;===========================================================================
;Lv1超必殺技
;===========================================================================
;---------------------------------------------------------------------------
;波動を浴びせる
[Statedef 2000]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 3000
poweradd = -1000
sprpriority = 10

[State 2000]
type = playsnd
trigger1 = Time = 0
value = 2,10
freqmul = 0.85
volume = -25
[State 2000]
type = playsnd
trigger1 = Time = 0
value = 2,11
freqmul = 1.2
volume = -25
[State 2000]
type = playsnd
trigger1 = Time = 0
value = 2,12
freqmul = 1.1
volume = 255
[State 2000]
type = playsnd
trigger1 = Time = 0
value = 2,12
freqmul = 1.5
volume = 255

[State 2000]
type = Explod
trigger1 = Time = 0
anim = 3999
postype = p1
pos = 2,-130
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
[State 2000]
type = Explod
trigger1 = Time = 0
anim = 3999
postype = p1
pos = 2,-90
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
[State 2000]
type = Explod
trigger1 = Time = 0
anim = 3999
postype = p1
pos = 2,-180
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1

[State 2000]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
anim = 1002
postype = p1
pos = 2,-130
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
[State 2000]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
anim = 1002
postype = p1
pos = 2,-130
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1

[State 2000]
type = BGPalFX
trigger1 = 1
time = 2
mul = 50,50,50
invertall = 1
color = 0

[State 2000]
type = Explod
trigger1 = Time = 50
anim = 3001
postype = left
pos = 0,0
scale = 0.5,0.5
sprpriority = 5
removetime = 250
bindtime = -1
[State 2000]
type = BGPalFX
trigger1 = Time = 50
time = -1
mul = 0,0,0
invertall = 1
color = 0

[State 2000]
type = PlaySnd
trigger1 = Time = 50
value = 2,13
freqmul = 1.0
loop = 1
channel = 1
volume = -250
[State 2000]
type = PlaySnd
trigger1 = Time = 50
value = 2,13
freqmul = 1.2
loop = 1
channel = 2
volume = -250

[State 2000]
type = Explod
trigger1 = Time > 50
trigger1 = Time < 280
trigger1 = Time%20 = 0
anim = 3004
postype = left
pos = 160,120
scale = 1,1
sprpriority = 5
removetime = -2
bindtime = -1
trans = AddAlpha
alpha = 64,256

[State 2000]
type = Projectile
trigger1 = Time > 50
trigger1 = Time%3 = 0
projanim = 6000
projID = 2000
projremovetime = 1
projscale = 1,1
offset = 0,10
attr = S,HA
damage = 4,1
animtype = Hard
guardflag = MA
hitflag = MAFDP
hitsound = s1,0
guardsound = s1,99
sparkxy = 99999,99999
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 8
ground.velocity = -1,-1
air.velocity = -1.2,-1.2
fall = 1
fall.recover = 0
palfx.time = 20
palfx.add = 0,64,128
palfx.mul = 0,64,128
palfx.invertall = 1
palfx.color = 1
ignorehitpause = 1

[State 2000]
type = StopSnd
trigger1 = Time = 300
channel = 1
[State 2000]
type = StopSnd
trigger1 = Time = 300
channel = 2

[State 2000]
type = ChangeState
trigger1 = time = 300
value = 2001
ctrl = 0
;---------------------------------------------------------------------------
;波動を浴びせる：終了
[Statedef 2001]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 3003
poweradd = 0
sprpriority = 10

[State 2001]
type = playsnd
trigger1 = Time = 0
value = 2,14
freqmul = 0.75
[State 2001]
type = playsnd
trigger1 = Time = 0
value = 2,14
freqmul = 1.0
[State 2001]
type = playsnd
trigger1 = Time = 0
value = 2,14
freqmul = 1.25

[State 2001]
type = playsnd
trigger1 = Time = 0
value = 2,14
freqmul = 0.75
[State 2001]
type = playsnd
trigger1 = Time = 0
value = 2,14
freqmul = 1.0
[State 2001]
type = playsnd
trigger1 = Time = 0
value = 2,14
freqmul = 1.25

[State 2001]
type = Explod
trigger1 = Time = 0
anim = 3002
postype = left
pos = 0,0
scale = 0.5,0.5
sprpriority = 5
removetime = -2
bindtime = -1
[State 2001]
type = BGPalFX
trigger1 = 1
time = 2
mul = 50,50,50
invertall = 1
color = 0

[State 2001]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;光線を撃つ
[Statedef 2050]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 3050
poweradd = -1000
sprpriority = 10

[State 2050]
type = playsnd
trigger1 = Time = 0
value = 2,10
freqmul = 0.85
volume = -25
[State 2050]
type = playsnd
trigger1 = Time = 0
value = 2,11
freqmul = 1.2
volume = -25
[State 2050]
type = playsnd
trigger1 = Time = 0
value = 2,12
freqmul = 1.1
volume = 255
[State 2050]
type = playsnd
trigger1 = Time = 0
value = 2,12
freqmul = 1.5
volume = 255

[State 2050]
type = Explod
trigger1 = Time = 0
anim = 3999
postype = p1
pos = -26,-123
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
[State 2050]
type = Explod
trigger1 = Time = 0
anim = 3999
postype = p1
pos = -26,-73
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
[State 2050]
type = Explod
trigger1 = Time = 0
anim = 3999
postype = p1
pos = -26,-173
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1

[State 2050]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
anim = 1002
postype = p1
pos = -26,-123
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
[State 2050]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
anim = 1002
postype = p1
pos = -26,-123
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1

[State 2050]
type = BGPalFX
trigger1 = 1
time = 2
mul = 50,50,50
invertall = 1
color = 0

[State 2050]
type = playsnd
triggerall = Time > 50
trigger1 = Time%8 = 0
trigger2 = Time%8 = 4
value = 2,15
freqmul = 5.5
volume = -25
[State 2050]
type = playsnd
triggerall = Time > 50
trigger1 = Time%8 = 0
trigger2 = Time%8 = 4
value = 2,16
freqmul = 1.25
volume = -25

[State 2050]
type = VarSet
triggerall = Time > 50
trigger1 = Time%8 = 0
trigger2 = Time%8 = 4
var(10) = 60-random%31
[State 2050]
type = VarSet
triggerall = Time > 50
trigger1 = Time%8 = 0
trigger2 = Time%8 = 4
var(11) = -random%121

[State 2050]
type = Explod
triggerall = Time > 50
trigger1 = Time%8 = [0,1]
trigger2 = Time%8 = [4,5]
anim = 1002
postype = p1
pos = var(10),var(11)
scale = 0.075,0.25
sprpriority = 15
removetime = -2
bindtime = -1

[State 2050]
type = Projectile
trigger1 = Time > 50
trigger1 = Time%8 = 0
projanim = 3051
projID = 2050
projremovetime = 16
projscale = 0.25,0.25
offset = var(10),var(11)
attr = S,HP
damage = 10,1
animtype = Hard
guardflag = MA
projhits = 99
projmisstime = 99
hitsound = s1,1
guardsound = s1,99
sparkxy = 9999,99999
sparkno = -1
ground.type = Low
guard.sparkno = -1
ground.slidetime = 25
ground.hittime = 20
ground.velocity = -6,0
air.velocity = -0.5,-2
air.fall = 1
air.juggle  = 1
sprpriority = random%15
projsprpriority = random%15
ignorehitpause = 1
[State 2050]
type = Projectile
trigger1 = Time > 50
trigger1 = Time%8 = 4
projanim = 3051
projID = 2050
projremovetime = 16
projscale = 0.25,0.25
offset = var(10),var(11)
attr = S,HP
damage = 10,1
animtype = Hard
guardflag = MA
projhits = 99
projmisstime = 99
hitsound = s1,1
guardsound = s1,99
sparkxy = 9999,99999
sparkno = -1
ground.type = High
guard.sparkno = -1
ground.slidetime = 25
ground.hittime = 20
ground.velocity = -6,0
air.velocity = -0.5,-2
air.fall = 1
air.juggle  = 1
sprpriority = random%15
projsprpriority = random%15
ignorehitpause = 1

[State 2050]
type = ChangeState
trigger1 = time = 250
value = 2051
ctrl = 0
;---------------------------------------------------------------------------
;光線を撃つ：終了
[Statedef 2051]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 3052
poweradd = 0
sprpriority = 10

[State 2051]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;付近を引き裂く
[Statedef 2100]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 3100
poweradd = -1000
sprpriority = 10

[State 2100]
type = playsnd
trigger1 = Time = 0
value = 2,10
freqmul = 0.85
volume = -25
[State 2100]
type = playsnd
trigger1 = Time = 0
value = 2,11
freqmul = 1.2
volume = -25
[State 2100]
type = playsnd
trigger1 = Time = 0
value = 2,12
freqmul = 1.1
volume = 255
[State 2100]
type = playsnd
trigger1 = Time = 0
value = 2,12
freqmul = 1.5
volume = 255

[State 2100]
type = Explod
trigger1 = Time = 0
anim = 3999
postype = p1
pos = -35,-40
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
[State 2100]
type = Explod
trigger1 = Time = 0
anim = 3999
postype = p1
pos = -35,-90
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
[State 2100]
type = Explod
trigger1 = Time = 0
anim = 3999
postype = p1
pos = -35,10
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1

[State 2100]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
anim = 1002
postype = p1
pos = -35,-40
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
[State 2100]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
anim = 1002
postype = p1
pos = -35,-40
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1

[State 2100]
type = BGPalFX
trigger1 = 1
time = 2
mul = 50,50,50
invertall = 1
color = 0

[State 2100]
type = playsnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 11
trigger4 = AnimElem = 14
trigger5 = AnimElem = 17
trigger6 = AnimElem = 25
trigger7 = AnimElem = 33
trigger8 = AnimElem = 41
trigger9 = AnimElem = 48
trigger10 = AnimElem = 54
trigger11 = AnimElem = 61
value = 2,0
freqmul = 0.75
[State 2100]
type = playsnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 11
trigger4 = AnimElem = 14
trigger5 = AnimElem = 17
trigger6 = AnimElem = 25
trigger7 = AnimElem = 33
trigger8 = AnimElem = 41
trigger9 = AnimElem = 48
trigger10 = AnimElem = 54
trigger11 = AnimElem = 61
value = 2,0
freqmul = 1.0

[State 2100]
type = VelSet
trigger1 = AnimElem = 9
trigger2 = AnimElem = 17
trigger3 = AnimElem = 25
trigger4 = AnimElem = 33
trigger5 = AnimElem = 41
trigger6 = AnimElem = 48
trigger7 = AnimElem = 54
trigger8 = AnimElem = 61
x = 7

[State 2100]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
anim = 1152
postype = p1
pos = 20,0
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
ownpal = 1
[State 2100]
type = Projectile
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
projanim = 1151
projID = 1150
projremovetime = 2
projscale = 1,1
offset = 0,0
attr = S,HA
damage = 30,3
kill = 0
animtype = Hard
guardflag = MA
hitsound = s1,6
guardsound = s1,99
sparkxy = 35,-92
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 35
ground.hittime = 35
ground.velocity = -4,0
air.velocity = -2,0
air.juggle  = 1
ignorehitpause = 1

[State 2100]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
anim = 1162
postype = p1
pos = 20,0
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
ownpal = 1
[State 2100]
type = Projectile
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
projanim = 1161
projID = 1160
projremovetime = 2
projscale = 1,1
offset = 0,0
attr = S,HA
damage = 30,3
kill = 0
animtype = Hard
guardflag = MA
hitsound = s1,6
guardsound = s1,99
sparkxy = 35,-92
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 35
ground.hittime = 35
ground.velocity = -4,0
air.velocity = -2,0
air.juggle  = 1
ignorehitpause = 1

[State 2100]
type = Explod
trigger1 = AnimElem = 19
trigger2 = AnimElem = 35
anim = 1174
postype = p1
pos = 0,20
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
ownpal = 1
[State 2100]
type = Projectile
trigger1 = AnimElem = 19
trigger2 = AnimElem = 35
projanim = 1172
projID = 1170
projremovetime = 2
projscale = 1,1
offset = 0,0
attr = S,HA
damage = 30,3
kill = 0
animtype = Hard
guardflag = MA
hitsound = s1,6
guardsound = s1,99
sparkxy = 35,-92
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 35
ground.hittime = 35
ground.velocity = -12,0
air.velocity = -6,0
givepower = ifelse(var(57)=1,-175,0),ifelse(var(57)=1,-75,0)
air.juggle  = 1
ignorehitpause = 1

[State 2100]
type = Explod
trigger1 = AnimElem = 26
trigger2 = AnimElem = 42
anim = 1262
postype = p1
pos = 10,-20
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
ownpal = 1
[State 2100]
type = Projectile
trigger1 = AnimElem = 26
trigger2 = AnimElem = 42
projanim = 1261
projID = 1260
projremovetime = 2
projscale = 1,1
offset = 10,0
attr = S,HA
damage = 30,3
kill = 0
animtype = Hard
guardflag = L
hitsound = s1,6
guardsound = s1,99
sparkxy = 35,-92
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 26
ground.hittime = 26
ground.velocity = 0,0
air.velocity = 0,0
air.juggle  = 1
ignorehitpause = 1

[State 2100]
type = Explod
trigger1 = AnimElem = 48
trigger2 = AnimElem = 54
anim = 1173
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
ownpal = 1
[State 2100]
type = Projectile
trigger1 = AnimElem = 49
trigger2 = AnimElem = 55
projanim = 1171
projID = 1170
projremovetime = 2
projscale = 1,1
offset = 50,0
attr = S,HA
damage = 30,3
kill = 0
animtype = Hard
guardflag = MA
hitflag = MAF
hitsound = s1,6
guardsound = s1,99
sparkxy = 35,-92
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 10
ground.hittime = 8
ground.velocity = -1,-6
air.velocity = -0.5,-2
fall = 1
fall.recover = 0
air.juggle  = 1
ignorehitpause = 1

[State 2100]
type = Explod
trigger1 = AnimElem = 62
anim = 1152
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
ownpal = 1
[State 2100]
type = Projectile
trigger1 = AnimElem = 63
projanim = 1271
projID = 1270
projremovetime = 2
projscale = 1,1
offset = 10,0
attr = S,HA
damage = 30,3
animtype = Hard
guardflag = MA
hitsound = s1,6
guardsound = s1,99
sparkxy = 35,-92
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 10
ground.hittime = 8
ground.velocity = -1,-12
air.velocity = -1,-14
yaccel = 0.5
fall = 1
fall.recover = 0
air.juggle  = 1
ignorehitpause = 1

[State 2100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;空間を切り裂く
[Statedef 2150]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 3150
poweradd = -1000
sprpriority = 10

[State 2150]
type = playsnd
trigger1 = Time = 0
value = 2,10
freqmul = 0.85
volume = -25
[State 2150]
type = playsnd
trigger1 = Time = 0
value = 2,11
freqmul = 1.2
volume = -25
[State 2150]
type = playsnd
trigger1 = Time = 0
value = 2,12
freqmul = 1.1
volume = 255
[State 2150]
type = playsnd
trigger1 = Time = 0
value = 2,12
freqmul = 1.5
volume = 255

[State 2150]
type = Explod
trigger1 = Time = 0
anim = 3999
postype = p1
pos = -14,-24
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
[State 2150]
type = Explod
trigger1 = Time = 0
anim = 3999
postype = p1
pos = -14,-74
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
[State 2150]
type = Explod
trigger1 = Time = 0
anim = 3999
postype = p1
pos = -14,-124
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1

[State 2150]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
anim = 1002
postype = p1
pos = -14,-74
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
[State 2150]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
anim = 1002
postype = p1
pos = -14,-74
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1

[State 2150]
type = BGPalFX
trigger1 = 1
time = 2
mul = 50,50,50
invertall = 1
color = 0

[State 2150]
type = Explod
trigger1 = Time = 51
anim = 3152
postype = left
pos = 160,120
scale = 0.5,0.5
sprpriority = 15
removetime = -2
facing = ifelse(gametime%2=0,1,-1)
vfacing = ifelse(gametime%2=0,1,-1)
bindtime = -1
[State 2150]
type = Explod
trigger1 = Time = 51
anim = 3152
postype = left
pos = 160,120
scale = 0.75,0.75
sprpriority = 15
removetime = -2
facing = ifelse(gametime%2=0,-1,1)
vfacing = ifelse(gametime%2=0,-1,1)
bindtime = -1

[State 2150]
type = playsnd
trigger1 = Time = 51
value = 2,24
freqmul = 1.0
volume = -25
[State 2150]
type = playsnd
trigger1 = Time = 51
value = 2,25
freqmul = 1.0
volume = -25
[State 2150]
type = playsnd
trigger1 = Time = 51
value = 2,24
freqmul = 0.5
volume = -25
[State 2150]
type = playsnd
trigger1 = Time = 51
value = 2,25
freqmul = 0.5
volume = -25

[State 2150]
type = playsnd
trigger1 = Time = 51
value = 2,0
freqmul = 0.75
[State 2150]
type = playsnd
trigger1 = Time = 51
value = 2,0
freqmul = 1.0

[State 2150]
type = Projectile
trigger1 = Time = 51
projanim = 6000
projID = 1270
projremovetime = 2
projscale = 1,1
postype = p2
offset = 0,0
attr = S,HT
damage = 325,50
animtype = Hard
guardflag = 
sparkxy = 0,0
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 60
ground.hittime = 60
ground.velocity = 0,-18
air.velocity = 0,-18
yaccel = 0.5
fall = 1
fall.recover = 0
air.juggle  = 1
ignorehitpause = 1

[State 2150]
type = ChangeState
trigger1 = Time > 90
value = 2151
ctrl = 0
;---------------------------------------------------------------------------
;空間を切り裂く：終了
[Statedef 2151]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 3151
poweradd = 0
sprpriority = 10

[State 2151]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;飛び道具を降らす
[Statedef 2200]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 3150
poweradd = -1000
sprpriority = 10

[State 2200]
type = playsnd
trigger1 = Time = 0
value = 2,10
freqmul = 0.85
volume = -25
[State 2200]
type = playsnd
trigger1 = Time = 0
value = 2,11
freqmul = 1.2
volume = -25
[State 2200]
type = playsnd
trigger1 = Time = 0
value = 2,12
freqmul = 1.1
volume = 255
[State 2200]
type = playsnd
trigger1 = Time = 0
value = 2,12
freqmul = 1.5
volume = 255

[State 2200]
type = Explod
trigger1 = Time = 0
anim = 3999
postype = p1
pos = -14,-24
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
[State 2200]
type = Explod
trigger1 = Time = 0
anim = 3999
postype = p1
pos = -14,-74
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
[State 2200]
type = Explod
trigger1 = Time = 0
anim = 3999
postype = p1
pos = -14,-124
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1

[State 2200]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
anim = 1002
postype = p1
pos = -14,-74
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1
[State 2200]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
anim = 1002
postype = p1
pos = -14,-74
scale = 0.5,0.5
sprpriority = 15
removetime = -2
bindtime = -1

[State 2200]
type = BGPalFX
trigger1 = 1
time = 2
mul = 50,50,50
invertall = 1
color = 0

[State 2200]
type = playsnd
trigger1 = Time > 50
trigger1 = gametime%8 = 0
trigger2 = Time = [165,180]
trigger2 = gametime%3 = 0
value = 2,3
freqmul = 1.75

[State 2200]
type = Projectile
trigger1 = Time > 50
trigger1 = gametime%8 = 0
trigger2 = Time = [165,180]
trigger2 = gametime%3 = 0
projanim = 1101
projID = 1100
projremovetime = -1
projscale = 0.25,0.25
projhits = 9999
projmisstime = 3
velocity = random%11-5,10
offset = (random%151)-75,-220
attr = S,HP
damage = 3,0
animtype = Medium
guardflag = MA
hitflag = MAFDP
hitsound = s1,1
guardsound = s1,99
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 0,-3.5
air.velocity = 0,-3
air.juggle  = 1
ignorehitpause = 1
sprpriority = random%20

[State 2200]
type = playsnd
trigger1 = Time > 50
trigger1 = gametime%2 = 0
trigger2 = Time = [165,180]
trigger2 = gametime%1 = 0
value = 2,26
freqmul = 0.25*(random%11+1)

[State 2200]
type = Projectile
trigger1 = Time > 50
trigger1 = gametime%2 = 0
trigger2 = Time = [165,180]
trigger2 = gametime%1 = 0
projanim = 1301
projhitanim = 1302
projremanim = 1302
projcanselanim = -1
projID = 1300
projremovetime = -1
projscale = 0.25,0.25
offset = (random%151)-75,-220
velocity = random%11-5,10
accel = 0,fvar(10)
attr = S,SP
damage =10,1
animtype = Hard
guardflag = MA
hitsound = s1,1
guardsound = s1,99
sparkxy = 0,0
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,0
air.velocity = -1,0
air.juggle  = 1
ignorehitpause = 1
sprpriority = random%20

[State 2200]
type = ChangeState
trigger1 = Time > 180
value = 2151
ctrl = 0
;---------------------------------------------------------------------------
;飛び道具を降らす：終了
[Statedef 2201]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 3151
poweradd = 0
sprpriority = 10

[State 2151]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------