;===========================================================================
;イントロ
;===========================================================================
;---------------------------------------------------------------------------
;イントロ決定
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

;trigger00 = p2name = " " || p4name = " "

[State 190];Vsカンフー一族
type = ChangeState
trigger1 = p2name = "250% Project Kung Fu Man Fria" || p4name = "250% Project Kung Fu Man Fria";Fria
trigger2 = p2name = "250% Project Kung Fu Man Hyperion" || p4name = "250% Project Kung Fu Man Hyperion";Hyperion
trigger3 = p2name = "808080" || p4name = "808080";灰色
trigger4 = p2name = "another Kung Fu Man" || p4name = "another Kung Fu Man";アナザー
trigger5 = p2name = "Alchemy Man" || p4name = "Alchemy Man";錬板術
trigger6 = p2name = "Angle Kung Fu Man" || p4name = "Angle Kung Fu Man";アングル
trigger7 = p2name = "All-in-One Kung Fu Man" || p4name = "All-in-One Kung Fu Man";オールインワン
trigger8 = p2name = "ArKFM" || p4name = "ArKFM";アルファ
trigger9 = p2name = "AI Tuki Kung Fu Man" || p4name = "AI Tuki Kung Fu Man";AI付き
trigger10 = p2name = "_-|ldfs" || p4name = "_-|ldfs";改悪
trigger11 = p2name = "Kung Fu Bender" || p4name = "Kung Fu Bender";Bender
trigger12 = p2name = "BKungFo!!" || p4name = "BKungFo!!";BKungFo!!
trigger13 = p2name = "bonus game" || p4name = "bonus game";ボーナス（組み手
trigger14 = p2name = "Kung Fu Man" || p4name = "Kung Fu Man";我らが本家
trigger15 = p2name = "Blackness Of G KFM" || p4name = "Blackness Of G KFM";黒神
trigger16 = p2name = "Black Kung Fu Man" || p4name = "Black Kung Fu Man";黒
trigger17 = p2name = "Black Kung Fu Man" || p4name = "Black Kung Fu Man";キャンセル
trigger18 = p2name = "chain combo KFM" || p4name = "chain combo KFM";チェーンコンボ
trigger19 = p2name = "cheapest KFM!!!" || p4name = "cheapest KFM!!!";チーペスト
trigger20 = p2name = "COMBO Kung Fu Man" || p4name = "COMBO Kung Fu Man";コンボ
trigger21 = p2name = "Danmaku" || p4name = "Danmaku";弾幕
trigger22 = p2name = "Darker Than Black" || p4name = "Darker Than Black";黒黒黒
trigger23 = p2name = "Dirty Kung Fu Man" || p4name = "Dirty Kung Fu Man";汚い
trigger24 = p2name = "DEVIL-KFM" || p4name = "DEVIL-KFM";デビル
trigger25 = p2name = "Evil Kung Fu Man" || p4name = "Evil Kung Fu Man";エビル
trigger26 = p2name = "ESPER Kungfuman" || p4name = "ESPER Kungfuman";エスパー
trigger27 = p2name = "Ghost Kung Fu Man" || p4name = "Ghost Kung Fu Man";ゴースト
trigger28 = p2name = "God KFMan" || p4name = "God KFMan";神
trigger29 = p2name = "God Kung Fu Man" || p4name = "God Kung Fu Man";神（国産
trigger30 = p2name = "Grand Superior Ultimate Man" || p4name = "Grand Superior Ultimate Man";グランド何とか
trigger31 = p2name = "High Speed Kung Fu Man" || p4name = "High Speed Kung Fu Man";ハイスピード
trigger32 = p2name = "EvilSoul's Destruction" || p4name = "EvilSoul's Destruction";ホーリー
trigger33 = p2name = "Hyper Kung Fu Man" || p4name = "Hyper Kung Fu Man";ハイパー（外国産・国産
trigger34 = p2name = "HYPER OMEGA CEAPEST LOLOL SECTOR8 KUNG FU MAN" || p4name = "HYPER OMEGA CEAPEST LOLOL SECTOR8 KUNG FU MAN";ハイパー（ｒｙ
trigger35 = p2name = "itigeki kfm" || p4name = "itigeki kfm";一撃
trigger36 = p2name = "Ju Do Man" || p4name = "Ju Do Man";柔道
trigger37 = p2name = "Kyo-zai Kung Fu Man" || p4name = "Kyo-zai Kung Fu Man";教材
trigger38 = p2name = "kaioh" || p4name = "kaioh";界王
trigger39 = p2name = "Karate Man" || p4name = "Karate Man";空手（国産・外国産
trigger40 = p2name = "AA_Karate Man" || p4name = "AA_Karate Man";空手（外国産
trigger41 = p2name = "Kan Cho Man" || p4name = "Kan Cho Man";カンチョー
trigger42 = p2name = "KF master" || p4name = "KF master";カンフーマスター
trigger43 = p2name = "Kung Fu Boy" || p4name = "Kung Fu Boy";カンフーボーイ
trigger44 = p2name = "Anti-Gouki #1" || p4name = "Anti-Gouki #1";カンフーファン
trigger45 = p2name = "Kung Fu Girl" || p4name = "Kung Fu Girl";カンフーガール
trigger46 = p2name = " Kung Fu Head" || p4name = "Kung Fu Head";カンフーヘッド
trigger47 = p2name = "Kung Fu Man 3" || p4name = "Kung Fu Man 3";３
trigger48 = p2name = "Kung Fu Man 3.5" || p4name = "Kung Fu Man 3.5";３．５
trigger49 = p2name = "Kung Fu Man 4" || p4name = "Kung Fu Man 4";４
trigger50 = p2name = "Kung Fu Man Neo" || p4name = "Kung Fu Man Neo";ネオ、もしくはアミバ
trigger51 = p2name = "Kung Fu Man All" || p4name = "Kung Fu Man All";オール
trigger52 = p2name = "Kung Fu MaRVEL" || p4name = "Kung Fu MaRVEL";マーベル
trigger53 = p2name = "Kung Fu Man Bonus" || p4name = "Kung Fu Man Bonus";ボーナス
trigger54 = p2name = "Kung Fu Man Custom" || p4name = "Kung Fu Man Custom";カスタム
trigger55 = p2name = "KFM [CHO]" || p4name = "KFM [CHO]";教材
trigger56 = p2name = "Kung Fu Man Ctrl" || p4name = "Kung Fu Man Ctrl";コントロール
trigger57 = p2name = "Kung Fu Man EX" || p4name = "Kung Fu Man EX";EX
trigger58 = p2name = "Kung Fu Man Helper" || p4name = "Kung Fu Man Helper";ヘルパー
trigger59 = p2name = "Kung Fu Man Helper 2" || p4name = "Kung Fu Man Helper 2";ヘルパー２
trigger60 = p2name = "Kung Fu Man Master" || p4name = "Kung Fu Man Master";マスター（外国産
trigger61 = p2name = "Kung Fu Man Minimum" || p4name = "Kung Fu Man Minimum";ミニマム
trigger62 = p2name = "Kung Fu Man Projectile" || p4name = "Kung Fu Man Projectile";Proj
trigger63 = p2name = "KFMa4B" || p4name = "KFMa4B";ボーナス（ジェム
trigger64 = p2name = "Kung Fu Man Super Big" || p4name = "Kung Fu Man Super Big";超大
trigger65 = p2name = "Kung Fu Man Special" || p4name = "Kung Fu Man Special";スペシャル
trigger66 = p2name = "STG KFM" || p4name = "STG KFM";シューティング
trigger67 = p2name = "KFM-XI" || p4name = "KFM-XI";XI
trigger68 = p2name = "King Fancy Man" || p4name = "King Fancy Man";もう我慢できない
trigger69 = p2name = "Kaiten Kung Fu Man" || p4name = "Kaiten Kung Fu Man";回転
trigger70 = p2name = "Kung Fu Stick" || p4name = "Kung Fu Stick";棒
trigger71 = p2name = "Kwmkfm" || p4name = "Kwmkfm";キワミ
trigger72 = p2name = "Legend Kung Fu Man" || p4name = "Legend Kung Fu Man";レジェンド
trigger73 = p2name = "Lord_KFM" || p4name = "Lord_KFM";ロード
trigger74 = p2name = "LV 2147483647 KFM" || p4name = "LV 2147483647 KFM";Lv2137383647
trigger75 = p2name = "Magical Kung Fu Man" || p4name = "Magical Kung Fu Man";まじかる
trigger76 = p2name = "Kung Fu Mako" || p4name = "Kung Fu Mako";まこ
trigger77 = p2name = "MEKAkfm" || p4name = "MEKAkfm";メカ
trigger78 = p2name = "Mienai" || p4name = "Mienai";みえない
trigger79 = p2name = "Minagiru Kung Fu Man" || p4name = "Minagiru Kung Fu Man";みなぎる
trigger80 = p2name = "Minimum Kung Fu Man" || p4name = "Minimum Kung Fu Man";ミニマム
trigger81 = p2name = " M-KFM" || p4name = "M-KFM";M
trigger82 = p2name = "MPKFM" || p4name = "MPKFM";ミッシングパワー
trigger83 = p2name = "No Defeats Kung Fu Man" || p4name = "No Defeats Kung Fu Man";負けたくないでござる
trigger84 = p2name = "No Zako Kung Fu Man" || p4name = "No Zako Kung Fu Man";雑魚じゃない
trigger85 = p2name = "The New Orb Kung Fu Man" || p4name = "The New Orb Kung Fu Man";オーブ
trigger86 = p2name = "Radioactive KFM" || p4name = "Radioactive KFM";Radioactive
trigger87 = p2name = "rongai" || p4name = "rongai";論外
trigger88 = p2name = "SUPER MECH Kung Fu Man" || p4name = "SUPER MECH Kung Fu Man";スーパーメカ
trigger89 = p2name = "SF4 Kung Fu Man" || p4name = "SF4 Kung Fu Man";ST4
trigger90 = p2name = "SHIN EVIL BURNING OROCHI LOLOL LV 100 KFM" || p4name = "SHIN EVIL BURNING OROCHI LOLOL LV 100 KFM";Lv100
trigger91 = p2name = "Setti Kung Fu Man" || p4name = "Setti Kung Fu Man";設置
trigger92 = p2name = "Kaede" || p4name = "Kaede";Mk2
trigger93 = p2name = "Super Kung Fu Man" || p4name = "Super Kung Fu Man";スーパー
trigger94 = p2name = "Skill Master01" || p4name = "Skill Master01";スキルマスター01
trigger95 = p2name = "Speady Kung Fu Man" || p4name = "Speady Kung Fu Man";スピーディー
trigger96 = p2name = "Super Fast KFM" || p4name = "Super Fast KFM";神速
trigger97 = p2name = "Surreal Kung Fu Man" || p4name = "Surreal Kung Fu Man";シュール
trigger98 = p2name = "Takutixyan" || p4name = "Takutixyan";Takutixyan
trigger99 = p2name = "TnsixyonagattekitaKnhuman" || p4name = "TnsixyonagattekitaKnhuman";テンション上がってきた
trigger100 = p2name = "The Kung Fu Man" || p4name = "The Kung Fu Man";THE
trigger101 = p2name = "the kung fu man" || p4name = "the kung fu man";手書き
trigger102 = p2name = "Terrorist K.F.M" || p4name = "Terrorist K.F.M";テロリスト
trigger103 = p2name = "Totem Kung Fu Man" || p4name = "Totem Kung Fu Man";トーテム
trigger104 = p2name = "Training" || p4name = "Training";トレーニング
trigger105 = p2name = "Ultimate Kung Fu Man" || p4name = "Ultimate Kung Fu Man";アルティメット
trigger106 = p2name = "KungFuGirl UZUKI" || p4name = "KungFuGirl UZUKI";うづき
trigger107 = p2name = "veadtfforbedsumehcbchfpsdkfmdtmstttifs" || p4name = "veadtfforbedsumehcbchfpsdkfmdtmstttifs";名前長い
trigger108 = p2name = "VP KungFu" || p4name = "VP KungFu";VP
trigger109 = p2name = "Whiteness of G KFM" || p4name = "Whiteness of G KFM";白神
trigger110 = p2name = "Why?" || p4name = "Why?";Why?
trigger111 = p2name = "wmm" || p4name = "wmm";若本
trigger112 = p2name = "Zako Kung Fu Man" || p4name = "Zako Kung Fu Man";雑魚
trigger113 = p2name = "Brkfm" || p4name = "Brkfm";壊れた
value = 10100

[State 190];Vsジョブチェンジシリーズ
type = ChangeState
trigger1 = p2name = "J_cirno" || p4name = "J_cirno";JCチルノ
trigger2 = p2name = "J_marisa" || p4name = "J_marisa";JC魔理沙
trigger3 = p2name = "J_nanaya" || p4name = "J_nanaya";JC七夜
trigger4 = p2name = "J_tenko" || p4name = "J_tenko";JC天子
value = 10120

[State 190]
type = ChangeState
trigger1 = 1
value = 10000+random%7
;---------------------------------------------------------------------------
;イントロ：蛹を破り蝶は舞う
[Statedef 10000]
type = S
ctrl = 0
anim = 4000
velset = 0,0

[State 10000]
type = PalFX
trigger1 = Time = [0,110]
time = 1
add = -64,-64,-64
mul = 128,128,128
invertall = 0
color = 0

[State 10000]
type = playsnd
trigger1 = animelem = 1
value = S0,0
[State 10000]
type = playsnd
trigger1 = animelem = 8
value = S0,1

[State 10000]
type = playsnd
trigger1 = animelem = 8
value = 2,5
freqmul = 1.25
[State 10000]
type = playsnd
trigger1 = animelem = 8
value = 2,6
freqmul = 1.5
[State 10000]
type = playsnd
trigger1 = animelem = 8
value = 2,6
freqmul = 1.5
[State 10000]
type = playsnd
trigger1 = animelem = 8
value = 2,7
freqmul = 1.75

[State 10000]
type = Explod
trigger1 = time = 99
anim = 1991
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 16
removetime = -2
bindtime = -1
ownpal = 1
[State 10000]
type = Explod
trigger1 = time = [99,101]
anim = 1002
postype = p1
pos = 0,0
scale = 1.2,0.135
sprpriority = 18
removetime = -2
bindtime = -1
ownpal = 1
[State 10000]
type = Explod
trigger1 = time = [99,111]
anim = 1002
postype = p1
pos = 0,(-time+99)*20
scale = 0.35,0.075
sprpriority = 18
removetime = -2
bindtime = -1
ownpal = 1

[State 10000]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 10000]
type = ChangeState
trigger1 = animtime = 0
value = 0
;---------------------------------------------------------------------------
;イントロ：儚いものだ
[Statedef 10001]
type = S
ctrl = 0
anim = 4001
velset = 0,0

[State 10001]
type = playsnd
trigger1 = animelem = 1
value = S0,5

[State 10001]
type = PalFX
trigger1 = Time = [0,80]
time = 1
add = -64,-64,-64
mul = 128,128,128
invertall = 0
color = 0

[State 10001]
type = Explod
trigger1 = time = [71,85]
anim = 3004
pos = 0,-(time-71)*10
scale = 0.5,0.075
sprpriority = 18
removetime = -2
[State 10001]
type = Explod
trigger1 = time = [71,85]
anim = 3004
pos = 0,-140+(time-71)*10
scale = 0.5,0.075
sprpriority = 18
removetime = -2

[State 10001]
type = Explod
trigger1 = time = [81,95]
anim = 3004
pos = 0,-(time-81)*10
scale = 0.5,0.075
sprpriority = 18
removetime = -2
[State 10001]
type = Explod
trigger1 = time = [81,95]
anim = 3004
pos = 0,-140+(time-81)*10
scale = 0.5,0.075
sprpriority = 18
removetime = -2

[State 10001]
type = playsnd
trigger1 = time = [71,95]
trigger1 = Time%3 = 0
value = 2,14
freqmul = 3.0
[State 10001]
type = playsnd
trigger1 = time = [71,95]
trigger1 = Time%3 = 1
value = 2,14
freqmul = 2.0
[State 10001]
type = playsnd
trigger1 = time = [71,95]
trigger1 = Time%3 = 2
value = 2,14
freqmul = 1.0

[State 10001]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 10001]
type = ChangeState
trigger1 = animtime = 0
value = 0
;---------------------------------------------------------------------------
;イントロ：我 ガイアと共に在り
[Statedef 10002]
type = S
ctrl = 0
anim = 4002
velset = 0,0

[State 10002]
type = playsnd
trigger1 = time = 0
value = S0,2

[State 10002]
type = playsnd
trigger1 = time = 37
value = S0,3

[State 10002]
type = PalFX
trigger1 = Time = [0,45]
time = 1
add = -64,-64,-64
mul = 128,128,128
invertall = 0
color = 0

[State 10002]
type = playsnd
trigger1 = time = 37
value = 2,5
freqmul = 1.25
[State 10002]
type = playsnd
trigger1 = time = 37
value = 2,6
freqmul = 1.5
[State 10002]
type = playsnd
trigger1 = time = 37
value = 2,6
freqmul = 1.5
[State 10002]
type = playsnd
trigger1 = time = 37
value = 2,7
freqmul = 1.75

[State 10002]
type = Explod
trigger1 = time = 37
anim = 1991
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 16
removetime = -2
bindtime = -1
ownpal = 1
[State 10002]
type = Explod
trigger1 = time = [37,38]
anim = 1002
postype = p1
pos = 0,0
scale = 1.2,0.135
sprpriority = 18
removetime = -2
bindtime = -1
ownpal = 1
[State 10002]
type = Explod
trigger1 = time = [37,48]
anim = 1002
postype = p1
pos = 0,(-time+37)*20
scale = 0.35,0.075
sprpriority = 18
removetime = -2
bindtime = -1
ownpal = 1

[State 10002]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 10002]
type = ChangeState
trigger1 = animtime = 0
value = 0
;---------------------------------------------------------------------------
;イントロ：空間を移動する
[Statedef 10003]
type    = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 4003
poweradd = 0
sprpriority = 2

[State 10003]
type = playsnd
trigger1 = Time = 14
value = 2,8
freqmul = 1.2
volume = -10
[State 10003]
type = playsnd
trigger1 = Time = 14
value = 2,9
freqmul = 1.5
volume = -10

[State 10003]
type = playsnd
trigger1 = Time = 14
value = 2,8
freqmul = 1.3
volume = -10
[State 10003]
type = playsnd
trigger1 = Time = 14
value = 2,9
freqmul = 1.6
volume = -10

[State 10003]
type = playsnd
trigger1 = Time = 14
value = 2,8
freqmul = 1.1
volume = -10
[State 10003]
type = playsnd
trigger1 = Time = 14
value = 2,9
freqmul = 1.4
volume = -10

[State 10003]
type = Explod
trigger1 = Time = [17,27]
anim = 1202
postype = p1
pos = 0,-60+(time-17)*-5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256
[State 10003]
type = Explod
trigger1 = Time = [17,27]
anim = 1202
postype = p1
pos = 0,-70+(time-17)*-5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256
[State 10003]
type = Explod
trigger1 = Time = [17,27]
anim = 1202
postype = p1
pos = 0,-80+(time-17)*-5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256

[State 10003]
type = Explod
trigger1 = Time = [17,27]
anim = 1202
postype = p1
pos = 0,-60+(time-17)*5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256
[State 10003]
type = Explod
trigger1 = Time = [17,27]
anim = 1202
postype = p1
pos = 0,-70+(time-17)*5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256
[State 10003]
type = Explod
trigger1 = Time = [17,27]
anim = 1202
postype = p1
pos = 0,-80+(time-17)*5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256

[State 10003]
type = Explod
trigger1 = Time = 18
anim = 1881
postype = p1
pos = 0,0
scale = 1,1
vel = 0,0
sprpriority = 18
removetime = -2
[State 10003]
type = Explod
trigger1 = Time = 18
anim = 1881
postype = p1
pos = -10,0
scale = 1,1
vel = 1,0
sprpriority = 18
removetime = -2
[State 10003]
type = Explod
trigger1 = Time = 18
anim = 1881
postype = p1
pos = 10,0
scale = 1,1
vel = -1,0
sprpriority = 18
removetime = -2
[State 10003]
type = Explod
trigger1 = Time = 18
anim = 1881
postype = p1
pos = -20,0
scale = 1,1
vel = 2,0
sprpriority = 18
removetime = -2
[State 10003]
type = Explod
trigger1 = Time = 18
anim = 1881
postype = p1
pos = 20,0
scale = 1,1
vel = -2,0
sprpriority = 18
removetime = -2
[State 10003]
type = Explod
trigger1 = Time = 18
anim = 1881
postype = p1
pos = -30,0
scale = 1,1
vel = 3,0
sprpriority = 18
removetime = -2
[State 10003]
type = Explod
trigger1 = Time = 18
anim = 1881
postype = p1
pos = 30,0
scale = 1,1
vel = -3,0
sprpriority = 18
removetime = -2

[State 10003]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 10003]
type = ChangeState
trigger1 = Animtime = 0
value = 0
;---------------------------------------------------------------------------
;イントロ：点滅出現
[Statedef 10004]
type = S
ctrl = 0
anim = 4004
velset = 0,0

[State 10004]
type = playsnd
trigger1 = Time = 0
value = 2,1
freqmul = 2.0
[State 10004]
type = playsnd
trigger1 = Time = 0
value = 2,1
freqmul = 1.55
[State 10004]
type = playsnd
trigger1 = Time = 0
value = 2,2
freqmul = 1.75

[State 10004]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 10004]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;イントロ：メロンミズチのイントロ
[Statedef 10005]
type = S
ctrl = 0
anim = 4007
velset = 0,0

[State 10005]
type = PalFX
trigger1 = anim = 4007
trigger1 = Time = [0,120]
time = 1
add = -64,-64,-64
mul = 128,128,128
invertall = 0
color = 0

[State 10005]
type = playsnd
trigger1 = anim = 4007
trigger1 = TIme = 125
value = 2,11
freqmul = 2.0
[State 10005]
type = playsnd
trigger1 = anim = 4007
trigger1 = TIme = 125
value = 2,11
freqmul = 1.75
[State 10005]
type = playsnd
trigger1 = anim = 4007
trigger1 = TIme = 125
value = 2,11
freqmul = 1.5

[State 10005]
type = Explod
triggerall = anim = 4007
trigger1 = TIme = 120
trigger2 = TIme = 122
trigger3 = TIme = 124
trigger4 = TIme = 126
trigger5 = TIme = 128
anim = 4009
postype = p1
pos = 0,-40
scale = 0.5,0.5
sprpriority = 18
removetime = -2
bindtime = -1
ownpal = 1

[State 10005]
type = ChangeAnim
trigger1 = anim = 4007
trigger1 = TIme > 360
value = 4008

[State 10005]
type = playsnd
trigger1 = anim = 4007
trigger1 = AnimElem = 2
value = S0,2

[State 10005]
type = playsnd
trigger1 = anim = 4007
trigger1 = AnimElem = 9
value = S0,3

[State 10005]
type = Explod
trigger1 = anim = 4008
trigger1 = AnimElem = 16
anim = 4006
postype = p1
pos = 12,-125
scale = 0.5,0.5
sprpriority = 16
removetime = -2
bindtime = -1
ownpal = 1

[State 10005]
type = playsnd
trigger1 = anim = 4008
trigger1 = AnimElem = 16
value = 2,19
freqmul = 1.0
[State 10005]
type = playsnd
trigger1 = anim = 4008
trigger1 = AnimElem = 16
value = 2,19
freqmul = 1.0
[State 10005]
type = playsnd
trigger1 = anim = 4008
trigger1 = AnimElem = 16
value = 2,19
freqmul = 1.0

[State 10005]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 10005]
type = ChangeState
trigger1 = anim = 4008
trigger1 = animtime = 0
value = 0
;---------------------------------------------------------------------------
;イントロ：ｸﾞｼｬｯ
[Statedef 10006]
type = S
ctrl = 0
anim = 4010
velset = 0,0

[State 10006]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 10006]
type = playsnd
trigger1 = AnimElem = 3
value = 2,20
freqmul = 1.0
[State 10006]
type = playsnd
trigger1 = AnimElem = 3
value = 2,20
freqmul = 0.75
[State 10006]
type = playsnd
trigger1 = AnimElem = 3
value = 2,20
freqmul = 1.25
[State 10006]
type = playsnd
trigger1 = AnimElem = 3
value = 2,21
freqmul = 1.0
[State 10006]
type = playsnd
trigger1 = AnimElem = 3
value = 2,21
freqmul = 0.75
[State 10006]
type = playsnd
trigger1 = AnimElem = 3
value = 2,21
freqmul = 1.25

[State 10006]
type = Explod
trigger1 = AnimElem = 3, = 1
anim = 1002
postype = p1
pos = 0,-115
scale = 0.25,0.25
sprpriority = 16
removetime = -2
bindtime = -1
ownpal = 1
[State 10006]
type = Explod
trigger1 = AnimElem = 3, = 2
anim = 1002
postype = p1
pos = 0,-115
scale = 0.5,0.5
sprpriority = 16
removetime = -2
bindtime = -1
ownpal = 1

[State 10006]
type = Explod
trigger1 = AnimElem = 3, = [1,2]
anim = 1+random%3
pos = 0,-115
scale = fvar(0),fvar(0)
removetime = -2
vel = ((random%9)-4),((random%9)-4)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
sprpriority = 10
trans = Addalpha
alpha = (random%129)+128,256
[State 10006]
type = Explod
trigger1 = AnimElem = 3, = [1,2]
anim = 1+random%3
pos = 0,-115
scale = fvar(0),fvar(0)
removetime = -2
vel = ((random%9)-4),((random%9)-4)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
sprpriority = 10
trans = Addalpha
alpha = (random%129)+128,256
[State 10006]
type = Explod
trigger1 = AnimElem = 3, = [1,2]
anim = 1+random%3
pos = 0,-115
scale = fvar(0),fvar(0)
removetime = -2
vel = ((random%9)-4),((random%9)-4)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
sprpriority = 10
trans = Addalpha
alpha = (random%129)+128,256
[State 10006]
type = Explod
trigger1 = AnimElem = 3, = [1,2]
anim = 1+random%3
pos = 0,-115
scale = fvar(0),fvar(0)
removetime = -2
vel = ((random%9)-4),((random%9)-4)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
sprpriority = 10
trans = Addalpha
alpha = (random%129)+128,256
[State 10006]
type = Explod
trigger1 = AnimElem = 3, = [1,2]
anim = 1+random%3
pos = 0,-115
scale = fvar(0),fvar(0)
removetime = -2
vel = ((random%9)-4),((random%9)-4)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
sprpriority = 10
trans = Addalpha
alpha = (random%129)+128,256
[State 10006]
type = Explod
trigger1 = AnimElem = 3, = [1,2]
anim = 1+random%3
pos = 0,-115
scale = fvar(0),fvar(0)
removetime = -2
vel = ((random%9)-4),((random%9)-4)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
sprpriority = 10
trans = Addalpha
alpha = (random%129)+128,256
[State 10006]
type = Explod
trigger1 = AnimElem = 3, = [1,2]
anim = 1+random%3
pos = 0,-115
scale = fvar(0)*2,fvar(0)*2
removetime = -2
vel = ((random%9)-4),((random%9)-4)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
sprpriority = 10
trans = Addalpha
alpha = (random%129)+128,256
[State 10006]
type = Explod
trigger1 = AnimElem = 3, = [1,2]
anim = 1+random%3
pos = 0,-115
scale = fvar(0)*2,fvar(0)*2
removetime = -2
vel = ((random%9)-4),((random%9)-4)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
sprpriority = 10
trans = Addalpha
alpha = (random%129)+128,256

[State 10006]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
