkxy = -30, 0
hitsound = s20, 10
guardsound = s95, 4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
p1stateno = 2502
getpower = 20,0







[State 1212, ]
type = ChangeState
Trigger1 = MoveGuarded
value = 2502




[State 1212, ]
type = ChangeState
triggerall = time > 10
triggerall =  FVar(4) = 2
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 =  pos Y >= -5 && Vel Y >= 0
value = 2501

[State 1212, ]
type = ChangeState
triggerall = time > 10
triggerall =  FVar(4) = 1
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 =  pos Y >= -5 && Vel Y >= 0
value = 1212

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





[Statedef 1213];人食いルイス　ナイフ　少し上斜め
type    = S
movetype= A
anim = 2500
sprpriority = 3


[State -1, ];重力
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State -1, ]
type = VelAdd
trigger1 = FVar(4) = 1
x = 1
y = -0.8


[State -1, ]
type = VelAdd
trigger1 = FVar(4) = 2
x = 1
y = 0.6



[State -3, 跳ね返り]
type = Varadd
Trigger1 = time = 0
FV = 4
Value = 1




[State -1, ターン];1
type = turn
trigger1 = FVar(4) = 2
trigger1 = time = 1


[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = FVar(4) = 2
trigger1 = time = 1
value = 95, 4



[State 1213, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 



[State -3, 角度]
type = VarSet
trigger1 = FVar(4) = 1
FV = 5
Value = 35


[State -3, 角度]
type = VarSet
trigger1 = FVar(4) = 2
FV = 5
Value = -25


[State -1, 角度入力]
type = AngleSet
trigger1 = AnimElem = 1
value = FVar(5)





[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1



[State -1, Helper];ナイフオーラ
Type = Helper
Trigger1 = time = 2
PosType = P1
Pos = 0, 0
ID = 12500
StateNo = 12500
OwnPal = 1



[State 1213, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 18, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 20
sparkno = s10000
sparkxy = -30, 0
hitsound = s20, 10
guardsound = s95, 4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
p1stateno = 2502
getpower = 20,0







[State 1213, ]
type = ChangeState
Trigger1 = MoveGuarded
value = 2502




[State 1213, ]
type = ChangeState
triggerall = time > 10
triggerall =  FVar(4) = 2
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 =  pos Y >= -5 && Vel Y >= 0
value = 2501


[State 1214, ]
type = ChangeState
triggerall = time > 10
triggerall =  FVar(4) = 1
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 =  pos Y >= -5 && Vel Y >= 0
value = 1213

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





[Statedef 1214];人食いルイス　ナイフ　下斜め
type    = S
movetype= A
anim = 2500
sprpriority = 3


[State -1, ];重力
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 251, 速度加算];重力
type = VelAdd
trigger1 = FVar(4) = 1
x = 1
y = 1


[State 251, 速度加算];重力
type = VelAdd
trigger1 = FVar(4) = 2
x = 1
y = -0.8



[State -3, 跳ね返り]
type = Varadd
Trigger1 = time = 0
FV = 4
Value = 1



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = FVar(4) = 2
trigger1 = time = 1
value = 95, 4



[State 1214, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 



[State -3, 角度]
type = VarSet
trigger1 = FVar(4) = 1
FV = 5
Value = -45


[State -3, 角度]
type = VarSet
trigger1 = FVar(4) = 2
FV = 5
Value = 35


[State -1, 角度入力]
type = AngleSet
trigger1 = AnimElem = 1
value = FVar(5)





[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1



[State -1, Helper];ナイフオーラ
Type = Helper
Trigger1 = time = 2
PosType = P1
Pos = 0, 0
ID = 12500
StateNo = 12500
OwnPal = 1



[State 1214, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 18, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 20
sparkno = s10000
sparkxy = -30, 0
hitsound = s20, 10
guardsound = s95, 4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
p1stateno = 2502
getpower = 20,0







[State 1214, ]
type = ChangeState
Trigger1 = MoveGuarded
value = 2502




[State 1214, ]
type = ChangeState
triggerall = time > 10
triggerall =  FVar(4) = 2
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 =  pos Y >= -5 && Vel Y >= 0
value = 2501


[State 1214, ]
type = ChangeState
triggerall = time > 10
triggerall =  FVar(4) = 1
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 =  pos Y >= -5 && Vel Y >= 0
value = 1214


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





[Statedef 1215];人食いルイス　ナイフ　少し下斜め
type    = S
movetype= A
anim = 2500
sprpriority = 3


[State -1, ];重力
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 251, 速度加算];重力
type = VelAdd
trigger1 = FVar(4) = 1
x = 1
y = 0.8


[State 251, 速度加算];重力
type = VelAdd
trigger1 = FVar(4) = 2
x = 1
y = -0.6



[State -3, 跳ね返り]
type = Varadd
Trigger1 = time = 0
FV = 4
Value = 1




[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = FVar(4) = 2
trigger1 = time = 1
value = 95, 4



[State 1215, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 



[State -3, 角度]
type = VarSet
trigger1 = FVar(4) = 1
FV = 5
Value = -35


[State -3, 角度]
type = VarSet
trigger1 = FVar(4) = 2
FV = 5
Value = 25


[State -1, 角度入力]
type = AngleSet
trigger1 = AnimElem = 1
value = FVar(5)





[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1



[State -1, Helper];ナイフオーラ
Type = Helper
Trigger1 = time = 2
PosType = P1
Pos = 0, 0
ID = 12500
StateNo = 12500
OwnPal = 1



[State 1215, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 18, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 20
sparkno = s10000
sparkxy = -30, 0
hitsound = s20, 10
guardsound = s95, 4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
p1stateno = 2502
getpower = 20,0
air.fall = 1
fall.recover = 1






[State 1215, ]
type = ChangeState
Trigger1 = MoveGuarded
value = 2502




[State 1215, ]
type = ChangeState
triggerall = time > 10
triggerall =  FVar(4) = 2
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 =  pos Y >= -5 && Vel Y >= 0
value = 2501



[State 1215, ]
type = ChangeState
triggerall = time > 10
triggerall =  FVar(4) = 1
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 =  pos Y >= -5 && Vel Y >= 0
value = 1215






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





[Statedef 1221];ビツァの狂人　ナイフ
type    = S
movetype= A
anim = 2500
sprpriority = 3



[State 251, 速度加算];重力
type = VelAdd
trigger1 = 1
y = 1
x = -1


[State 1221, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 



[State -3, 角度]
type = VarSet
Trigger1 = 1
FV = 5
Value = -135



[State -1, 角度入力]
type = AngleSet
trigger1 = AnimElem = 1
value = FVar(5)





[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1



[State -1, Helper];ナイフオーラ
Type = Helper
Trigger1 = time = 0
PosType = P1
Pos = 0, 0
ID = 12500
StateNo = 12500
OwnPal = 1



[State 1221, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 18, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 20
sparkno = s10000
sparkxy = -30, 0
hitsound = s20, 10
guardsound = s95, 4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
p1stateno = 2502
getpower = 20,0
air.fall = 1
fall.recover = 1






[State 1221, ]
type = ChangeState
Trigger1 = MoveGuarded
value = 2502




[State 1221, ]
type = ChangeState
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 = pos Y >= -5 && Vel Y >= 0
value = 2501



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





[Statedef 2201];十二宮のゾディアック　ナイフ
type    = S
movetype= A
anim = 12600
sprpriority = 4



[State 2201, 速度加算];重力
type = VelAdd
trigger1 = 1
x = 1



[State 2201, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 



[State -3, 角度]
type = VarSet
Trigger1 = 1
FV = 5
Value = 0



[State -1, 角度入力]
type = AngleSet
trigger1 = AnimElem = 1
value = FVar(5)


[State -1, 残像]
type = Afterimage
trigger1 = time = 0
palbright = 150,0,0  ;(赤、緑、青)
PalContrast =  200, 200, 200
palmul = .10,.10,.10
paladd = 100,100,100
trans = Add
time = -1
TimeGap  = 1
FrameGap = 4
length = 10



[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1



[State -1, Helper];ナイフオーラ
Type = Helper
Trigger1 = time = 0
PosType = P1
Pos = 0, 0
ID = 12602
StateNo = 12602
OwnPal = 1



[State 2201, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 48, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 20
sparkno = s10000
sparkxy = -30, 0
hitsound = s20, 10
guardsound = s95, 4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 20,0
air.fall = 1
fall.recover = 1







[State 2201, ]
type = DestroySelf
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 = pos Y >= -5 && Vel Y >= 0








;--------------------------------------------------------------------------
;--------------------------------------------------------------------------
;ナイフ　オーラ
;--------------------------------------------------------------------------
;--------------------------------------------------------------------------



[Statedef 12500]
type    = S
anim = 12500

[State 12500, Trans]
Type = Trans
Trigger1 = 1
Trans = Add



[State -1, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 


[State -1, 角度入力]
type = AngleSet
trigger1 = AnimElem = 1
value = Parent,FVar(5)



[State -1, 速度加算];重力
type = Velset
trigger1 = 1
x = Parent,Vel x
y = Parent,Vel y


[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1




[State 12602, ]
type = DestroySelf
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 = pos Y >= -5 && Vel Y >= 0
trigger4 = Parent,movetype != A





;--------------------------------------------------------------------------
;--------------------------------------------------------------------------
;太いナイフ　オーラ
;--------------------------------------------------------------------------
;--------------------------------------------------------------------------



[Statedef 12602]
type    = S
anim = 12602

[State 12500, Trans]
Type = Trans
Trigger1 = 1
Trans = Add



[State -1, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 


[State -1, 角度入力]
type = AngleSet
trigger1 = AnimElem = 1
value = Parent,FVar(5)



[State -1, 速度加算];重力
type = Velset
trigger1 = 1
x = Parent,Vel x
y = Parent,Vel y


[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1




[State 12500, ]
type = DestroySelf
trigger1 =  Facing = 1
trigger1 =  pos x >= 150 && Vel x >= 0
trigger2 =  Facing = -1
trigger2 =  pos x <= -150 && Vel x >= 0
trigger3 = pos Y >= -5 && Vel Y >= 0
trigger4 = Parent,movetype != A





;--------------------------------------------------------------------------
;--------------------------------------------------------------------------
;ナイフ激突ステート
;--------------------------------------------------------------------------
;--------------------------------------------------------------------------




[Statedef 2501]
type    = S
anim = 2500



[State 2501, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 95, 4


[State 2501, 角度入力]
type = Angleadd
trigger1 = 1
value = -30


[State 2501, 移動]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0


[State 2501, 角度変更実行]
type = AngleDraw
trigger1 = 1


[State -1, 角度入力]
type = AngleSet
trigger1 = AnimElem = 1
value = FVar(5)





[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1



[State -1, 跳ね返り]
type = VarSet
Trigger1 = 1
FV = 4
Value = 0





[State 2501, ]
type = DestroySelf
trigger1 = Time > 15








;--------------------------------------------------------------------------
;--------------------------------------------------------------------------
;ナイフ命中ステート
;--------------------------------------------------------------------------
;--------------------------------------------------------------------------




[Statedef 2502]
type    = S
anim = 2501
velset = 0,0


[State -1, 角度入力]
type = AngleSet
trigger1 = AnimElem = 1
value = FVar(5)





[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1


[State -1, 跳ね返り]
type = VarSet
Trigger1 = 1
FV = 4
Value = 0




[State 2502, ]
type = DestroySelf
trigger1 = Time > 35
























