;===========================================
;ステート：必殺技
;
;余談：
;これも何かコンパクトに出来ないだろうか
;ごちゃごちゃしていて自分にとって分かりにくい
;===========================================
;----------------------------------------------------------------
;飛び道具1
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,9
freqmul = 1.5

[State 1000]
type = posadd
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
trigger4 = animelem = 13
x = -4

[State 1000]
type = Projectile
trigger1 = AnimElem = 8
attr             = S,SA
damage           = 35,5
getpower         = 10,10
animtype         = Light
pausetime        = 3,6
offset           = 35,-110
velocity         = 5,0
accel            = 0,0
projID           = 1000
projanim         = 1002
projhitanim      = 1002
projremanim      = 1002
projscale        = 0.5,0.5
projpriority     = 7
projremovetime   = -1
projsprpriority  = 4
projhits = 99
projmisstime = 3
guardflag        = MA
priority         = 3
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkxy = 20,0
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = -5,-2
air.velocity     = -4.2,-4
air.juggle       = 4
[State 1000]
type = Projectile
trigger1 = AnimElem = 8
attr             = S,SA
damage           = 35,5
getpower         = 10,10
animtype         = Light
pausetime        = 3,6
offset           = 35,-110
velocity         = 5,0
accel            = 0,0
projID           = 1000
projanim         = 1003
projhitanim      = 1003
projremanim      = 1003
projscale        = 0.5,0.5
projpriority     = 7
projremovetime   = -1
projsprpriority  = 4
projhits = 99
projmisstime = 3
guardflag        = MA
priority         = 3
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkxy = 20,0
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = -5,-2
air.velocity     = -4.2,-4
air.juggle       = 4
[State 1000]
type = Projectile
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
attr             = S,SA
damage           = 35,5
getpower         = 10,10
animtype         = Light
pausetime        = 3,6
offset           = 35,-110
velocity         = 5,0
accel            = 0,0
projID           = 1000
projanim         = 1001
projhitanim      = 1001
projremanim      = 1001
projscale        = 0.5,0.5
projpriority     = 7
projremovetime   = -1
projsprpriority  = 4
projhits = 99
projmisstime = 3
guardflag        = MA
priority         = 3
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkxy = 20,0
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = -5,-2
air.velocity     = -4.2,-4
air.juggle       = 4

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;光線
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 1010]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,9
freqmul = 1.5

[State 1010]
type = Projectile
trigger1 = AnimElem = 6
attr             = S,SA
damage           = 100,10
getpower         = 10,10
animtype         = Light
pausetime        = 3,15
offset           = 35,-105
velocity         = 0,0
accel            = 0,0
projID           = 1010
projanim         = 1011
projhitanim      = 1011
projremanim      = 1011
projscale        = 1,1
projpriority     = 7
projremovetime   = 20
projsprpriority  = 4
guardflag        = MA
priority         = 5
guardflag = M
hitflag = MA
projhits = 99
projmisstime = 1
hitsound = s0,15
guardsound = s0,24
sparkxy = -9999,-99999
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = -5,-2
air.velocity     = -4.2,-4
air.juggle       = 4

[State 1010]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;飛び道具2
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 1020]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,9
freqmul = 1.5

[State 1020]
type = Projectile
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
trigger6 = AnimElem = 11
trigger7 = AnimElem = 12
trigger8 = AnimElem = 13
trigger9 = AnimElem = 14
trigger10 = AnimElem = 15
trigger11 = AnimElem = 16
trigger12 = AnimElem = 17
attr             = S,SA
damage           = 21,5
getpower         = 10,10
animtype         = Light
pausetime        = 3,15
offset           = 35,-100
velocity         = 1.5,-5
accel            = 2,0.55
projID           = 1020
projanim         = 1021
projhitanim      = 1022
projremanim      = 1022
projscale        = 0.5,0.5
projpriority     = 7
projremovetime   = 20
projsprpriority  = 4
guardflag        = MA
priority         = 5
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkxy = -9999,-99999
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = -5,-2
air.velocity     = -4.2,-4
air.juggle       = 4
[State 1020]
type = Projectile
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
trigger6 = AnimElem = 11
trigger7 = AnimElem = 12
trigger8 = AnimElem = 13
trigger9 = AnimElem = 14
trigger10 = AnimElem = 15
trigger11 = AnimElem = 16
trigger12 = AnimElem = 17
attr             = S,SA
damage           = 21,5
getpower         = 10,10
animtype         = Light
pausetime        = 3,15
offset           = 35,-100
velocity         = 1.5,5
accel            = 2,-0.55
projID           = 1020
projanim         = 1021
projhitanim      = 1022
projremanim      = 1022
projscale        = 0.5,0.5
projpriority     = 7
projremovetime   = 20
projsprpriority  = 4
guardflag        = MA
priority         = 5
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkxy = -9999,-99999
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = -5,-2
air.velocity     = -4.2,-4
air.juggle       = 4

[State 1020]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;バリア
[Statedef 1030]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1030
ctrl = 0
sprpriority = 2

[State 1030]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,9
freqmul = 1.5

[State 1030]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
attr             = S,SA
damage           = 25,1
getpower         = 10,10
animtype         = Light
pausetime        = 1,1
offset           = 0,0
velocity         = 0,0
accel            = 0,0
projID           = 1030
projanim         = 1031
projscale        = 1,1
projpriority     = 7
projremove = 0
projremovetime   = 23
projsprpriority  = 4
guardflag        = MA
priority         = 5
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
projhits = 99
projmisstime = 2
sparkxy = -9999,-99999
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = 0,-5
air.velocity     = 0,-2
air.juggle       = 4

[State 1030]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;電撃
[Statedef 1040]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1040
ctrl = 0
sprpriority = 2

[State 1040]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,9
freqmul = 1.5

[State 1040]
type = Projectile
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
trigger6 = AnimElem = 11
trigger7 = AnimElem = 12
trigger7 = AnimElem = 13
trigger9 = AnimElem = 14
trigger10 = AnimElem = 15
trigger11 = AnimElem = 16
trigger12 = AnimElem = 17
attr             = S,SA
damage           = 15,5
getpower         = 10,10
animtype         = Hard
pausetime        = 1,1
offset           = 45+(random%41),-140+(random%81)
velocity         = 0,0
accel            = 0,0
projID           = 1040
projanim         = 1041
projscale        = 1,1
projpriority     = 7
projremove = 0
projremovetime   = 10
projsprpriority  = 4
guardflag        = MA
priority         = 5
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
projhits = 99
projmisstime = 2
sparkxy = -9999,-99999
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = -5,-5
air.velocity     = -2,-2
air.juggle       = 4
[State 1040]
type = Projectile
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
trigger6 = AnimElem = 11
trigger7 = AnimElem = 12
trigger7 = AnimElem = 13
trigger9 = AnimElem = 14
trigger10 = AnimElem = 15
trigger11 = AnimElem = 16
trigger12 = AnimElem = 17
attr             = S,SA
damage           = 15,5
getpower         = 10,10
animtype         = Hard
pausetime        = 1,1
offset           = 45+(random%41),-140+(random%81)
velocity         = 0,0
accel            = 0,0
projID           = 1040
projanim         = 1041
projscale        = 1,1
projpriority     = 7
projremove = 0
projremovetime   = 10
projsprpriority  = 4
guardflag        = MA
priority         = 5
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
projhits = 99
projmisstime = 2
sparkxy = -9999,-99999
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = -5,-5
air.velocity     = -2,-2
air.juggle       = 4

[State 1040]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;飛び道具3
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1050]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,9
freqmul = 1.5

[State 1050]
type = posadd
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
trigger4 = animelem = 13
x = -4

[State 1050]
type = Projectile
trigger1 = Time = [14,24]
attr             = S,SA
damage           = 45,0
getpower         = 10,10
animtype         = Light
pausetime        = 3,6
offset           = 45,-110
velocity         = 1,0
accel            = (random%3+5)/10.0,(random%6-2.5)/10.0
projID           = 1050
projanim         = 1051
projhitanim      = 1052
projremanim      = 1052
projscale        = 0.5,0.5
projpriority     = 7
projremovetime   = -1
projsprpriority  = 4
guardflag        = MA
priority         = 3
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkxy = 20,0
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = -5,-2
air.velocity     = -4.2,-4
air.juggle       = 4

[State 1050]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;火柱A
[Statedef 1060]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1060
ctrl = 0
sprpriority = 2

[State 1060]
type = PlaySnd
trigger1 = AnimElem = 6
value = 6500,0
freqmul = 1.2

[State 1060]
type = Projectile
trigger1 = AnimElem = 6
attr             = S,SA
damage           = 111,10
getpower         = 10,10
animtype         = Up
pausetime        = 2,10
postype          = p1
offset           = 40,0
velocity         = 0,0
accel            = 0,0
projID           = 1060
projanim         = 1061
projhitanim      = 1061
projremanim      = 1061
projscale        = 1,1
projpriority     = 7
projremove   = 0
projremovetime   = 21
projsprpriority  = 4
priority         = 3
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkxy = -99999,-99999
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 20
ground.hittime   = 20
ground.velocity  = -0.4,-15
air.velocity     = -0.4,-15
air.juggle       = 2
air.fall = 1
fall.recover = 0
[State 1060]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1062
projID = 1060
projremove   = 0
projremovetime   = 20
projscale = 1,1
offset = 40,0
attr = S, NA
animtype = light
sparkxy = -9999,9999
ignorehitpause = 1
[State 1060]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1063
projID = 1060
projremove   = 0
projremovetime   = 30
projscale = 1,1
offset = 40,0
attr = S, NA
animtype = light
sparkxy = -9999,9999
ignorehitpause = 1

[State 1060]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;火柱B
[Statedef 1061]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1060
ctrl = 0
sprpriority = 2

[State 1061]
type = PlaySnd
trigger1 = AnimElem = 6
value = 6500,0
freqmul = 1.2

[State 1061]
type = Projectile
trigger1 = AnimElem = 6
attr             = S,SA
damage           = 111,10
getpower         = 10,10
animtype         = Up
pausetime        = 2,10
postype          = p1
offset           = 90,0
velocity         = 0,0
accel            = 0,0
projID           = 1060
projanim         = 1061
projhitanim      = 1061
projremanim      = 1061
projscale        = 1,1
projpriority     = 7
projremove   = 0
projremovetime   = 21
projsprpriority  = 4
priority         = 3
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkxy = -99999,-99999
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 20
ground.hittime   = 20
ground.velocity  = -0.4,-15
air.velocity     = -0.4,-15
air.juggle       = 2
air.fall = 1
fall.recover = 0
[State 1061]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1062
projID = 1060
projremove   = 0
projremovetime   = 20
projscale = 1,1
offset = 90,0
attr = S, NA
animtype = light
sparkxy = -9999,9999
ignorehitpause = 1
[State 1061]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1063
projID = 1060
projremove   = 0
projremovetime   = 30
projscale = 1,1
offset = 90,0
attr = S, NA
animtype = light
sparkxy = -9999,9999
ignorehitpause = 1

[State 1061]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;火柱C
[Statedef 1062]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1060
ctrl = 0
sprpriority = 2

[State 1062]
type = PlaySnd
trigger1 = AnimElem = 6
value = 6500,0
freqmul = 1.2

[State 1062]
type = Projectile
trigger1 = AnimElem = 6
attr             = S,SA
damage           = 111,10
getpower         = 10,10
animtype         = Up
pausetime        = 2,10
postype          = p1
offset           = 140,0
velocity         = 0,0
accel            = 0,0
projID           = 1060
projanim         = 1061
projhitanim      = 1061
projremanim      = 1061
projscale        = 1,1
projpriority     = 7
projremove   = 0
projremovetime   = 21
projsprpriority  = 4
priority         = 3
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkxy = -99999,-99999
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 20
ground.hittime   = 20
ground.velocity  = -0.4,-15
air.velocity     = -0.4,-15
air.juggle       = 2
air.fall = 1
fall.recover = 0
[State 1062]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1062
projID = 1060
projremove   = 0
projremovetime   = 20
projscale = 1,1
offset = 140,0
attr = S, NA
animtype = light
sparkxy = -9999,9999
ignorehitpause = 1
[State 1062]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1063
projID = 1060
projremove   = 0
projremovetime   = 30
projscale = 1,1
offset = 140,0
attr = S, NA
animtype = light
sparkxy = -9999,9999
ignorehitpause = 1

[State 1062]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;火柱X
[Statedef 1063]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1060
ctrl = 0
sprpriority = 2

[State 1063]
type = PlaySnd
trigger1 = AnimElem = 6
value = 6500,0
freqmul = 1.2

[State 1063]
type = Projectile
trigger1 = AnimElem = 6
attr             = S,SA
damage           = 111,10
getpower         = 10,10
animtype         = Up
pausetime        = 2,10
postype          = p1
offset           = 190,0
velocity         = 0,0
accel            = 0,0
projID           = 1060
projanim         = 1061
projhitanim      = 1061
projremanim      = 1061
projscale        = 1,1
projpriority     = 7
projremove   = 0
projremovetime   = 21
projsprpriority  = 4
priority         = 3
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkxy = -99999,-99999
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 20
ground.hittime   = 20
ground.velocity  = -0.4,-15
air.velocity     = -0.4,-15
air.juggle       = 2
air.fall = 1
fall.recover = 0
[State 1063]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1062
projID = 1060
projremove   = 0
projremovetime   = 20
projscale = 1,1
offset = 190,0
attr = S, NA
animtype = light
sparkxy = -9999,9999
ignorehitpause = 1
[State 1063]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1063
projID = 1060
projremove   = 0
projremovetime   = 30
projscale = 1,1
offset = 190,0
attr = S, NA
animtype = light
sparkxy = -9999,9999
ignorehitpause = 1

[State 1063]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;火柱Y
[Statedef 1064]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1060
ctrl = 0
sprpriority = 2

[State 1064]
type = PlaySnd
trigger1 = AnimElem = 6
value = 6500,0
freqmul = 1.2

[State 1064]
type = Projectile
trigger1 = AnimElem = 6
attr             = S,SA
damage           = 111,10
getpower         = 10,10
animtype         = Up
pausetime        = 2,10
postype          = p1
offset           = 240,0
velocity         = 0,0
accel            = 0,0
projID           = 1060
projanim         = 1061
projhitanim      = 1061
projremanim      = 1061
projscale        = 1,1
projpriority     = 7
projremove   = 0
projremovetime   = 21
projsprpriority  = 4
priority         = 3
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkxy = -99999,-99999
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 20
ground.hittime   = 20
ground.velocity  = -0.4,-15
air.velocity     = -0.4,-15
air.juggle       = 2
air.fall = 1
fall.recover = 0
[State 1064]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1062
projID = 1060
projremove   = 0
projremovetime   = 20
projscale = 1,1
offset = 240,0
attr = S, NA
animtype = light
sparkxy = -9999,9999
ignorehitpause = 1
[State 1064]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1063
projID = 1060
projremove   = 0
projremovetime   = 30
projscale = 1,1
offset = 240,0
attr = S, NA
animtype = light
sparkxy = -9999,9999
ignorehitpause = 1

[State 1064]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;火柱Z
[Statedef 1065]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1060
ctrl = 0
sprpriority = 2

[State 1065]
type = PlaySnd
trigger1 = AnimElem = 6
value = 6500,0
freqmul = 1.2

[State 1065]
type = Projectile
trigger1 = AnimElem = 6
attr             = S,SA
damage           = 111,10
getpower         = 10,10
animtype         = Up
pausetime        = 2,10
postype          = p1
offset           = 290,0
velocity         = 0,0
accel            = 0,0
projID           = 1060
projanim         = 1061
projhitanim      = 1061
projremanim      = 1061
projscale        = 1,1
projpriority     = 7
projremove   = 0
projremovetime   = 21
projsprpriority  = 4
priority         = 3
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkxy = -99999,-99999
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 20
ground.hittime   = 20
ground.velocity  = -0.4,-15
air.velocity     = -0.4,-15
air.juggle       = 2
air.fall = 1
fall.recover = 0
[State 1065]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1062
projID = 1060
projremove   = 0
projremovetime   = 20
projscale = 1,1
offset = 290,0
attr = S, NA
animtype = light
sparkxy = -9999,9999
ignorehitpause = 1
[State 1065]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1063
projID = 1060
projremove   = 0
projremovetime   = 30
projscale = 1,1
offset = 290,0
attr = S, NA
animtype = light
sparkxy = -9999,9999
ignorehitpause = 1

[State 1065]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;ワープA
[Statedef 1070]
type    = U
movetype= I
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 0
ctrl = 0
sprpriority = 2

[State 1070]
type = Afterimage
trigger1 = Time = 0
trans = add
PalContrast =  0, 125, 250
PalBright = 0,0,0
time    =  1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1070]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 31
value = 6500,4
freqmul = 2.0

[State 1070]
type = Explod
trigger1 = Time = [0,2]
ID = 1070
anim = 188
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 2
removetime = -2
[State 1070]
type = Explod
trigger1 = Time = [31,33]
ID = 1070
anim = 189
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 2
removetime = -2

[State 1070]
type = Posset
trigger1 = Time = 25
x = -180
y = 0

[state 1070]
type=assertspecial
trigger1= Time = [0,52]
flag=invisible
flag2=noshadow
ignorehitpause=1
[state 1070]
type=nothitby
trigger1= Time = [0,52]
value=SCA
time=1
ignorehitpause=1

[State 1070]
type = ChangeState
trigger1 = Time = 52
value = 0
ctrl = 1
;----------------------------------------------------------------
;ワープB
[Statedef 1071]
type    = U
movetype= I
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 0
ctrl = 0
sprpriority = 2

[State 1071]
type = Afterimage
trigger1 = Time = 0
trans = add
PalContrast =  0, 125, 250
PalBright = 0,0,0
time    =  1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1071]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 31
value = 6500,4
freqmul = 2.0

[State 1071]
type = Explod
trigger1 = Time = [0,2]
ID = 1070
anim = 188
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 2
removetime = -2
[State 1071]
type = Explod
trigger1 = Time = [31,33]
ID = 1070
anim = 189
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 2
removetime = -2

[State 1071]
type = Posset
trigger1 = Time = 25
x = -108
y = 0

[state 1071]
type=assertspecial
trigger1= Time = [0,52]
flag=invisible
flag2=noshadow
ignorehitpause=1
[state 1071]
type=nothitby
trigger1= Time = [0,52]
value=SCA
time=1
ignorehitpause=1

[State 1071]
type = ChangeState
trigger1 = Time = 52
value = 0
ctrl = 1
;----------------------------------------------------------------
;ワープC
[Statedef 1072]
type    = U
movetype= I
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 0
ctrl = 0
sprpriority = 2

[State 1072]
type = Afterimage
trigger1 = Time = 0
trans = add
PalContrast =  0, 125, 250
PalBright = 0,0,0
time    =  1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1072]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 31
value = 6500,4
freqmul = 2.0

[State 1072]
type = Explod
trigger1 = Time = [0,2]
ID = 1070
anim = 188
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 2
removetime = -2
[State 1072]
type = Explod
trigger1 = Time = [31,33]
ID = 1070
anim = 189
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 2
removetime = -2

[State 1072]
type = Posset
trigger1 = Time = 25
x = -36
y = 0

[state 1072]
type=assertspecial
trigger1= Time = [0,52]
flag=invisible
flag2=noshadow
ignorehitpause=1
[state 1072]
type=nothitby
trigger1= Time = [0,52]
value=SCA
time=1
ignorehitpause=1

[State 1072]
type = ChangeState
trigger1 = Time = 52
value = 0
ctrl = 1
;----------------------------------------------------------------
;ワープX
[Statedef 1073]
type    = U
movetype= I
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 0
ctrl = 0
sprpriority = 2

[State 1073]
type = Afterimage
trigger1 = Time = 0
trans = add
PalContrast =  0, 125, 250
PalBright = 0,0,0
time    =  1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1073]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 31
value = 6500,4
freqmul = 2.0

[State 1073]
type = Explod
trigger1 = Time = [0,2]
ID = 1070
anim = 188
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 2
removetime = -2
[State 1073]
type = Explod
trigger1 = Time = [31,33]
ID = 1070
anim = 189
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 2
removetime = -2

[State 1073]
type = Posset
trigger1 = Time = 25
x = 36
y = 0

[state 1073]
type=assertspecial
trigger1= Time = [0,52]
flag=invisible
flag2=noshadow
ignorehitpause=1
[state 1073]
type=nothitby
trigger1= Time = [0,52]
value=SCA
time=1
ignorehitpause=1

[State 1073]
type = ChangeState
trigger1 = Time = 52
value = 0
ctrl = 1
;----------------------------------------------------------------
;ワープY
[Statedef 1074]
type    = U
movetype= I
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 0
ctrl = 0
sprpriority = 2

[State 1074]
type = Afterimage
trigger1 = Time = 0
trans = add
PalContrast =  0, 125, 250
PalBright = 0,0,0
time    =  1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1074]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 31
value = 6500,4
freqmul = 2.0

[State 1074]
type = Explod
trigger1 = Time = [0,2]
ID = 1070
anim = 188
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 2
removetime = -2
[State 1074]
type = Explod
trigger1 = Time = [31,33]
ID = 1070
anim = 189
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 2
removetime = -2

[State 1074]
type = Posset
trigger1 = Time = 25
x = 108
y = 0

[state 1074]
type=assertspecial
trigger1= Time = [0,52]
flag=invisible
flag2=noshadow
ignorehitpause=1
[state 1074]
type=nothitby
trigger1= Time = [0,52]
value=SCA
time=1
ignorehitpause=1

[State 1074]
type = ChangeState
trigger1 = Time = 52
value = 0
ctrl = 1
;----------------------------------------------------------------
;ワープZ
[Statedef 1075]
type    = U
movetype= I
physics = N
juggle  = 4
poweradd= 110
velset = 0,0
anim = 0
ctrl = 0
sprpriority = 2

[State 1075]
type = Afterimage
trigger1 = Time = 0
trans = add
PalContrast =  0, 125, 250
PalBright = 0,0,0
time    =  1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1075]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 31
value = 6500,4
freqmul = 2.0

[State 1075]
type = Explod
trigger1 = Time = [0,2]
ID = 1070
anim = 188
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 2
removetime = -2
[State 1075]
type = Explod
trigger1 = Time = [31,33]
ID = 1070
anim = 189
pos = 0,0
postype = p1
scale = 1,1
sprpriority = 5
ownpal = 1
bindtime = 2
removetime = -2

[State 1075]
type = Posset
trigger1 = Time = 25
x = 160
y = 0

[state 1075]
type=assertspecial
trigger1= Time = [0,52]
flag=invisible
flag2=noshadow
ignorehitpause=1
[state 1075]
type=nothitby
trigger1= Time = [0,52]
value=SCA
time=1
ignorehitpause=1

[State 1075]
type = ChangeState
trigger1 = Time = 52
value = 0
ctrl = 1
;----------------------------------------------------------------
;超音波
[Statedef 1080]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1080]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,9
freqmul = 1.5

[State 1080]
type = posadd
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
trigger4 = animelem = 13
x = -4

[State 1080]
type = Projectile
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
attr             = S,SA
damage           = 15,5
getpower         = 10,10
animtype         = Light
pausetime        = 3,6
offset           = 35,-110
velocity         = 5,0
accel            = 0.1,0
projID           = 1080
projanim         = 1080
projhitanim      = 1080
projremanim      = 1080
projscale        = 0.125,0.25
projpriority     = 7
projremovetime   = -1
projsprpriority  = 4
projhits = 99
projmisstime = 3
guardflag        = MA
priority         = 3
guardflag = M
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkxy = 20,0
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = 5,0
air.velocity     = 4.2,0
air.juggle       = 4

[State 1080]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;飛び道具4
[Statedef 1090]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1090]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,9
freqmul = 1.5

[State 1090]
type = posadd
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
trigger4 = animelem = 13
x = -4

[State 1090]
type = Projectile
trigger1 = AnimElem = 8
attr             = S,SA
damage           = 25,5
getpower         = 10,10
pausetime        = 3,6
offset           = 50,-200
velocity         = 0,5
projID           = 1090
projanim         = 1090
projhitanim      = 1090
projremanim      = 1090
projscale        = 0.25,0.25
projpriority     = 7
projremovetime   = -1
projheightbound = -300,300
projsprpriority  = 4
projhits = 99
projmisstime = 4
guardflag        = MA
priority         = 3
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkxy = 20,0
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = 0,0
air.velocity     = 0,0
air.juggle       = 4
[State 1090]
type = Projectile
trigger1 = AnimElem = 9
attr             = S,SA
damage           = 25,5
getpower         = 10,10
pausetime        = 3,6
offset           = 100,-200
velocity         = 0,5
projID           = 1090
projanim         = 1090
projhitanim      = 1090
projremanim      = 1090
projscale        = 0.25,0.25
projpriority     = 7
projremovetime   = -1
projheightbound = -300,300
projsprpriority  = 4
projhits = 99
projmisstime = 4
guardflag        = MA
priority         = 3
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkno = s500+random%8
guard.sparkno = s508
sparkxy = 20,0
sparkno = s501
guard.sparkno = s506
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = 0,0
air.velocity     = 0,0
air.juggle       = 4
[State 1090]
type = Projectile
trigger1 = AnimElem = 10
attr             = S,SA
damage           = 25,5
getpower         = 10,10
pausetime        = 3,6
offset           = 150,-200
velocity         = 0,5
projID           = 1090
projanim         = 1090
projhitanim      = 1090
projremanim      = 1090
projscale        = 0.25,0.25
projpriority     = 7
projremovetime   = -1
projheightbound = -300,300
projsprpriority  = 4
projhits = 99
projmisstime = 4
guardflag        = MA
priority         = 3
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkno = s500+random%8
guard.sparkno = s508
sparkxy = 20,0
sparkno = s501
guard.sparkno = s506
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = 0,0
air.velocity     = 0,0
air.juggle       = 4
[State 1090]
type = Projectile
trigger1 = AnimElem = 11
attr             = S,SA
damage           = 25,5
getpower         = 10,10
pausetime        = 3,6
offset           = 200,-200
velocity         = 0,5
projID           = 1090
projanim         = 1090
projhitanim      = 1090
projremanim      = 1090
projscale        = 0.25,0.25
projpriority     = 7
projremovetime   = -1
projheightbound = -300,300
projsprpriority  = 4
projhits = 99
projmisstime = 4
guardflag        = MA
priority         = 3
hitflag = MA
hitsound = s0,15
guardsound = s0,24
sparkxy = 20,0
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = 0,0
air.velocity     = 0,0
air.juggle       = 4

[State 1090]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;鏡
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 0
ctrl = 0
sprpriority = 2

[State 1100]
type = PlaySnd
trigger1 = Time = 0
value = 0,9
freqmul = 1.5

[State 1100]
type = Projectile
trigger1 = Time = 0
attr             = S,SA
damage           = 150,10
getpower         = 10,10
animtype         = Light
pausetime        = 45,45
offset           = 50,0
velocity         = 0,0
accel            = 0,0
projID           = 1100
projanim         = 1100
projhitanim      = 1101
projremanim      = 1100
projscale        = 1,1
projpriority     = 7
projremovetime   = 150
projsprpriority  = 4
guardflag        = MA
priority         = 5
hitflag = MA
hitsound = s0,10
guardsound = s0,10
sparkxy = -9999,-99999
sparkno = s501
guard.sparkno = s506
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = -1,-10
air.velocity     = -1,-10
air.juggle       = 4
fall = 1
[State 1100]
type = Projectile
trigger1 = Time = 0
attr             = S,SA
damage           = 150,10
getpower         = 10,10
animtype         = Light
pausetime        = 45,45
offset           = -50,0
velocity         = 0,0
accel            = 0,0
projID           = 1100
projanim         = 1100
projhitanim      = 1101
projremanim      = 1100
projscale        = 1,1
projpriority     = 7
projremovetime   = 150
projsprpriority  = 4
guardflag        = MA
priority         = 5
hitflag = MA
hitsound = s0,10
guardsound = s0,10
sparkxy = -9999,-99999
sparkno = s501
guard.sparkno = s506
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = -1,-10
air.velocity     = -1,-10
air.juggle       = 4
fall = 1

[State 1100]
type = ChangeState
trigger1 = Time = 40
value = 0
ctrl = 1
;----------------------------------------------------------------
;ジェノサイド
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1110
ctrl = 0
sprpriority = 2

[State 1110]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 22
value = 6500,40
freqmul = 1.0
[State 1110]
type = PlaySnd
trigger1 = AnimElem = 9
value = 6500,40
freqmul = 1.3
[State 1110]
type = PlaySnd
trigger1 = AnimElem = 18
value = 6500,40
freqmul = 0.7

[State 1110]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
trigger3 = AnimElem = 18
trigger4 = AnimElem = 22
x = 8

[State 1110]
type = Projectile
trigger1 = AnimElem = 1
trigger2 = AnimElem = 22
attr             = S,SA
damage           = 80,10
getpower         = 10,10
animtype         = Light
pausetime        = 0,0
offset           = 0,0
velocity         = 0,0
accel            = 0,0
projID           = 1110
projanim         = 1111
projhitanim      = 1111
projremanim      = -999
projscale        = 1,1
projpriority     = 7
projremovetime   = -2
projsprpriority  = 4
guardflag        = MA
priority         = 5
hitflag = MA
hitsound = s0,20
guardsound = s0,10
sparkxy = 80,-50
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = -5,-4
air.velocity     = -5,-4
air.juggle       = 4
[State 1110]
type = Projectile
trigger1 = AnimElem = 9
attr             = S,SA
damage           = 80,10
getpower         = 10,10
animtype         = Light
pausetime        = 0,0
offset           = 0,0
velocity         = 0,0
accel            = 0,0
projID           = 1110
projanim         = 1112
projhitanim      = 1112
projremanim      = -999
projscale        = 1,1
projpriority     = 7
projremovetime   = -2
projsprpriority  = 4
guardflag        = MA
priority         = 5
hitflag = MA
hitsound = s0,20
guardsound = s0,10
sparkxy = 80,-50
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = -5,-4
air.velocity     = -5,-4
air.juggle       = 4
[State 1110]
type = Projectile
trigger1 = AnimElem = 18
attr             = S,SA
damage           = 80,10
getpower         = 10,10
animtype         = Light
pausetime        = 0,0
offset           = 0,0
velocity         = 0,0
accel            = 0,0
projID           = 1110
projanim         = 1113
projhitanim      = 1113
projremanim      = -999
projscale        = 1,1
projpriority     = 7
projremovetime   = -2
projsprpriority  = 4
guardflag        = MA
priority         = 5
hitflag = MA
hitsound = s0,20
guardsound = s0,10
sparkxy = 80,-50
sparkno = s500+random%8
guard.sparkno = s508
ground.type      = High
ground.slidetime = 8
ground.hittime   = 9
ground.velocity  = -5,-4
air.velocity     = -5,-4
air.juggle       = 4

[State 1110]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
;テスト
[statedef 2998]
type = U
movetype = I
physics = N
velset = 0,0
anim = 6002

[State 2998]
type = posset
trigger1 = name!="Mind of creation and destruction"
trigger2 = roundstate > 2
x = 0
y = 0

[state 2998]
type = destroyself
triggerall = ishelper
trigger1 = name!="Mind of creation and destruction"
trigger2 = roundstate > 2
;-----------------------------------------------------------------
;ヘルパーアーマー用ステート
[statedef 2999]
type=S
movetype=I

[state 2999];逃げ
type=selfstate
trigger1=!ishelper
value=50
ctrl=1

[state 2999]
type=assertspecial
trigger1=ishelper(2999)
flag=invisible
flag2=noshadow
ignorehitpause=1

[state 2999]
type=bindtoroot
trigger1=ishelper(2999)
ignorehitpause=1

[state 2999]
type=hitoverride
trigger1=ishelper(2999)
time=-1
attr=sca,aa,at,ap
slot=0
stateno=2999
ignorehitpause=1

[state 2999]
type=changeanim
trigger1=ishelper(2999)
trigger1=anim!=root,anim
value=root,anim
ignorehitpause=1

[state 2999]
type=playerpush
trigger1=ishelper(2999)
value=1
ignorehitpause=1

[state 2999]
type=nothitby
triggerall=numhelper(2999)
triggerall=ishelper(2999)
triggerall=PalNo=[8,12]
trigger1=gametime%60=0
value=SCA
time=5
ignorehitpause=1

[state 2999]
type=turn
trigger1=ishelper(2999)
trigger1=facing!=root,facing
ignorehitpause=1

[state 2999]
type=destroyself
triggerall=ishelper
trigger1=name!="Mind of creation and destruction"
trigger2=roundstate>2
;-----------------------------------------------------------------
;覚☆醒
[Statedef 8000]
type = S
ctrl = 0
anim = 10001
velset = 0,0
sprpriority = 6

[State 8000]
type = Afterimage
trigger1 = Time = 8
trans = add
PalContrast =  0, 125, 250
PalBright = 0,0,0
time    =  1
length  = 13
TimeGap = 1
FrameGap = 1
[State 8000]
type = SuperPause
trigger1 = time = 8
time = 30
movetime = 30
anim = -1
sound = s6500,2
[State 8000]
type = Explod
trigger1 = time = 8
anim = 8000
sprpriority = 99
postype = p1
pos = 10,-175
bindtime = -1
removetime = -2
supermove = 1
ownpal = 1
[State 8000]
type = AssertSpecial
trigger1 = 1
flag= nobardisplay
flag2= noFG
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
[State 8000]
type = envcolor
trigger1 = 1
value = 255,255,255
time = 2
ignorehitpause = 1
under = -1

[State 8000]
type = VarSet
trigger1 = Time = 120
var(5) = 1

[state 8000]
type = lifeset
trigger1 = 1
value = lifemax

[State 8000]
type = ChangeState
trigger1 = Time = 120
value = 2001
ctrl = 0
;---------------------------------------------------------------------------
;覚醒：超即死当身＆Proj
[StateDef 8001]
type = S
movetype = A
physics = N
anim = 6000

[State 8001]
type = Bindtoroot
trigger1 = 1
ignorehitpause = 1

[State 8001]
type = BGPalfx
trigger1 = 1
time = 2
mul = 0,0,gametime%256
color = 80
ignorehitpause = 1

[State 8001]
type = Reversaldef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 7
pausetime = 10,10
sparkno = -1
hitsound = -1
p2stateno = 2053
ignorehitpause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 8001]
type = Projectile
trigger1 = Time%2 = 0
attr             = SCA,AA,AP,AT
damage           = 9999999999*ifelse(random%2=0,1,-1),9999999999*ifelse(random%2=0,1,-1)
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
ground.velocity  = 0,9999
air.velocity     = 0,9999
fall = 1
fall.damage = 9999999999*ifelse(random%2=0,1,-1)
p2stateno = 5110
p2getp1state = 0
fall.recover = 0

[State 8001]
type = Destroyself
trigger1 = root,stateno = [2000,2999]
trigger1 = roundstate > 2
ignorehitpause = 1
;---------------------------------------------------------------------------
;11P専用
[Statedef 99999]
type = S
ctrl = 0
anim = 193
velset = 0,0
sprpriority = 6

[State 99999]
type = PalFX
trigger1 = GameTime%181 = 0
time = 999
add = 200,200+random%56,255
mul = 155,155+random%26,180
sinadd = 200,200,255,60
ignorehitpause = 1

[State 99999]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 99999]
type = ChangeState
trigger1 = Roundstate != 2
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;11P嫌がらせヘルパー
[Statedef 100000]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 99999
velset = 0,0
anim = 6000
ctrl = 0
sprpriority = 2

[State 100000]
type = Helper
trigger1 = Time = 0
helpertype = player
ID = 2092
name = "qwerty"
postype = p1
pos = 0,0
stateno = 2092
ignorehitpause = 1
[State 100000]
type = Helper
trigger1 = Time = 0
helpertype = player
ID = 2093
name = "qwerty"
postype = p1
pos = 0,0
stateno = 2093
ignorehitpause = 1
[State 100000]
type = Helper
trigger1 = Time = 0
helpertype = player
ID = 2095
name = "qwerty"
postype = p1
pos = 0,0
stateno = 2095
ignorehitpause = 1

[State 100000]
type = Reversaldef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 7
pausetime = 10,10
sparkno = -1
hitsound = -1
p2stateno = 2053
ignorehitpause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 100000]
type = Projectile
trigger1 = Time%2 = 0
attr             = S,NA
damage           = 100,100
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
ground.velocity  = 0,9999
air.velocity     = 0,9999
fall = 1
fall,damage = 100,100

[State 100000]
type = Projectile
trigger1 = Time%27 = 0
attr             = S,NA
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 1
attr             = C,NA
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 2
attr             = A,NA
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 3
attr             = S,SA
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 4
attr             = C,SA
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 5
attr             = A,SA
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 6
attr             = S,HA
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 7
attr             = C,HA
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 8
attr             = A,HA
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 9
attr             = S,NP
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 10
attr             = C,NP
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 11
attr             = A,NP
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 12
attr             = S,SP
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 13
attr             = C,SP
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 14
attr             = A,SP
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 15
attr             = S,HP
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 16
attr             = C,HP
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 17
attr             = A,HP
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 18
attr             = S,NT
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 19
attr             = C,NT
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 20
attr             = A,NT
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 21
attr             = S,ST
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 22
attr             = C,ST
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 23
attr             = A,ST
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 24
attr             = S,HT
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 25
attr             = C,HT
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999
[State 100000]
type = Projectile
trigger1 = Time%27 = 26
attr             = A,HT
damage           = (random%5)+1,(random%5)+1
givepower         = -powermax,-powermax
animtype         = Light
pausetime        = 0,0
offset           = 0,0
projanim         = 6000
projpriority     = 99999
projremovetime   = 1
projsprpriority  = 99999
guardflag        = 
priority         = 99999
sparkxy = -9999,-99999
ground.type      = High
ground.slidetime = 999
ground.hittime   = 999

[State 100000]
type = SuperPause
trigger1 = time%3 = 0
time = 1
movetime = 1
anim = -1

[State 100000]
type = TargetFacing
trigger1 = Time%5 = 0
value = ifelse(random%2=0,1,-1)
[State 100000]
type = TargetVelSet
trigger1 = Time%5 = 1
x = (random%21)-10
y = (random%21)-10
[State 100000]
type = TargetState
trigger1 = Time%5 = 2
value = 0
[State 100000]
type = TargetLifeAdd
trigger1 = Time%5 = 3
value = -55
[State 100000]
type = TargetPowerAdd
trigger1 = Time%5 = 4
value = -55

[State 100000]
type = destroyself
trigger1 = RoundState != 2
;----------------------------------------------------------------


