;-------------------------------------------------------------------------------
[Statedef 2001,バラモス]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10191

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70


;-------------------------------------------------------------------------------
[Statedef 2002,エクシア]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10192

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno


[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2003,シーナ]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10193

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2004,マッドサンダー]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10194

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70


;-------------------------------------------------------------------------------
[Statedef 2005,絶望]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10195

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5


[State 2001,end]
type = Destroyself
trigger1 = time = 70




;-------------------------------------------------------------------------------
[Statedef 2006,てつを]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10196

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2007,レッドキング]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10197

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5


[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2008,サクラ]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10198

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5



[State 2001,end]
type = Destroyself
trigger1 = time = 70




;-------------------------------------------------------------------------------
[Statedef 2009,悠二]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10199

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5


[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2021,バラモス]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10191

[State 2021, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2021,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2021, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2021, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s60021
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2021, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5


[State 2021,end]
type = Destroyself
trigger1 = time = 70


;-------------------------------------------------------------------------------
[Statedef 2022,エクシア]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10192

[State 2021, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2021,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno


[State 2021, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2021, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2021, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2021,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2023,シーナ]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10193

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2024,マッドサンダー]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10194

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70


;-------------------------------------------------------------------------------
[Statedef 2025,絶望]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10195

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5


[State 2001,end]
type = Destroyself
trigger1 = time = 70




;-------------------------------------------------------------------------------
[Statedef 2026,てつを]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10196

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5

[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2027,レッドキング]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10197

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5


[State 2001,end]
type = Destroyself
trigger1 = time = 70



;-------------------------------------------------------------------------------
[Statedef 2028,サクラ]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10198

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5



[State 2001,end]
type = Destroyself
trigger1 = time = 70




;-------------------------------------------------------------------------------
[Statedef 2029,悠二]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
sprpriority = 4
velset   = 8, 0
anim     = 10199

[State 2001, 判定] 
type = nothitby 
trigger1 = 1
value = , AT,AA,NP,SP

[State 2001,]
type = VarSet
trigger1 = time <= 0
v = 9
value = stateno

[State 2001, 攻撃を受けたら消滅ステートに移動]
type = HitOverride
trigger1 = Time <= 0
attr = SCA, HP
stateno = 2010    
time = -1

[State 2001, 攻撃]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 300, 75
hitflag = MA
guardflag = MA
hitonce = 0
priority = 4
pausetime = 12,24
sparkno = s6001
guard.sparkno = s6002
sparkxy = 0,0
hitsound   = s1100, 1
guardsound = s1100, 1
animtype = hard
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-5.2
air.velocity = -1.5,-5
fall = 1
fall.recover = 0

[State 2001, 攻撃]
type = projectile
trigger1 = 1
projanim =2010
projremovetime =1
projhitanim = 2010
projid =2010
offset =0,0
attr =S, HP
animtype =light
damage = 0
hitflag = P
guardflag =P
pausetime =0,0
sparkno = s6001
guard.sparkno = s6002
sparkky =0,0
hitsound = s1000,0
guardsound =s1000,0
ground.type =High
ground.slidetime =0
ground.hittime =0
ground.velocity =0,0
air.velocity =0,0
projscale = .5,.5


[State 2001,end]
type = Destroyself
trigger1 = time = 70


;=========================================================
[Statedef 2010,消滅]
type     = U
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
velset   = 0, -5
anim     = 1
sprpriority = 4

[State 2010, 判定]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2010,end]
type = Destroyself
trigger1 = time = 100



















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

[Statedef 9999]
type = U
movetype = H
physics = N
hitdefpersist = 1

[State 9999,animelemnoをvar(3)に];なくてもいいかも知れない
type = VarSet
trigger1 = time <= 0
v = 2
value = AnimElemNo(0)
ignorehitpause = 1

[State 9999,アーマーステートから来たのならアニメ200をvar(3)枚目から];なくてもいいかも知れない
type = ChangeAnim
trigger1 = 1
value = anim
elem = var(2)

[State 9999,あった方がいいかも]
type = PosFreeze
trigger1 = 1
value = 1

[State 9999,攻撃食らう前のステートに戻す]
type = ChangeState
trigger1 = HitShakeOver
value = var(0)
ctrl = var(1)

[State 1000, 2]
type = playsnd
triggerall = anim = 1000
trigger1 = var(3) = 1
trigger1 = animelem = 10
value = 1000,1

[State 1060, 5]
type = envshake
triggerall = anim = 1000
triggerall = var(3) = 1
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
trigger4 = animelem = 13
trigger5 = animelem = 14
trigger6 = animelem = 15
trigger7 = animelem = 16
trigger8 = animelem = 17
trigger9 = animelem = 18
trigger10 = animelem = 19
trigger11 = animelem = 20
time = 5
frep = 130
ampl = 7

[State 1000, 2]
type = Projectile
trigger1 = anim = 1000
trigger1 = var(3) = 1
trigger1 = AnimElem = 10
projanim = 1011
projid = 1011
projhitanim = -1
offset = -160,0
velocity = 0,0
attr = S, SP
animtype  = Medium
damage    = 40, 4
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s3,8
guardsound = s3,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-3
projremovetime = 4

[State 1000, 2]
type = Projectile
trigger1 = anim = 1000
trigger1 = var(3) = 1
trigger1 = AnimElem = 11
projanim = 1011
projid = 1011
projhitanim = -1
offset = -128,0
velocity = 0,0
attr = S, SP
animtype  = Medium
damage    = 40, 4
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s3,8
guardsound = s3,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-3
projremovetime = 4

[State 1000, 2]
type = Projectile
trigger1 = anim = 1000
trigger1 = var(3) = 1
trigger1 = AnimElem = 12
projanim = 1011
projid = 1011
projhitanim = -1
offset = -96,0
velocity = 0,0
attr = S, SP
animtype  = Medium
damage    = 40, 4
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s3,8
guardsound = s3,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-3
projremovetime = 4

[State 1000, 2]
type = Projectile
trigger1 = anim = 1000
trigger1 = var(3) = 1
trigger1 = AnimElem = 13
projanim = 1011
projid = 1011
projhitanim = -1
offset = -64,0
velocity = 0,0
attr = S, SP
animtype  = Medium
damage    = 40, 4
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s3,8
guardsound = s3,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-3
projremovetime = 4

[State 1000, 2]
type = Projectile
trigger1 = anim = 1000
trigger1 = var(3) = 1
trigger1 = AnimElem = 14
projanim = 1011
projid = 1011
projhitanim = -1
offset = -32,0
velocity = 0,0
attr = S, SP
animtype  = Medium
damage    = 40, 4
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s3,8
guardsound = s3,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-3
projremovetime = 4

[State 1000, 2]
type = Projectile
trigger1 = anim = 1000
trigger1 = var(3) = 1
trigger1 = AnimElem = 15
projanim = 1011
projid = 1011
projhitanim = -1
offset = 0,0
velocity = 0,0
attr = S, SP
animtype  = Medium
damage    = 40, 4
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s3,8
guardsound = s3,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-3
projremovetime = 4

[State 1000, 2]
type = Projectile
trigger1 = anim = 1000
trigger1 = var(3) = 1
trigger1 = AnimElem = 16
projanim = 1011
projid = 1011
projhitanim = -1
offset = 32,0
velocity = 0,0
attr = S, SP
animtype  = Medium
damage    = 40, 4
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s3,8
guardsound = s3,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-3
projremovetime = 4

[State 1000, 2]
type = Projectile
trigger1 = anim = 1000
trigger1 = var(3) = 1
trigger1 = AnimElem = 17
projanim = 1011
projid = 1011
projhitanim = -1
offset = 64,0
velocity = 0,0
attr = S, SP
animtype  = Medium
damage    = 40, 4
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s3,8
guardsound = s3,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-3
projremovetime = 4

[State 1000, 2]
type = Projectile
trigger1 = anim = 1000
trigger1 = var(3) = 1
trigger1 = AnimElem = 18
projanim = 1011
projid = 1011
projhitanim = -1
offset = 96,0
velocity = 0,0
attr = S, SP
animtype  = Medium
damage    = 40, 4
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s3,8
guardsound = s3,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-3
projremovetime = 4

[State 1000, 2]
type = Projectile
trigger1 = anim = 1000
trigger1 = var(3) = 1
trigger1 = AnimElem = 19
projanim = 1011
projid = 1011
projhitanim = -1
offset = 128,0
velocity = 0,0
attr = S, SP
animtype  = Medium
damage    = 40, 4
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s3,8
guardsound = s3,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-3
projremovetime = 4

[State 1000, 2]
type = Projectile
trigger1 = anim = 1000
trigger1 = var(3) = 1
trigger1 = AnimElem = 20
projanim = 1011
projid = 1011
projhitanim = -1
offset = 160,0
velocity = 0,0
attr = S, SP
animtype  = Medium
damage    = 40, 4
priority  = 6
guardflag = MA
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = s3,8
guardsound = s3,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-3
projremovetime = 4

[state 3003]
type = helper
trigger1 = anim = 1100
trigger1 = var(3) = 1
trigger1 = AnimElem = 12
name = "missile01"
helpertype = normal
stateno = 1110
id = 1110
pos = -2,-90
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 3

[state 3003]
type = helper
trigger1 = anim = 1100
trigger1 = var(3) = 1
trigger1 = AnimElem = 17
name = "missile01"
helpertype = normal
stateno = 1110
id = 1110
pos = -15,-90
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 3

[state 3003]
type = helper
trigger1 = anim = 1100
trigger1 = var(3) = 1
trigger1 = AnimElem = 22
name = "missile01"
helpertype = normal
stateno = 1110
id = 1110
pos = -28,-90
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 3

[State 210, 2]
type = velset
trigger1 = anim = 1200
trigger1 = var(3) = 1
trigger1 = animelem = 7
x = 10

[state 3003]
type = helper
trigger1 = anim = 1300
trigger1 = var(3) = 1
trigger1 = AnimElem = 4
name = "beam00"
helpertype = normal
stateno = 1310
id = 1310
pos = 48,-121
postype = p1
ownpal = 1
keyctrl = 0
sprpriority = 3

;---------------------------------------------------------------------------
[Statedef 6001,var(25)セット];アーマーON
type    = S
movetype= I
physics = A
juggle = 0
ctrl = 0
anim = 0

[State 6001,var(25)セット]
type = Varset
triggerall = 1
trigger1 = var(25) = 0
v = 25
value = 1

[State 200,0]
type = Changestate
trigger1 = time = 3
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 6002,var(25)セット];アーマーOFF
type    = S
movetype= I
physics = A
juggle = 0
ctrl = 0
anim = 0

[State 6001,var(25)セット]
type = Varset
triggerall = 1
trigger1 = var(25) = 1
v = 25
value = 0

[State 200,0]
type = Changestate
trigger1 = time = 3
value = 0
ctrl = 1

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

[Statedef 6000];やられ
type    = L
movetype = H
physics = N
juggle = 0
ctrl = 0
anim = 5500

[State 200,0]
type = velset
trigger1 = hitshakeover
x = -5
persistent = 0

[State 200,0]
type = Changestate
trigger1 = time = 3
value = 5150



;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = S
physics = S
anim = 0

[State 0, 2]
type = posSet
trigger1 = Time = 0
y = 0

[State 40, 6]
type = ChangeState
trigger1 = command = "holdfwd" || command = "holdback"
value = 20
ctrl = 1

[State 0, Override]
type = ChangeState
trigger1 = time = 0
value = 0
ctrl = 1
