;===========================================================================
;必殺技
;===========================================================================
;---------------------------------------------------------------------------
;衝撃波を出すA
[Statedef 1000]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 100
sprpriority = 2

[State 1000]
type = playsnd
trigger1 = AnimElem = 2, =1
value = 2,1
freqmul = 1.0
[State 1000]
type = playsnd
trigger1 = AnimElem = 2, =2
value = 2,1
freqmul = 1.5

[State 1000]
type = Explod
trigger1 = AnimElem = 2, =[1,2]
trigger2 = AnimElem = 3, =[1,2]
trigger3 = AnimElem = 4, =[1,6]
anim = 1002
postype = p1
pos = 20+time,-75
scale = 0.125,0.45
sprpriority = 8
removetime = -2
bindtime = -1
ownpal = 1

[State 1000]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1001
projID = 1000
projremovetime = 2
projscale = 1,1
offset = 0,0
attr = S,HA
damage = 100,15
animtype = Medium
guardflag = MA
hitsound = s1,2
guardsound = s1,99
sparkxy = 35,-92
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 10
ground.hittime = 8
ground.velocity = -5,-7
air.velocity = -4,-6
fall = 1
fall.recover = 40*ifelse(var(57)=1,0,1)
fall.damage = 60*ifelse(var(57)=1,1,0)
air.juggle  = 1
ignorehitpause = 1

[State 1000]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;衝撃波を出すB
[Statedef 1010]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1010
poweradd = 110
sprpriority = 2

[State 1010]
type = playsnd
trigger1 = AnimElem = 2, =1
value = 2,1
freqmul = 1.1
[State 1010]
type = playsnd
trigger1 = AnimElem = 2, =2
value = 2,1
freqmul = 1.6

[State 1010]
type = Explod
trigger1 = AnimElem = 2, =[1,2]
trigger2 = AnimElem = 3, =[1,2]
trigger3 = AnimElem = 4, =[1,6]
anim = 1002
postype = p1
pos = 20+time,-75
scale = 0.125,0.45
sprpriority = 8
removetime = -2
bindtime = -1
ownpal = 1

[State 1010]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1001
projID = 1000
projremovetime = 2
projscale = 1,1
offset = 0,0
attr = S,HA
damage = 110,18
animtype = Medium
guardflag = MA
hitsound = s1,2
guardsound = s1,99
sparkxy = 35,-92
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 10
ground.hittime = 8
ground.velocity = -6,-7.5
air.velocity = -5,-6.5
fall = 1
fall.recover = 50*ifelse(var(57)=1,0,1)
fall.damage = 65*ifelse(var(57)=1,1,0)
air.juggle  = 1
ignorehitpause = 1

[State 1000]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;衝撃波を出すC
[Statedef 1020]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1020
poweradd = 120
sprpriority = 2

[State 1020]
type = playsnd
trigger1 = AnimElem = 2, =1
value = 2,1
freqmul = 1.2
[State 1020]
type = playsnd
trigger1 = AnimElem = 2, =2
value = 2,1
freqmul = 1.7

[State 1020]
type = Explod
trigger1 = AnimElem = 2, =[1,2]
trigger2 = AnimElem = 3, =[1,2]
trigger3 = AnimElem = 4, =[1,6]
anim = 1002
postype = p1
pos = 20+time,-75
scale = 0.125,0.45
sprpriority = 8
removetime = -2
bindtime = -1
ownpal = 1

[State 1020]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1001
projID = 1000
projremovetime = 2
projscale = 1,1
offset = 0,0
attr = S,HA
damage = 120,21
animtype = Medium
guardflag = MA
hitsound = s1,2
guardsound = s1,99
sparkxy = 35,-92
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 10
ground.hittime = 8
ground.velocity = -7,-8
air.velocity = -6,-7
fall = 1
fall.recover = 60*ifelse(var(57)=1,0,1)
fall.damage = 70*ifelse(var(57)=1,1,0)
air.juggle  = 1
ignorehitpause = 1

[State 1020]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;爆風を放つA
[Statedef 1050]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1050
poweradd = 100
sprpriority = 2

[State 1050]
type = playsnd
trigger1 = AnimElem = 6, =1
trigger2 = AnimElem = 6, =3
trigger3 = AnimElem = 7, =1
value = 2,2
freqmul = 2.0

[State 1050]
type = Explod
trigger1 = AnimElem = 7, =[1,4]
trigger2 = AnimElem = 8, =[1,4]
trigger3 = AnimElem = 9, =[1,4]
trigger4 = AnimElem = 10, =[1,4]
anim = 1002
postype = p1
pos = 50,70-time*6
scale = 0.25,0.0625
sprpriority = 2
removetime = -2
trans = addalpha
alpha = 64,256
bindtime = 1
ownpal = 1

[State 1050]
type = Projectile
triggerall = var(57) = 0
trigger1 = AnimElem = 7, =1
trigger2 = AnimElem = 8, =1
trigger3 = AnimElem = 9, =1
trigger4 = AnimElem = 10, =1
trigger5 = AnimElem = 7, =3
trigger6 = AnimElem = 8, =3
trigger7 = AnimElem = 9, =3
trigger8 = AnimElem = 10, =3
projanim = 1051
projID = 1050
projremovetime = 18
projscale = 0.125,0.125
projhits = 9999
projmisstime = 9999
offset = 50+random%16*ifelse(random%2=0,1,-1),70-time*6
attr = S,HA
damage = 12,2
animtype = Medium
guardflag = MA
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

[State 1050]
type = Projectile
triggerall = var(57) = 1
trigger1 = AnimElem = 7, =1
trigger2 = AnimElem = 8, =1
trigger3 = AnimElem = 9, =1
trigger4 = AnimElem = 10, =1
trigger5 = AnimElem = 7, =3
trigger6 = AnimElem = 8, =3
trigger7 = AnimElem = 9, =3
trigger8 = AnimElem = 10, =3
projanim = 1051
projID = 1050
projremovetime = 18
projscale = 0.125,0.125
projhits = 9999
projmisstime = 9999
offset = 50+random%16*ifelse(random%2=0,1,-1),70-time*6
attr = S,HA
damage = 24,4
animtype = Medium
guardflag = 
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

[State 1050]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;爆風を放つB
[Statedef 1060]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1050
poweradd = 110
sprpriority = 2

[State 1060]
type = playsnd
trigger1 = AnimElem = 6, =1
trigger2 = AnimElem = 6, =3
trigger3 = AnimElem = 7, =1
value = 2,2
freqmul = 2.0

[State 1060]
type = Explod
trigger1 = AnimElem = 7, =[1,4]
trigger2 = AnimElem = 8, =[1,4]
trigger3 = AnimElem = 9, =[1,4]
trigger4 = AnimElem = 10, =[1,4]
anim = 1002
postype = p1
pos = 100,70-time*6
scale = 0.25,0.0625
sprpriority = 2
removetime = -2
trans = addalpha
alpha = 64,256
bindtime = 1
ownpal = 1

[State 1060]
type = Projectile
triggerall = var(57) = 0
trigger1 = AnimElem = 7, =1
trigger2 = AnimElem = 8, =1
trigger3 = AnimElem = 9, =1
trigger4 = AnimElem = 10, =1
trigger5 = AnimElem = 7, =3
trigger6 = AnimElem = 8, =3
trigger7 = AnimElem = 9, =3
trigger8 = AnimElem = 10, =3
projanim = 1051
projID = 1050
projremovetime = 18
projscale = 0.125,0.125
projhits = 9999
projmisstime = 9999
offset = 100+random%16*ifelse(random%2=0,1,-1),70-time*6
attr = S,HA
damage = 12,2
animtype = Medium
guardflag = MA
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

[State 1060]
type = Projectile
triggerall = var(57) = 1
trigger1 = AnimElem = 7, =1
trigger2 = AnimElem = 8, =1
trigger3 = AnimElem = 9, =1
trigger4 = AnimElem = 10, =1
trigger5 = AnimElem = 7, =3
trigger6 = AnimElem = 8, =3
trigger7 = AnimElem = 9, =3
trigger8 = AnimElem = 10, =3
projanim = 1051
projID = 1050
projremovetime = 18
projscale = 0.125,0.125
projhits = 9999
projmisstime = 9999
offset = 100+random%16*ifelse(random%2=0,1,-1),70-time*6
attr = S,HA
damage = 24,4
animtype = Medium
guardflag = 
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

[State 1060]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;爆風を放つC
[Statedef 1070]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1050
poweradd = 120
sprpriority = 2

[State 1070]
type = playsnd
trigger1 = AnimElem = 6, =1
trigger2 = AnimElem = 6, =3
trigger3 = AnimElem = 7, =1
value = 2,2
freqmul = 2.0

[State 1070]
type = Explod
trigger1 = AnimElem = 7, =[1,4]
trigger2 = AnimElem = 8, =[1,4]
trigger3 = AnimElem = 9, =[1,4]
trigger4 = AnimElem = 10, =[1,4]
anim = 1002
postype = p1
pos = 150,70-time*6
scale = 0.25,0.0625
sprpriority = 2
removetime = -2
trans = addalpha
alpha = 64,256
bindtime = 1
ownpal = 1

[State 1070]
type = Projectile
triggerall = var(57) = 0
trigger1 = AnimElem = 7, =1
trigger2 = AnimElem = 8, =1
trigger3 = AnimElem = 9, =1
trigger4 = AnimElem = 10, =1
trigger5 = AnimElem = 7, =3
trigger6 = AnimElem = 8, =3
trigger7 = AnimElem = 9, =3
trigger8 = AnimElem = 10, =3
projanim = 1051
projID = 1050
projremovetime = 18
projscale = 0.125,0.125
projhits = 9999
projmisstime = 9999
offset = 150+random%16*ifelse(random%2=0,1,-1),70-time*6
attr = S,HA
damage = 12,2
animtype = Medium
guardflag = MA
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

[State 1070]
type = Projectile
triggerall = var(57) = 1
trigger1 = AnimElem = 7, =1
trigger2 = AnimElem = 8, =1
trigger3 = AnimElem = 9, =1
trigger4 = AnimElem = 10, =1
trigger5 = AnimElem = 7, =3
trigger6 = AnimElem = 8, =3
trigger7 = AnimElem = 9, =3
trigger8 = AnimElem = 10, =3
projanim = 1051
projID = 1050
projremovetime = 18
projscale = 0.125,0.125
projhits = 9999
projmisstime = 9999
offset = 150+random%16*ifelse(random%2=0,1,-1),70-time*6
attr = S,HA
damage = 24,4
animtype = Medium
guardflag = 
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

[State 1070]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;正八面体を撃つA
[Statedef 1100]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 100
sprpriority = 2

[State 1100]
type = playsnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
value = 2,3
freqmul = 1.75

[State 1100]
type = Explod
trigger1 = AnimElem = 7, = [1,3]
trigger2 = AnimElem = 8, = [1,3]
trigger3 = AnimElem = 9, = [1,3]
trigger4 = AnimElem = 10, = [1,3]
anim = 1002
postype = p1
pos = 44,-100
random = 20,20
scale = 0.125,0.125
sprpriority = 9
removetime = -2
trans = addalpha
alpha = 64,256
ownpal = 1

[State 1100]
type = Projectile
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = var(57) = 1
trigger3 = AnimElem = 7, =3
trigger4 = var(57) = 1
trigger4 = AnimElem = 9, =3
projanim = 1101
projID = 1100
projremovetime = -1
projscale = 0.25,0.25
projhits = 9999
projmisstime = 3
velocity = -3,0.75
accel = 0.1,-0.005
offset = 44,-100
attr = S,HP
damage = 6,1*ifelse(var(57)=1,25,1)
animtype = Medium
guardflag = MA
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

[State 1100]
type = Projectile
trigger1 = AnimElem = 8
trigger2 = AnimElem = 10
trigger3 = var(57) = 1
trigger3 = AnimElem = 8, =3
trigger4 = var(57) = 1
trigger4 = AnimElem = 10, =3
projanim = 1101
projID = 1100
projremovetime = -1
projscale = 0.25,0.25
projhits = 9999
projmisstime = 3
velocity = -3,-0.75
accel = 0.1,0.005
offset = 44,-100
attr = S,HP
damage = 6,1*ifelse(var(57)=1,25,1)
animtype = Medium
guardflag = MA
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

[State 1100]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;正八面体を撃つB
[Statedef 1110]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 110
sprpriority = 2

[State 1110]
type = playsnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
value = 2,3
freqmul = 1.75

[State 1110]
type = Explod
trigger1 = AnimElem = 7, = [1,3]
trigger2 = AnimElem = 8, = [1,3]
trigger3 = AnimElem = 9, = [1,3]
trigger4 = AnimElem = 10, = [1,3]
anim = 1002
postype = p1
pos = 44,-100
random = 20,20
scale = 0.125,0.125
sprpriority = 9
removetime = -2
trans = addalpha
alpha = 64,256
ownpal = 1

[State 1110]
type = Projectile
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = var(57) = 1
trigger3 = AnimElem = 7, =3
trigger4 = var(57) = 1
trigger4 = AnimElem = 9, =3
projanim = 1101
projID = 1100
projremovetime = -1
projscale = 0.25,0.25
projhits = 9999
projmisstime = 3
velocity = -3,0.75
accel = 0.1,-0.01
offset = 44,-100
attr = S,HP
damage = 6,11*ifelse(var(57)=1,25,1)
animtype = Medium
guardflag = MA
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

[State 1110]
type = Projectile
trigger1 = AnimElem = 8
trigger2 = AnimElem = 10
trigger3 = var(57) = 1
trigger3 = AnimElem = 8, =3
trigger4 = var(57) = 1
trigger4 = AnimElem = 10, =3
projanim = 1101
projID = 1100
projremovetime = -1
projscale = 0.25,0.25
projhits = 9999
projmisstime = 3
velocity = -3,-0.75
accel = 0.1,0.01
offset = 44,-100
attr = S,HP
damage = 6,11*ifelse(var(57)=1,25,1)
animtype = Medium
guardflag = MA
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

[State 1110]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;正八面体を撃つC
[Statedef 1120]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 120
sprpriority = 2

[State 1120]
type = playsnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
value = 2,3
freqmul = 1.75

[State 1120]
type = Explod
trigger1 = AnimElem = 7, = [1,3]
trigger2 = AnimElem = 8, = [1,3]
trigger3 = AnimElem = 9, = [1,3]
trigger4 = AnimElem = 10, = [1,3]
anim = 1002
postype = p1
pos = 44,-100
random = 20,20
scale = 0.125,0.125
sprpriority = 9
removetime = -2
trans = addalpha
alpha = 64,256
ownpal = 1

[State 1120]
type = Projectile
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = var(57) = 1
trigger3 = AnimElem = 7, =3
trigger4 = var(57) = 1
trigger4 = AnimElem = 9, =3
projanim = 1101
projID = 1100
projremovetime = -1
projscale = 0.25,0.25
projhits = 9999
projmisstime = 3
velocity = -3,0.75
accel = 0.1,-0.015
offset = 44,-100
attr = S,HP
damage = 6,11*ifelse(var(57)=1,25,1)
animtype = Medium
guardflag = MA
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

[State 1120]
type = Projectile
trigger1 = AnimElem = 8
trigger2 = AnimElem = 10
trigger3 = var(57) = 1
trigger3 = AnimElem = 8, =3
trigger4 = var(57) = 1
trigger4 = AnimElem = 10, =3
projanim = 1101
projID = 1100
projremovetime = -1
projscale = 0.25,0.25
projhits = 9999
projmisstime = 3
velocity = -3,-0.75
accel = 0.1,0.015
offset = 44,-100
attr = S,HP
damage = 6,11*ifelse(var(57)=1,25,1)
animtype = Medium
guardflag = MA
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

[State 1120]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;付近を切り裂くA
[Statedef 1150]
type    = S
movetype = A
physics = S
velset = 5,0
ctrl = 0
anim = 1150
poweradd = 100
sprpriority = 2

[State 1150]
type = playsnd
trigger1 = AnimElem = 5
value = 2,0
freqmul = 0.75
[State 1150]
type = playsnd
trigger1 = AnimElem = 5
value = 2,0
freqmul = 1.0

[State 1150]
type = Explod
trigger1 = AnimElem = 5
anim = 1152
postype = p1
pos = 20,0
scale = 0.5,0.5
sprpriority = 8
removetime = -2
bindtime = -1
ownpal = 1

[State 1150]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1151
projID = 1150
projremovetime = 2
projscale = 1,1
offset = 0,0
attr = S,HA
damage = 100*ifelse(var(57)=1,1.5,1),15
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,-8
air.velocity = -0.5,-7
fall = 1
fall.recover = 40*ifelse(var(57)=1,0,1)
givepower = ifelse(var(57)=1,-300,0),ifelse(var(57)=1,-100,0)
air.juggle  = 1
ignorehitpause = 1

[State 1150]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;付近を切り裂くB
[Statedef 1160]
type    = S
movetype = A
physics = S
velset = 5,0
ctrl = 0
anim = 1160
poweradd = 110
sprpriority = 2

[State 1160]
type = playsnd
trigger1 = AnimElem = 6
value = 2,0
freqmul = 0.75
[State 1160]
type = playsnd
trigger1 = AnimElem = 6
value = 2,0
freqmul = 1.0

[State 1160]
type = Explod
trigger1 = AnimElem = 6
anim = 1162
postype = p1
pos = 20,0
scale = 0.5,0.5
sprpriority = 8
removetime = -2
bindtime = -1
ownpal = 1

[State 1160]
type = Projectile
trigger1 = AnimElem = 7
projanim = 1161
projID = 1160
projremovetime = 2
projscale = 1,1
offset = 0,0
attr = S,HA
damage = 110*ifelse(var(57)=1,1.5,1),15
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 = -1,8
air.velocity = -0.5,7
fall = 1
fall.recover = 40*ifelse(var(57)=1,0,1)
givepower = ifelse(var(57)=1,-325,0),ifelse(var(57)=1,-125,0)
air.juggle  = 1
ignorehitpause = 1

[State 1160]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;付近を切り裂くC
[Statedef 1170]
type    = S
movetype = A
physics = S
velset = 5,0
ctrl = 0
anim = 1170
poweradd = 120
sprpriority = 2

[State 1170]
type = playsnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 10
value = 2,0
freqmul = 0.75
[State 1170]
type = playsnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 10
value = 2,0
freqmul = 1.0

[State 1170]
type = Explod
trigger1 = AnimElem = 1
anim = 1173
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 8
removetime = -2
bindtime = -1
ownpal = 1
[State 1170]
type = Explod
trigger1 = AnimElem = 10
anim = 1174
postype = p1
pos = 0,20
scale = 0.5,0.5
sprpriority = 8
removetime = -2
bindtime = -1
ownpal = 1

[State 1170]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1171
projID = 1170
projremovetime = 2
projscale = 1,1
offset = 50,0
attr = S,HA
damage = 60*ifelse(var(57)=1,1.5,1),8
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,-6
air.velocity = -0.5,-5
fall = 1
fall.recover = 40*ifelse(var(57)=1,0,1)
givepower = ifelse(var(57)=1,-175,0),ifelse(var(57)=1,-75,0)
air.juggle  = 1
ignorehitpause = 1
[State 1170]
type = Projectile
trigger1 = AnimElem = 11
projanim = 1172
projID = 1170
projremovetime = 2
projscale = 1,1
offset = 0,0
attr = S,HA
damage = 60*ifelse(var(57)=1,1.5,1),8
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 = -6,-2
air.velocity = -7,-2
fall = 1
fall.recover = 40*ifelse(var(57)=1,0,1)
givepower = ifelse(var(57)=1,-175,0),ifelse(var(57)=1,-75,0)
air.juggle  = 1
ignorehitpause = 1

[State 1170]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;磁石を放つA
[Statedef 1200]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 100
sprpriority = 2

[State 1200]
type = helper
trigger1 = AnimElem = 3
stateno = 1201
helpertype = player
name = "zisyaku"
id = 1201
pos = 18,-92
postype = p1
ownpal = 0
keyctrl = 0
size.xscale = 0.5
size.yscale = 0.5
ignorehitpause = 1

[State 1200]
type = playsnd
trigger1 = Time = 0
value = 2,4
freqmul = 1.5
[State 1200]
type = playsnd
trigger1 = Time = 0
value = 2,7
freqmul = 2.5

[State 1200]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;磁石弾ヘルパー
[Statedef 1201]
type    = A
movetype= I
physics = N
juggle  = 4
velset = 0,0
ctrl = 0
sprpriority = 2

[state 1201]
type = VelSet
trigger1 = (p2bodydist X < 0 || p2bodydist X > 0)
x = ifelse(p2bodydist X<0,-4,4)*ifelse(root,var(57)=1,2,1)

[state 1201]
type = Velset
trigger1 = (p2bodydist Y < 50 || p2bodydist Y > 50)
y = ifelse(p2bodydist Y<50,-1.0,1.0)*ifelse(root,var(57)=1,2,1)

[State 1201]
type = angledraw
trigger1= 1
scale= 0.2+0.4*(gametime%2),0.2+0.4*(gametime%2)
[State 1201]
type = AngleAdd
trigger1 = 1
value = -14
[State 1201]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 1201] 
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1201] 
type = changeanim
trigger1 = anim != 1201
value = 1201

[State 1201] 
type = Explod
trigger1 = gametime%10 = 0
anim = 1202
postype = p1
pos = 0,0
scale = 0.15,0.15
sprpriority = 16
removetime = -2
bindtime = -1
ownpal = 1

[State 1201] 
type = Projectile
trigger1 = gametime%3 = 0
trigger1 = ishelper(1201)
trigger2 = gametime%4 = 0
trigger2 = ishelper(1211)
trigger3 = gametime%5 = 0
trigger3 = ishelper(1221)
projanim = 1203
projremovetime = 3
projscale = 1,1
offset = 0,0
attr = S,SP
damage = 1,0
animtype = Hard
guardflag = MA
hitflag = MAFDP
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 1,-0.25
air.velocity = 1,-0.25
hitsound = s1,0
guardsound = s1,99
yaccel = 0.3
fall = 1
fall.recover = 0
ignorehitpause = 1

[State 1201] 
type = destroyself
trigger1 = root,var(57) = 0
trigger1 = Animelem=1, =120
trigger1 = anim = 1201
trigger1 = ishelper(1201)
trigger2 = root,var(57) = 0
trigger2 = Animelem=1, =90
trigger2 = anim = 1201
trigger2 = ishelper(1211)
trigger3 = root,var(57) = 0
trigger3 = Animelem=1, =60
trigger3 = anim = 1201
trigger3 = ishelper(1221)
trigger4 = root,var(57) = 1
trigger4 = Animelem=1, =240
trigger4 = anim = 1201
trigger4 = ishelper(1201)
trigger5 = root,var(57) = 1
trigger5 = Animelem=1, =180
trigger5 = anim = 1201
trigger5 = ishelper(1211)
trigger6 = root,var(57) = 1
trigger6 = Animelem=1, =120
trigger6 = anim = 1201
trigger6 = ishelper(1221)
ignorehitpause = 1

[State 1201] 
type = selfstate
trigger1 = !ishelper
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;磁石を放つB
[Statedef 1210]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1210
poweradd = 110
sprpriority = 2

[State 1210]
type = helper
trigger1 = AnimElem = 3
stateno = 1201
helpertype = player
name = "zisyaku"
id = 1211
pos = 18,-72
postype = p1
ownpal = 0
keyctrl = 0
size.xscale = 0.5
size.yscale = 0.5
ignorehitpause = 1
[State 1210]
type = helper
trigger1 = AnimElem = 3
stateno = 1201
helpertype = player
name = "zisyaku"
id = 1211
pos = 18,-112
postype = p1
ownpal = 0
keyctrl = 0
size.xscale = 0.5
size.yscale = 0.5
ignorehitpause = 1

[State 1210]
type = playsnd
trigger1 = Time = 0
value = 2,4
freqmul = 1.5
[State 1210]
type = playsnd
trigger1 = Time = 0
value = 2,7
freqmul = 2.5

[State 1210]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;磁石を放つC
[Statedef 1220]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1220
poweradd = 120
sprpriority = 2

[State 1220]
type = helper
trigger1 = AnimElem = 3
stateno = 1201
helpertype = player
name = "zisyaku"
id = 1221
pos = 18,-92
postype = p1
ownpal = 0
keyctrl = 0
size.xscale = 0.5
size.yscale = 0.5
ignorehitpause = 1
[State 1220]
type = helper
trigger1 = AnimElem = 3
stateno = 1201
helpertype = player
name = "zisyaku"
id = 1221
pos = 23,-87
postype = p1
ownpal = 0
keyctrl = 0
size.xscale = 0.5
size.yscale = 0.5
ignorehitpause = 1
[State 1220]
type = helper
trigger1 = AnimElem = 3
stateno = 1201
helpertype = player
name = "zisyaku"
id = 1221
pos = 12,-98
postype = p1
ownpal = 0
keyctrl = 0
size.xscale = 0.5
size.yscale = 0.5
ignorehitpause = 1

[State 1220]
type = playsnd
trigger1 = Time = 0
value = 2,4
freqmul = 1.5
[State 1220]
type = playsnd
trigger1 = Time = 0
value = 2,7
freqmul = 2.5

[State 1220]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;付近を切り裂くその２A
[Statedef 1250]
type    = S
movetype = A
physics = S
velset = 5*ifelse(var(57)=1,2,1),0
ctrl = 0
anim = 1250
poweradd = 100
sprpriority = 2

[State 1250]
type = playsnd
trigger1 = AnimElem = 4
value = 2,0
freqmul = 0.75
[State 1250]
type = playsnd
trigger1 = AnimElem = 4
value = 2,0
freqmul = 1.0

[State 1250]
type = Explod
trigger1 = AnimElem = 4
anim = 1252
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 8
removetime = -2
bindtime = -1
ownpal = 1

[State 1250]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1251
projID = 1250
projremovetime = 2
projscale = 1,1
offset = 0,0
attr = S,SA
damage = 100*ifelse(var(57)=1,1.5,1),15
animtype = Hard
guardflag = MA
hitsound = s1,6
guardsound = s1,99
sparkxy = 35,-92
sparkno = s900+random%8
ground.type = Low
guard.sparkno = s999
ground.slidetime = 25
ground.hittime = 20
ground.velocity = -6,0
air.velocity = -0.5,-2
air.fall = 1
givepower = ifelse(var(57)=1,-300,0),ifelse(var(57)=1,-100,0)
air.juggle  = 1
ignorehitpause = 1

[State 1250]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;付近を切り裂くその２B
[Statedef 1260]
type    = S
movetype = A
physics = C
velset = 5*ifelse(var(57)=1,2,1),0
ctrl = 0
anim = 1260
poweradd = 110
sprpriority = 2

[State 1260]
type = playsnd
trigger1 = AnimElem = 4
value = 2,0
freqmul = 0.75
[State 1260]
type = playsnd
trigger1 = AnimElem = 4
value = 2,0
freqmul = 1.0

[State 1260]
type = Explod
trigger1 = AnimElem = 4
anim = 1262
postype = p1
pos = 10,-20
scale = 0.5,0.5
sprpriority = 8
removetime = -2
bindtime = -1
ownpal = 1

[State 1260]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1261
projID = 1260
projremovetime = 2
projscale = 1,1
offset = 0,0
attr = C,SA
damage = 100*ifelse(var(57)=1,1.5,1),15
animtype = Hard
guardflag = L
hitsound = s1,6
guardsound = s1,99
sparkxy = 130,-20
sparkno = s900+random%8
ground.type = Trip
guard.sparkno = s999
ground.slidetime = 25
ground.hittime = 20
ground.velocity = -1,-6
air.velocity = -0.5,-7
fall = 1
givepower = ifelse(var(57)=1,-300,0),ifelse(var(57)=1,-100,0)
air.juggle  = 1
ignorehitpause = 1

[State 1260]
type = ChangeState
trigger1 = Animtime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;付近を切り裂くその２C
[Statedef 1270]
type    = S
movetype = A
physics = S
velset = 5*ifelse(var(57)=1,2,1),0
ctrl = 0
anim = 1270
poweradd = 120
sprpriority = 2

[State 1270]
type = playsnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
value = 2,0
freqmul = 0.75
[State 1270]
type = playsnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
value = 2,0
freqmul = 1.0

[State 1270]
type = Explod
trigger1 = AnimElem = 1
anim = 1173
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 8
removetime = -2
bindtime = -1
ownpal = 1
[State 1270]
type = Explod
trigger1 = AnimElem = 9
anim = 1152
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 8
removetime = -2
bindtime = -1
ownpal = 1

[State 1270]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1171
projID = 1170
projremovetime = 2
projscale = 1,1
offset = 50,0
attr = S,SA
damage = 60*ifelse(var(57)=1,1.5,1),8
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,-6
air.velocity = -0.5,-5
fall = 1
fall.recover = 40
givepower = ifelse(var(57)=1,-175,0),ifelse(var(57)=1,-75,0)
air.juggle  = 1
ignorehitpause = 1
[State 1270]
type = Projectile
trigger1 = AnimElem = 9
projanim = 1271
projID = 1270
projremovetime = 2
projscale = 1,1
offset = 10,0
attr = S,SA
damage = 60*ifelse(var(57)=1,1.5,1),8
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,-6
air.velocity = -1,-7
fall = 1
fall.recover = 0
givepower = ifelse(var(57)=1,-175,0),ifelse(var(57)=1,-75,0)
air.juggle  = 1
ignorehitpause = 1

[State 1270]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;球体を放つA
[Statedef 1300]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 1300
poweradd = 100
sprpriority = 2

[State 1300]
type = VelSet
trigger1 = AnimElem = 7
x = -6

[State 1300]
type = VarSet
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
var(10) = 60-random%31
[State 1300]
type = VarSet
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
var(11) = -random%121
[State 1300]
type = VarSet
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
fvar(10) = (random%51)/1000.00*ifelse(random%2=0,1,-1)

[State 1300]
type = playsnd
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
value = 2,26
freqmul = 0.25*(random%11+1)

[State 1300]
type = Explod
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
anim = 1002
postype = p1
pos = var(10),var(11)
scale = 0.075,0.25
sprpriority = 15
removetime = -2
bindtime = 1

[State 1300]
type = Projectile
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
projanim = 1301
projhitanim = 1302
projremanim = 1302
projcanselanim = -1
projID = 1300
projremovetime = -1
projscale = 0.25,0.25
offset = var(10),var(11)
velocity = 5,0
accel = 0,fvar(10)
attr = S,SP
damage =40,5
animtype = Hard
guardflag = MA
hitsound = s1,1
guardsound = s1,99
sparkxy = 0,0
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 15*ifelse(var(57)=1,2,1)
ground.hittime = 15*ifelse(var(57)=1,2,1)
ground.velocity = -1*ifelse(var(57)=1,10,1),0
air.velocity = -1*ifelse(var(57)=1,10,1),0
air.juggle  = 1
ignorehitpause = 1

[State 1300]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;球体を放つB
[Statedef 1310]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 1310
poweradd = 110
sprpriority = 2

[State 1310]
type = VelSet
trigger1 = AnimElem = 7
x = -6

[State 1310]
type = VarSet
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
trigger4 = AnimElem = 6, = 4
var(10) = 80-random%41
[State 1310]
type = VarSet
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
trigger4 = AnimElem = 6, = 4
var(11) = -random%121
[State 1310]
type = VarSet
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
trigger4 = AnimElem = 6, = 4
fvar(10) = (random%51)/1000.00*ifelse(random%2=0,1,-1)

[State 1310]
type = playsnd
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
trigger4 = AnimElem = 6, = 4
value = 2,26
freqmul = 0.25*(random%11+1)

[State 1310]
type = Explod
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
trigger4 = AnimElem = 6, = 4
anim = 1002
postype = p1
pos = var(10),var(11)
scale = 0.075,0.25
sprpriority = 15
removetime = -2
bindtime = 1

[State 1310]
type = Projectile
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
trigger4 = AnimElem = 6, = 4
projanim = 1301
projhitanim = 1302
projremanim = 1302
projcanselanim = -1
projID = 1300
projremovetime = -1
projscale = 0.25,0.25
offset = var(10),var(11)
velocity = 5,0
accel = 0,fvar(10)
attr = S,SP
damage =40,5
animtype = Hard
guardflag = MA
hitsound = s1,1
guardsound = s1,99
sparkxy = 0,0
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 15*ifelse(var(57)=1,2,1)
ground.hittime = 15*ifelse(var(57)=1,2,1)
ground.velocity = -1*ifelse(var(57)=1,10,1),0
air.velocity = -1*ifelse(var(57)=1,10,1),0
air.juggle  = 1
ignorehitpause = 1

[State 1310]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;球体を放つC
[Statedef 1320]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 1320
poweradd = 120
sprpriority = 2

[State 1320]
type = VelSet
trigger1 = AnimElem = 7
x = -6

[State 1320]
type = VarSet
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
trigger4 = AnimElem = 6, = 4
trigger5 = AnimElem = 6, = 5
var(10) = 100-random%51
[State 1320]
type = VarSet
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
trigger4 = AnimElem = 6, = 4
trigger5 = AnimElem = 6, = 5
var(11) = -random%121
[State 1320]
type = VarSet
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
trigger4 = AnimElem = 6, = 4
trigger5 = AnimElem = 6, = 5
fvar(10) = (random%51)/1000.00*ifelse(random%2=0,1,-1)

[State 1320]
type = playsnd
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
trigger4 = AnimElem = 6, = 4
trigger5 = AnimElem = 6, = 5
value = 2,26
freqmul = 0.25*(random%11+1)

[State 1320]
type = Explod
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
trigger4 = AnimElem = 6, = 4
trigger5 = AnimElem = 6, = 5
anim = 1002
postype = p1
pos = var(10),var(11)
scale = 0.075,0.25
sprpriority = 15
removetime = -2
bindtime = 1

[State 1320]
type = Projectile
trigger1 = AnimElem = 6, = 1
trigger2 = AnimElem = 6, = 2
trigger3 = AnimElem = 6, = 3
trigger4 = AnimElem = 6, = 4
trigger5 = AnimElem = 6, = 5
projanim = 1301
projhitanim = 1302
projremanim = 1302
projcanselanim = -1
projID = 1300
projremovetime = -1
projscale = 0.25,0.25
offset = var(10),var(11)
velocity = 5,0
accel = 0,fvar(10)
attr = S,SP
damage =40,5
animtype = Hard
guardflag = MA
hitsound = s1,1
guardsound = s1,99
sparkxy = 0,0
sparkno = s900+random%8
guard.sparkno = s999
ground.slidetime = 15*ifelse(var(57)=1,2,1)
ground.hittime = 15*ifelse(var(57)=1,2,1)
ground.velocity = -1*ifelse(var(57)=1,10,1),0
air.velocity = -1*ifelse(var(57)=1,10,1),0
air.juggle  = 1
ignorehitpause = 1

[State 1320]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;光線を出すA
[Statedef 1350]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1350
poweradd = 100
sprpriority = 2

[State 1350]
type = playsnd
trigger1 = AnimElem = 6, =1
value = 2,1
freqmul = 1.0
[State 1350]
type = playsnd
trigger1 = AnimElem = 6, =2
value = 2,1
freqmul = 1.5

[State 1350]
type = Explod
trigger1 = AnimElem = 6
anim = 1002
postype = p1
pos = 45,-103
scale = 0.0625,0.225
sprpriority = 8
removetime = -2
bindtime = 1
ownpal = 1
[State 1350]
type = Explod
trigger1 = AnimElem = 6
anim = 1002
postype = p1
pos = 45,-103
scale = 0.125,0.45
sprpriority = 1
removetime = -2
bindtime = 1
ownpal = 1

[State 1350]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1351
projID = 1350
projscale = 0.5,0.125
offset = 45,-103
projremovetime = 18
projhits = 9999
projmisstime = 9999
attr = S,SP
damage = 100,0
animtype = Medium
guardflag = 
hitsound = s1,2
guardsound = s1,99
ground.slidetime = 10
ground.hittime = 8
ground.velocity = -5,-7*ifelse(var(57)=1,1.5,1)
air.velocity = -4,-6*ifelse(var(57)=1,1.5,1)
fall = 1
fall.recover = 0
sprpriority = 5
air.juggle  = 1
ignorehitpause = 1

[State 1350]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;光線を出すB
[Statedef 1360]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1360
poweradd = 110
sprpriority = 2

[State 1360]
type = playsnd
trigger1 = AnimElem = 6, =1
value = 2,1
freqmul = 1.0
[State 1360]
type = playsnd
trigger1 = AnimElem = 6, =2
value = 2,1
freqmul = 1.5

[State 1360]
type = Explod
trigger1 = AnimElem = 6
anim = 1002
postype = p1
pos = 45,-103
scale = 0.0625,0.225
sprpriority = 8
removetime = -2
bindtime = 1
ownpal = 1
[State 1360]
type = Explod
trigger1 = AnimElem = 6
anim = 1002
postype = p1
pos = 45,-103
scale = 0.125,0.45
sprpriority = 1
removetime = -2
bindtime = 1
ownpal = 1

[State 1360]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1351
projID = 1350
projscale = 0.5,0.125
offset = 45,-103
projremovetime = 18
projhits = 9999
projmisstime = 9999
attr = S,SP
damage = 110,0
animtype = Hard
guardflag = 
hitsound = s1,2
guardsound = s1,99
ground.slidetime = 10
ground.hittime = 8
ground.velocity = -6,-8*ifelse(var(57)=1,1.5,1)
air.velocity = -5,-7*ifelse(var(57)=1,1.5,1)
fall = 1
fall.recover = 0
sprpriority = 5
air.juggle  = 1
ignorehitpause = 1

[State 1360]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;光線を出すC
[Statedef 1370]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1370
poweradd = 120
sprpriority = 2

[State 1370]
type = playsnd
trigger1 = AnimElem = 6, =1
value = 2,1
freqmul = 1.0
[State 1370]
type = playsnd
trigger1 = AnimElem = 6, =2
value = 2,1
freqmul = 1.5

[State 1370]
type = Explod
trigger1 = AnimElem = 6
anim = 1002
postype = p1
pos = 45,-103
scale = 0.0625,0.225
sprpriority = 8
removetime = -2
bindtime = 1
ownpal = 1
[State 1370]
type = Explod
trigger1 = AnimElem = 6
anim = 1002
postype = p1
pos = 45,-103
scale = 0.125,0.45
sprpriority = 1
removetime = -2
bindtime = 1
ownpal = 1

[State 1370]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1351
projID = 1350
projscale = 0.5,0.125
offset = 45,-103
projremovetime = 18
projhits = 9999
projmisstime = 9999
attr = S,SP
damage = 125,0
animtype = Hard
guardflag = 
hitsound = s1,2
guardsound = s1,99
ground.slidetime = 10
ground.hittime = 8
ground.velocity = -8,-10*ifelse(var(57)=1,1.5,1)
air.velocity = -7,-9*ifelse(var(57)=1,1.5,1)
fall = 1
fall.recover = 0
sprpriority = 5
air.juggle  = 1
ignorehitpause = 1

[State 1370]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;空間を移動する：始動
[Statedef 1880]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1880
poweradd = 100
sprpriority = 2

[State 1880]
type = VarSet
trigger1 = command = "空間を移動する-A"
trigger1 = Time = 0
var(2) = -180
[State 1880]
type = VarSet
trigger1 = command = "空間を移動する-B"
trigger1 = Time = 0
var(2) = -120
[State 1880]
type = VarSet
trigger1 = command = "空間を移動する-C"
trigger1 = Time = 0
var(2) = -60
[State 1880]
type = VarSet
trigger1 = command = "空間を移動する-X"
trigger1 = Time = 0
var(2) = 60
[State 1880]
type = VarSet
trigger1 = command = "空間を移動する-Y"
trigger1 = Time = 0
var(2) = 120
[State 1880]
type = VarSet
trigger1 = command = "空間を移動する-Z"
trigger1 = Time = 0
var(2) = 180
[State 1880]
type = VarSet
trigger1 = command = "空間を移動する-S"
trigger1 = Time = 0
var(2) = random%181*ifelse(random%2=0,1,-1)

[State 1880]
type = playsnd
trigger1 = Time = 14
value = 2,8
freqmul = 1.2
volume = -10
[State 1880]
type = playsnd
trigger1 = Time = 14
value = 2,9
freqmul = 1.5
volume = -10

[State 1880]
type = playsnd
trigger1 = Time = 14
value = 2,8
freqmul = 1.3
volume = -10
[State 1880]
type = playsnd
trigger1 = Time = 14
value = 2,9
freqmul = 1.6
volume = -10

[State 1880]
type = playsnd
trigger1 = Time = 14
value = 2,8
freqmul = 1.1
volume = -10
[State 1880]
type = playsnd
trigger1 = Time = 14
value = 2,9
freqmul = 1.4
volume = -10

[State 1880]
type = Explod
trigger1 = Time = 14
anim = 1881
postype = p1
pos = 0,0
scale = 1,1
vel = 0,0
sprpriority = 18
removetime = -2
[State 1880]
type = Explod
trigger1 = Time = 14
anim = 1881
postype = p1
pos = 0,0
scale = 1,1
vel = 1,0
sprpriority = 18
removetime = -2
[State 1880]
type = Explod
trigger1 = Time = 14
anim = 1881
postype = p1
pos = 0,0
scale = 1,1
vel = -1,0
sprpriority = 18
removetime = -2
[State 1880]
type = Explod
trigger1 = Time = 14
anim = 1881
postype = p1
pos = 0,0
scale = 1,1
vel = 2,0
sprpriority = 18
removetime = -2
[State 1880]
type = Explod
trigger1 = Time = 14
anim = 1881
postype = p1
pos = 0,0
scale = 1,1
vel = -2,0
sprpriority = 18
removetime = -2
[State 1880]
type = Explod
trigger1 = Time = 14
anim = 1881
postype = p1
pos = 0,0
scale = 1,1
vel = 3,0
sprpriority = 18
removetime = -2
[State 1880]
type = Explod
trigger1 = Time = 14
anim = 1881
postype = p1
pos = 0,0
scale = 1,1
vel = -3,0
sprpriority = 18
removetime = -2

[State 1880]
type = Explod
trigger1 = Time = [13,23]
anim = 1202
postype = p1
pos = 0,-60+(time-14)*-5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256
[State 1880]
type = Explod
trigger1 = Time = [13,23]
anim = 1202
postype = p1
pos = 0,-70+(time-14)*-5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256
[State 1880]
type = Explod
trigger1 = Time = [13,23]
anim = 1202
postype = p1
pos = 0,-80+(time-14)*-5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256

[State 1880]
type = Explod
trigger1 = Time = [13,23]
anim = 1202
postype = p1
pos = 0,-60+(time-14)*5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256
[State 1880]
type = Explod
trigger1 = Time = [13,23]
anim = 1202
postype = p1
pos = 0,-70+(time-14)*5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256
[State 1880]
type = Explod
trigger1 = Time = [13,23]
anim = 1202
postype = p1
pos = 0,-80+(time-14)*5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256

[State 1880]
type = LifeAdd
trigger1 = var(57) = 1
trigger1 = AnimTime = 0
value = 50

[State -3]
type = Explod
trigger1 = GameTime%2 = 0
anim = 1+random%3
postype = p1
pos = 0,-80
random = 80,140
velocity = 0,-(random%3)
scale = fvar(0),fvar(0)
accel = 0,fvar(1)
removetime = -2
sprpriority = random%21
trans = Addalpha
alpha = random%257,256
[State -3]
type = Explod
trigger1 = GameTime%2 = 0
anim = 1+random%3
postype = p1
pos = 0,-80
random = 80,140
velocity = 0,-(random%3)
scale = fvar(0),fvar(0)
accel = 0,fvar(1)
removetime = -2
sprpriority = random%21
trans = Addalpha
alpha = random%257,256

[State 1880]
type = PosSet
trigger1 = Animtime = 0
x = var(2)
y = 0
[State 1880]
type = ChangeState
trigger1 = Animtime = 0
value = 1881
ctrl = 0
;---------------------------------------------------------------------------
;空間を移動する：終了
[Statedef 1881]
type    = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 1883
poweradd = 0
sprpriority = 2

[State 1880]
type = Explod
trigger1 = Time = [3,13]
anim = 1202
postype = p1
pos = 0,-60+(time-14)*-5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256
[State 1880]
type = Explod
trigger1 = Time = [3,13]
anim = 1202
postype = p1
pos = 0,-70+(time-14)*-5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256
[State 1880]
type = Explod
trigger1 = Time = [3,13]
anim = 1202
postype = p1
pos = 0,-80+(time-14)*-5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256

[State 1880]
type = Explod
trigger1 = Time = [3,13]
anim = 1202
postype = p1
pos = 0,-60+(time-14)*5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256
[State 1880]
type = Explod
trigger1 = Time = [3,13]
anim = 1202
postype = p1
pos = 0,-70+(time-14)*5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256
[State 1880]
type = Explod
trigger1 = Time = [3,13]
anim = 1202
postype = p1
pos = 0,-80+(time-14)*5
scale = 0.25,0.065
vel = 0,0
sprpriority = 27
removetime = -2
trans = addalpha
alpha = 64,256

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

[State -3]
type = Explod
trigger1 = GameTime%2 = 0
anim = 1+random%3
postype = p1
pos = 0,-80
random = 80,140
velocity = 0,-(random%3)
scale = fvar(0),fvar(0)
accel = 0,fvar(1)
removetime = -2
sprpriority = random%21
trans = Addalpha
alpha = random%257,256
[State -3]
type = Explod
trigger1 = GameTime%2 = 0
anim = 1+random%3
postype = p1
pos = 0,-80
random = 80,140
velocity = 0,-(random%3)
scale = fvar(0),fvar(0)
accel = 0,fvar(1)
removetime = -2
sprpriority = random%21
trans = Addalpha
alpha = random%257,256

[State 1881]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;火柱を出す
[Statedef 1990]
type    = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1990
poweradd = 100
sprpriority = 2

[State 1990]
type = VarSet
trigger1 = command = "火柱を出す-A"
trigger1 = Time = 0
var(2) = 40
[State 1990]
type = VarSet
trigger1 = command = "火柱を出す-B"
trigger1 = Time = 0
var(2) = 80
[State 1990]
type = VarSet
trigger1 = command = "火柱を出す-C"
trigger1 = Time = 0
var(2) = 120
[State 1990]
type = VarSet
trigger1 = command = "火柱を出す-X"
trigger1 = Time = 0
var(2) = 160
[State 1990]
type = VarSet
trigger1 = command = "火柱を出す-Y"
trigger1 = Time = 0
var(2) = 200
[State 1990]
type = VarSet
trigger1 = command = "火柱を出す-Z"
trigger1 = Time = 0
var(2) = 240
[State 1990]
type = VarSet
trigger1 = command = "火柱を出す-S"
trigger1 = Time = 0
var(2) = random%361

[State 1990]
type = helper
trigger1 = Time = 0
stateno = 1991
helpertype = player
name = "hibasira"
id = 1991
pos = var(2),0
postype = p1
ownpal = 0
keyctrl = 0
ignorehitpause = 1
[State 1990]
type = helper
trigger1 = Time = 5
trigger1 = var(57) = 1
stateno = 1991
helpertype = player
name = "hibasira"
id = 1991
pos = var(2)+(random%201+ifelse(random%2=0,1,-1)),0
postype = p1
ownpal = 0
keyctrl = 0
ignorehitpause = 1

[State 1990]
type = playsnd
trigger1 = Time = 0
value = 2,4
freqmul = 2.0

[State 1990]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;火柱ヘルパー
[Statedef 1991]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
ctrl = 0
sprpriority = 2

[state 1991]
type = AttackMulSet
trigger1 = root,var(42) = 1
Value = ifelse(var(57)=1,0.75,0.5)
[state 1991]
type = AttackMulSet 
trigger1 = root,var(42) = 2
Value = ifelse(var(57)=1,1.25,1.0)
[state 1991]
type = AttackMulSet 
trigger1 = root,var(42) = 3
Value = ((lifemax-life)/1600.000)+ifelse(var(57)=1,1.000,0.750)

[State 1991] 
type = changeanim
trigger1 = anim != 6002 
value = 6002

[State 1991] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 125, 250
PalBright = 0,0,0
time    =  1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1991] 
type = assertspecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State 1991] 
type = Explod
trigger1 = Animelem=1, =0
trigger2 = Animelem=1, =10
trigger3 = Animelem=1, =20
trigger1 = anim = 6002
anim = 1002
postype = p1
pos = 0,0
scale = 0.35,0.075
sprpriority = 16
removetime = -2
bindtime = -1
ownpal = 1

[State 1991]
type = playsnd
trigger1 = Animelem=1, =30
trigger1 = anim = 6002
value = 2,5
freqmul = 1.25
[State 1991]
type = playsnd
trigger1 = Animelem=1, =30
trigger1 = anim = 6002
value = 2,6
freqmul = 1.5
[State 1991]
type = playsnd
trigger1 = Animelem=1, =30
trigger1 = anim = 6002
value = 2,6
freqmul = 1.5
[State 1991]
type = playsnd
trigger1 = Animelem=1, =30
trigger1 = anim = 6002
value = 2,7
freqmul = 1.75

[State 1991] 
type = Explod
trigger1 = Animelem=1, =30
trigger1 = anim = 6002
anim = 1991
postype = p1
pos = 0,0
scale = 0.5,0.5
sprpriority = 16
removetime = -2
bindtime = -1
ownpal = 1
[State 1991] 
type = Explod
trigger1 = Animelem=1, =[30,32]
trigger1 = anim = 6002
anim = 1002
postype = p1
pos = 0,0
scale = 1.2,0.135
sprpriority = 18
removetime = -2
bindtime = -1
ownpal = 1
[State 1991] 
type = Explod
trigger1 = Animelem=1, =[30,42]
trigger1 = anim = 6002
anim = 1002
postype = p1
pos = 0,(-AnimElemTime(1)+30)*20
scale = 0.35,0.075
sprpriority = 18
removetime = -2
bindtime = -1
ownpal = 1

[State 1991]
type = Projectile
trigger1 = Animelem=1, =36
projanim = 1992
projID = 1990
projremovetime = 6
projscale = 1,1
offset = 0,0
attr = S,SP
damage = 90+ifelse(root,var(57)=1,20,0),10+ifelse(root,var(57)=1,10,0)
animtype = Hard
guardflag = MA
hitflag = MAFDP
ground.slidetime = 60
ground.hittime = 60
ground.velocity = -1,-15
air.velocity = -1,-15
yaccel = 0.3
fall = 1
fall.recover = 0
fall.damage = ifelse(root,var(57)=1,50,0)
air.juggle  = 1
ignorehitpause = 1

[State 1991] 
type = destroyself
trigger1 = Animelem=1, =50
trigger1 = anim = 6002

[State 1991] 
type = selfstate
trigger1 = !ishelper
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;ストライカー1
[Statedef 2900]
type    = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 2

[State 2900]
type = helper
trigger1 = Time = 0
stateno = 2901
helpertype = player
name = "unknown"
id = 2901
pos = 0,-200
postype = p1
ownpal = 0
keyctrl = 0
ignorehitpause = 1

[State 2900]
type = ChangeState
trigger1 = Time = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ストライカー1：行動
[Statedef 2901]
type    = S
movetype = A
physics = N
ctrl = 0
poweradd = 0
sprpriority = 2

[State 2901]
type = AttackMulSet
trigger1 = root,var(42) = 1
Value = ifelse(var(57)=1,0.75,0.5)
[State 2901]
type = AttackMulSet 
trigger1 = root,var(42) = 2
Value = ifelse(var(57)=1,1.25,1.0)
[State 2901]
type = AttackMulSet 
trigger1 = root,var(42) = 3
Value = ((lifemax-life)/1600.000)+ifelse(var(57)=1,1.000,0.750)

[State 2901]
type = NotHitBy
trigger1 = root,var(57) = 1
value = SCA,AA,AP,AT
time = -1
ignorehitpause = 1

[State 2901]
type = ChangeAnim
trigger1 = anim != [7000,7002]
value = 7000

[State 2901]
type = VelAdd
trigger1 = anim = 7000
trigger1 = Pos Y < 0
x = 0.1
y = 0.44

[State 2901]
type = PosSet
trigger1 = anim = 7000
trigger1 = Vel Y > 0 && Pos Y >= -10
y = 0
[State 2901]
type = VelSet
trigger1 = anim = 7000
trigger1 = Vel Y > 0 && Pos Y >= -10
x = 0
y = 0

[State 2901]
type = ChangeAnim
trigger1 = anim = 7000
trigger1 = Pos Y = 0
value = 7001

[State 2901]
type = playsnd
triggerall = anim = 7001
trigger1 = AnimElem = 16
trigger1 = random%2=0 
value = 3,3

[State 2901]
type = VelSet
triggerall = anim = 7001
trigger1 = AnimElem = 16
x = 6
y = -12
[State 2901]
type = VelAdd
triggerall = anim = 7001
trigger1 = AnimElem = 17
trigger2 = AnimElem = 18
trigger3 = AnimElem = 19
x = 0.5
y = -0.5

[State 2901]
type = playsnd
triggerall = anim = 7001
trigger1 = AnimElem = 10, = 1
value = 3,random%3
channel = 2

[State 2901]
type = Projectile
triggerall = anim = 7001
trigger1 = AnimElem = 10, = 1
trigger1 = var(12) := 1
trigger2 = AnimElem = 10, = 3
trigger2 = var(12) := 2
trigger3 = AnimElem = 10, = 5
trigger3 = var(12) := 3
trigger4 = AnimElem = 11, = 2
trigger4 = var(12) := 4
trigger5 = AnimElem = 11, = 4
trigger5 = var(12) := 5
projanim = 7003
projID = 3000
projremovetime = 18
projscale = 0.5,0.5
offset = 40*var(12),-50
projhits = 9999
projmisstime = 9999
attr = S,SP
damage = 15*ifelse(root,var(57),2,1),5*ifelse(root,var(57),2,1)
animtype = Hard
guardflag = MA
hitflag = MAFDP
ground.slidetime = 120
ground.hittime = 120
ground.velocity = 0,0
air.velocity = 0,0
air.juggle  = 1
ignorehitpause = 1

[State 2901]
type = Projectile
triggerall = anim = 7001
trigger1 = AnimElem = 10, = 1
trigger2 = AnimElem = 10, = 3
trigger3 = AnimElem = 10, = 5
trigger4 = AnimElem = 11, = 2
trigger5 = AnimElem = 11, = 4
projanim = 7003
projID = 3000
projremovetime = 18
projscale = 0.5,0.5
offset = 40*var(12),-(50+(15*var(12)))
projhits = 9999
projmisstime = 9999
attr = S,SP
damage = 15*ifelse(root,var(57),2,1),5*ifelse(root,var(57),2,1)
animtype = Hard
guardflag = MA
hitflag = MAFDP
ground.slidetime = 120
ground.hittime = 120
ground.velocity = 0,0
air.velocity = 0,0
air.juggle  = 1
ignorehitpause = 1

[State 2901]
type = Projectile
triggerall = anim = 7001
trigger1 = AnimElem = 10, = 1
trigger2 = AnimElem = 10, = 3
trigger3 = AnimElem = 10, = 5
trigger4 = AnimElem = 11, = 2
trigger5 = AnimElem = 11, = 4
projanim = 7003
projID = 3000
projremovetime = 18
projscale = 0.5,0.5
offset = 40*var(12),-(50+(30*var(12)))
projhits = 9999
projmisstime = 9999
attr = S,SP
damage = 15*ifelse(root,var(57),2,1),5*ifelse(root,var(57),2,1)
animtype = Hard
guardflag = MA
hitflag = MAFDP
ground.slidetime = 120
ground.hittime = 120
ground.velocity = 0,0
air.velocity = 0,0
air.juggle  = 1
ignorehitpause = 1

[State 2901]
type = Projectile
triggerall = anim = 7001
trigger1 = AnimElem = 10, = 1
trigger2 = AnimElem = 10, = 3
trigger3 = AnimElem = 10, = 5
trigger4 = AnimElem = 11, = 2
trigger5 = AnimElem = 11, = 4
projanim = 7003
projID = 3000
projremovetime = 18
projscale = 0.5,0.5
offset = 40*var(12),-(50+(-15*var(12)))
projhits = 9999
projmisstime = 9999
attr = S,SP
damage = 15*ifelse(root,var(57),2,1),5*ifelse(root,var(57),2,1)
animtype = Hard
guardflag = MA
hitflag = MAFDP
ground.slidetime = 120
ground.hittime = 120
ground.velocity = 0,0
air.velocity = 0,0
air.juggle  = 1
ignorehitpause = 1

[State 2901]
type = Projectile
triggerall = anim = 7001
trigger1 = AnimElem = 10, = 1
trigger2 = AnimElem = 10, = 3
trigger3 = AnimElem = 10, = 5
trigger4 = AnimElem = 11, = 2
trigger5 = AnimElem = 11, = 4
projanim = 7003
projID = 3000
projremovetime = 18
projscale = 0.5,0.5
offset = 40*var(12),-(50+(-30*var(12)))
projhits = 9999
projmisstime = 9999
attr = S,SP
damage = 15*ifelse(root,var(57),2,1),5*ifelse(root,var(57),2,1)
animtype = Hard
guardflag = MA
hitflag = MAFDP
ground.slidetime = 120
ground.hittime = 120
ground.velocity = 0,0
air.velocity = 0,0
air.juggle  = 1
ignorehitpause = 1

[State 2901]
type = playsnd
triggerall = anim = 7001
trigger1 = AnimElem = 10, = 1
trigger2 = AnimElem = 10, = 3
trigger3 = AnimElem = 10, = 5
trigger4 = AnimElem = 11, = 2
trigger5 = AnimElem = 11, = 4
value = 2,17
freqmul = 0.5*var(12)
[State 2901]
type = playsnd
triggerall = anim = 7001
trigger1 = AnimElem = 10, = 1
trigger2 = AnimElem = 10, = 3
trigger3 = AnimElem = 10, = 5
trigger4 = AnimElem = 11, = 2
trigger5 = AnimElem = 11, = 4
value = 2,17
freqmul = 0.75*var(12)

[State 2901]
type = destroyself
triggerall = anim = 7001
triggerall = Pos Y < -300
trigger1 = AnimElem = 17
trigger2 = AnimElem = 18
trigger3 = AnimElem = 19

[State 2901]
type = playsnd
trigger1 = anim = 7002
trigger1 = AnimElem = 1
value = 3,4+random%2
[State 3001]
type = VelAdd
trigger1 = anim = 7002
x = -0.1
y = -0.05
[State 2901]
type = destroyself
trigger1 = anim = 7002
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------