;栞立ち
[Statedef 30000]
type    = S
movetype= I
physics = N
vel = 0,0
ctrl = 0
anim = 30000






[State 10000,0]
type = velset
trigger1 = time >= 0
x = 0

[State 4000]
type = changestate
trigger1 = parentdist X < -81
value = 30010

[State 10000,0]
type = changestate
trigger1 = p2dist x< 0
value = 30005
persistent = 0

[State 10000,0]
type = changestate
trigger1 = command = "shiori"
value = 31500
persistent = 0

[State 10000,0];歩き
type = changestate
trigger1 = rootDist X >= 100
trigger1 = rootDist X < 250
value = 30020

[State 10000,0];走り
type = changestate
trigger1 = rootDist X >= 250 
value = 30025

;ビーム
[State 10000,0]
type = changestate
triggerall = Power >= 4000
trigger1 = roundstate = 2
trigger1 = random < 9
value = 33000
persistent = 0

;skyビーム
;[State 10000,0]
;type = changestate
;triggerall = Power >= 4000
;trigger1 = roundstate = 2
;trigger1 = random < 9
;value = 35000
;persistent = 0

;星
[State 10000,0]
type = changestate
triggerall = Power >= 4000
trigger1 = roundstate = 2
trigger1 = random < 9
value = 35100
persistent = 0


;爆発
;[State 10000,0]
;type = changestate
;triggerall = Power >= 4000
;trigger1 = roundstate = 2
;trigger1 = random < 9
;value = 35200
;persistent = 0


;分身、無しで
;[State 10000,0]
;type = changestate
;triggerall = Power >= 5000
;trigger1 = roundstate = 2
;trigger1 = random < 10
;value = 32000
;persistent = 0



;------------------------------------------
;ターン
[Statedef 30005]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 30006

[State 10000,0]
type = turn
trigger1 = time = 0
persistent = 0

[State 10000,0]
type = velset
trigger1 = time >= 0
x = 0

[State 10000,0]
type = changestate
trigger1 = animtime = 0
value = 30000



[State 10000,0]
type = changestate
trigger1 = animtime = 0
trigger1 = rootDist X <= 100
value = 30020


;-----------------------------------------
;歩き
[Statedef 30010]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 30300

[State 10000,0]
type = velset
trigger1 = time >= 0
x = -2

[State 10000,0]
type = changestate
trigger1 = p2dist x< 0
value = 30005
persistent = 0

[State ChangeState]
type = ChangeState
trigger1 = rootDist X = [-80,60]
value = 30000



;----------------------------------------------
;歩き
[Statedef 30020]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 30200

[State 10000,0]
type = velset
trigger1 = time >= 0
x = 2

[State ChangeState]
type = ChangeState
trigger1 = rootDist X = [-60,60]
value = 30000

[State 10000,0]
type = changestate
trigger1 = command = "shiori"
value = 31500

[State 10000,0];走り
type = changestate
trigger1 = rootDist X >= 250 
value = 30025

;---------------------------------
;走り
[Statedef 30025]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 30150

[State 10000,0]
type = velset
trigger1 = time >= 0
x = 6

[State 10000,0]
type = changestate
trigger1 = command = "shiori"
value = 31500

[State ChangeState]
type = ChangeState
trigger1 = rootDist X = [-60,60]
value = 30000



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

;ガンマレイ発射準備
[Statedef 33000]
type = S
movetype = A
physics = N
anim = 33005
ctrl = 0
sprpriority = 2

[State 1000, 2]
type = VelSet
trigger1 = time = 0
x = 0
y=0

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1000, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 33001

[State 12000, 4]
type = Pause
trigger1 = time = 31
time = 30
movetime = 1

[State 12000, 6]
type = Explod
trigger1 = time = 31
anim = 8000
ID = 8000
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 12000, 7]
type = PlaySnd
trigger1 = time = 31
value = S5,0
channel = 7

[State 400]
type = poweradd
trigger1 = time = 31
value = -2000

[State 2000]
type = Varset
trigger1 = palno = [1,11]
trigger1 = ((time = 0) && (Var(6) <= 200))
trigger1 = !isHelper
v = 6
value = 0
ignorehitpause = 1
supermove = 1

[State 2000]
type = Varadd
trigger1 = palno = [1,11]
trigger1 = ((time = 0) && (Var(6) >= 201))
trigger1 = !isHelper
v = 6
value = -200
ignorehitpause = 1
supermove = 1

[State 2000]
type = VarAdd
triggerall = var(7) = 0
trigger1 = palno = 12
trigger1 = time = 0
trigger1 = !isHelper
v = 6
value = -200
ignorehitpause = 1

[State 2000]
type = VarAdd
triggerall = var(8) = 0
triggerall = var(7) = 1
triggerall = var(6) >= 51
trigger1 = palno = 12
trigger1 = time = 0
trigger1 = !isHelper
v = 6
value = -50
ignorehitpause = 1

[State 2000]
type = VarSet
triggerall = var(8) = 1
triggerall = var(7) = 1
triggerall = var(6) <= 50
trigger1 = palno = 12
trigger1 = time = 0
trigger1 = !isHelper
v = 6
value = 0
ignorehitpause = 1


;ガンマレイ発射
[Statedef 33001]
type = S
movetype = A
physics = N
anim = 33006
ctrl = 0
sprpriority = 2


[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 12500, 4]
type = PlaySnd
trigger1 = time = 0
value = s8,0
channel = 9




[State 400]
type = Projectile
triggerall = time = [10,108]
trigger1 = time%6 = 1
ProjID = 31551
Projanim = 31551
projhitanim       =-1
projremanim       =-1
projcancelanim    =-1
projscale         = 1,1
projremove        = 0
projremovetime    = 6
velocity          = 0,0
remvelocity       = 0,0
accel             = 0,0
velmul            = 1
projhits          = 7
projmisstime      = 2
projpriority      = 7
projsprpriority   = 99998
projedgebound     = 40
projstagebound    = 40
projheightbound   =-240
offset            = 90,-45
postype           = P1
projshadow        = 0,0,0
supermovetime     = 0
pausemovetime     = 5
ignorehitpause    = 1
Projespriority    = 7

attr              = A,NP
damage            = 13,4
animtype = Hard
hitflag = MAFD
guardflag = MA
priority = 1,Hit
pausetime = 3,6
guard.pausetime = 3,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -21.8,4.4
guard.velocity = -2.6
air.velocity = -21.8,4.8
airguard.velocity = -2.7,-5.6
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = ceil(40*Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 1







[State 12100, 5]
type = Explod
trigger1 = time = 10
anim = 31552
ID = 31552
sprpriority = -1
postype = p1
pos = 20,-45
ontop = 1
ownpal = 1




[State 12100, 5]
type = Explod
trigger1 = time = 0
anim = 31550
ID = 31550
sprpriority = 3
postype = p1
pos = 50,-45
ontop = 1
ownpal = 1


[State 1000, 8]
type = ChangeState
trigger1 = !isHelper
trigger1 = time = 120
value = 0
ctrl = 1

[State 1000, 8]
type = ChangeState
trigger1 = isHelper
trigger1 = time = 120
value = 30000





;------------------------------------------
;分身の術and変身
[Statedef 32000]
type    = S
movetype= I
physics = N
vel = 0,0
ctrl = 0
anim = 30000

[State 400]
type = poweradd
triggerall = NumHelper(32000) = 0
trigger1 = time = 0
value = -4000

;栞
[State -2]
type = Helper
triggerall = NumHelper(32000) = 0
trigger1 = time = 1
trigger1 = roundstate = 2
ignorehitpause = 1
helpertype = normal
name = "siori2"
postype = back
pos = 0,0
stateno = 32001
sprpriority = 10
keyctrl = 1
id = 32000
pausemovetime = 9999999999
ownpal = 1


[State 1000, 8]
type = ChangeState
trigger1 = time = 2
value = 30000



;---------------------------------------
;分身　栞
[Statedef 32001]
type    = S
movetype= I
physics = N
vel = 0,0
ctrl = 1
anim = 30000

[State -2, Y座標自己修復]
type = PosSet
triggerall = RoundState = 2
trigger1 = 1
y = 0



[State -2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 32001

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

;アイスクリームビーム
[statedef 31500]
type = S
movetype = A
physics = S
juggle = 1
ctrl = 0


[State 215, 0]
type = ChangeAnim
trigger1 = time = 0
value = 26492


[State 900, 7]
type = PlaySnd
trigger1 = time = 0
value = 101,0

[State 900, 7]
type = PlaySnd
trigger1 = time = 28
value = 115,0



[State 215]
type = Projectile
trigger1 = time = 28
ProjID = 26493
Projanim = 26493
projhitanim       =-1
projremanim       =-1
projcancelanim    =-1
projscale         = 1,1
projremove        = 0
projremovetime    = 24
velocity          = 0,0
remvelocity       = 0,0
accel             = 0,0
velmul            = 1
projhits          = 7
projmisstime      = 2
projpriority      = 7
projsprpriority   = 99998
projedgebound     = 40
projstagebound    = 40
projheightbound   =-240
offset            = 30,-40
postype           = P1
projshadow        = 0,0,0
supermovetime     = 0
pausemovetime     = 5
ignorehitpause    = 1

attr              = A,NP
damage            = 10,10
animtype          = Hard
givepower         = 0,-50
guardflag         = MAF
hitflag           = MAF
priority          = 7,Hit
pausetime         = 0,8
numhits           = 1
hitsound          =-1
guardsound        =-1
sparkno           =-1
guard.sparkno     =-1
ground.type       = High
ground.slidetime  = 2
ground.hittime    = 5
air.hittime       = 5
guard.hittime     = 5
ground.velocity   =-2.0,-1.0
airguard.velocity =-2.0,-1.0
air.velocity      =-2.0,-1.0
fall              = 1
guard.kill        = 0


[State 215, 7]
type = ChangeState
trigger1 = time >= 42
value = 30000

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

;12Pメテオ
[Statedef 35000]
type = S
movetype = A
physics = N
anim = 31599
ctrl = 0
sprpriority = 2

[State 1000, 2]
type = VelSet
trigger1 = time = 0
x = 0
y=0

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1000, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 35001



[State 2000]
type = Varset
trigger1 = !isHelper
v = 6
value = 400
ignorehitpause = 1
supermove = 1



;----------------------------------------------------------
[Statedef 35001]
type = S
movetype = A
physics = N
anim = 31597
ctrl = 0
sprpriority = 2


[State 1000, 8]
type = ChangeState
trigger1 = !isHelper
trigger1 = Animtime = 0
value = 0
ctrl = 1

[State 1000, 8]
type = ChangeState
trigger1 = Animtime = 0
trigger1 = isHelper
value = 30000

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1000]
type=Helper
trigger1 = Animelem = 5
helperype = normal
name = "inseki"
stateno = 35002
id = 35002
pos = -250,-250
postype = p1
ownpal = 0
facing = 1


[State 1000]
type=Helper
trigger1 = Animelem = 10
helperype = normal
name = "inseki2"
stateno=35003
id=35003
pos=0,-250
postype = p1
ownpal = 1
facing = 1



[State 1000]
type=Helper
trigger1 = Animelem = 15
helperype = normal
name = "inseki2"
stateno=35004
id=35004
pos=250,-250
postype=p1
ownpal=1
sprpriority=4
facing = 1

[State 1000]
type=Helper
trigger1 = Animelem = 20
stateno=35002
id=35002
pos=-250,-250
postype=p1
ownpal=1
sprpriority=4
facing = 1

[State 1000]
type=Helper
trigger1 = Animelem = 25
stateno=35003
id=35003
pos=0,-250
postype=p1
ownpal=1
sprpriority=4


[State 1000]
type=Helper
trigger1 = Animelem = 30
stateno=35004
id=35004
pos=250,-250
postype=p1
ownpal=1
sprpriority=4

[State 1000]
type=Helper
trigger1 = Animelem = 35
stateno=35002
id=35002
pos=-250,-250
postype=p1
ownpal=1
sprpriority=4

[State 1000]
type=Helper
trigger1 = Animelem = 40
stateno=35003
id=35003
pos=0,-250
postype=p1
ownpal=1
sprpriority=4


[State 1000]
type=Helper
trigger1 = Animelem = 45
stateno=35004
id=35004
pos=250,-250
postype=p1
ownpal=1
sprpriority=4

[State 1000]
type=Helper
trigger1 = Animelem = 50
stateno=35002
id=35002
pos=-250,-250
postype=p1
ownpal=1
sprpriority=4

[State 1000]
type=Helper
trigger1 = Animelem = 55
stateno=35003
id=35003
pos=0,-250
postype=p1
ownpal=1
sprpriority=4


[State 1000]
type=Helper
trigger1 = Animelem = 60
stateno=35004
id=35004
pos=250,-250
postype=p1
ownpal=1
sprpriority=4

[State 1000]
type=Helper
trigger1 = Animelem = 65
stateno=35002
id=35002
pos=-250,-250
postype=p1
ownpal=1
sprpriority=4

[State 1000]
type=Helper
trigger1 = Animelem = 70
stateno=35003
id=35003
pos=0,-250
postype=p1
ownpal=1
sprpriority=4


[State 1000]
type=Helper
trigger1 = Animelem = 75
stateno=35004
id=35004
pos=250,-250
postype=p1
ownpal=1
sprpriority=4

[State 1000]
type=Helper
trigger1 = Animelem = 80
stateno=35002
id=35002
pos=-250,-250
postype=p1
ownpal=1
sprpriority=4

[State 1000]
type=Helper
trigger1 = Animelem = 85
stateno=35003
id=35003
pos=0,-250
postype=p1
ownpal=1
sprpriority=4




;--------------------------------------------------------
[Statedef 35002]
type    = S
sprpriority = 3
anim = 31595


[State 0]
type = Projectile
trigger1 = GameTime%16 = 1
trigger2 = GameTime%16 = 5
trigger3 = GameTime%16 = 9
trigger4 = GameTime%16 = 13
attr = S, HA
projanim = 26485
projhitanim = -1
projid = 26486
projremovetime = 1      ;表示する時間
Projremove = 0          ;相殺無し
offset = 0, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 6,2        
animtype = diagup         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 20,20        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s145,0            
guardsound = s3,2             
ground.type = High
gurad.pausetime = 0,12             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 0,-10        ;飛んでいく強さ   
air.velocity = 0,-10            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                     
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999



[State -1]
Type     = VelSet
Trigger1 = Time = 0
X        = 10
y=10

[State 12000, 7]
type = PlaySnd
trigger1 = time = 5
value = S145,2


[state noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow


[State 1900, 1]
type = AngleDraw
trigger1 = 1

[State 1900, 1]
type = AngleSet
trigger1 = 1
value = 225

[State 169994]
type = destroyself
trigger1 = time >= 30

;--------------------------------------------------------
[Statedef 35003]
type    = S
sprpriority = 3
anim = 31595


[State 0]
type = Projectile
trigger1 = GameTime%16 = 1
trigger2 = GameTime%16 = 5
trigger3 = GameTime%16 = 9
trigger4 = GameTime%16 = 13
attr = S, HA
projanim = 26485
projhitanim = -1
projid = 26486
projremovetime = 1      ;表示する時間
Projremove = 0          ;相殺無し
offset = 0, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 7,3         
animtype = diagup         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 20,20        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s145,0            
guardsound = s3,2             
ground.type = High
gurad.pausetime = 0,12             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 0,-10        ;飛んでいく強さ   
air.velocity = 0,-10            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                     
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999


[State -1]
Type     = VelSet
Trigger1 = Time = 0
X        = 0
y=10

[State 12000, 7]
type = PlaySnd
trigger1 = time = 5
value = S145,2


[state noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow


[State 1900, 1]
type = AngleDraw
trigger1 = 1

[State 1900, 1]
type = AngleSet
trigger1 = 1
value = 180

[State 169994]
type = destroyself
trigger1 = time >= 30

;--------------------------------------------------------
[Statedef 35004]
type    = S
sprpriority = 3
anim = 31595

[State 0]
type = Projectile
trigger1 = GameTime%16 = 1
trigger2 = GameTime%16 = 5
trigger3 = GameTime%16 = 9
trigger4 = GameTime%16 = 13
attr = S, HA
projanim = 26485
projhitanim = -1
projid = 26486
projremovetime = 1      ;表示する時間
Projremove = 0          ;相殺無し
offset = 0, 0           ;出す場所
velocity = 0, 0         ;初速度
postype = p1
attr = S, SA              
damage = 6,2         
animtype = diagup         ;くらった相手の動作
hitflag = MAF       ;相手に当たる種類
guardflag = M       ;ガードできる種類
pausetime = 20,20        
sparkno = s6600                 ;ヒットエフェクトの選択
guard.sparkno = s7100             ;ガードしたときのエフェクト  
sparkxy = 80,Const(size.mid.pos.y)               ;エフェクトを表示する座標           
hitsound = s145,0            
guardsound = s3,2             
ground.type = High
gurad.pausetime = 0,12             
ground.slidetime = 18            ;（相手の後ずさる時間）
ground.velocity = 0,-10        ;飛んでいく強さ   
air.velocity = 0,-10            ;飛んでいく強さ
guard.velocity = -6             
sprpriority = 2                     
supermove = 1                  
pausemovetime = 99999999999999              
supermovetime = 99999999999999

[State -1]
Type     = VelSet
Trigger1 = Time = 0
X        = -10
y=10

[State 12000, 7]
type = PlaySnd
trigger1 = time = 5
value = S145,2


[state noshadow]
type = assertspecial
trigger1 = 1
flag = noshadow


[State 1900, 1]
type = AngleDraw
trigger1 = 1

[State 1900, 1]
type = AngleSet
trigger1 = 1
value = 135

[State 169994]
type = destroyself
trigger1 = time >= 30



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

;12Pスター
[Statedef 35100]
type = S
movetype = A
physics = N
anim = 31599
ctrl = 0
sprpriority = 2

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1000, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 35101

[State 400]
type = poweradd
trigger1 = time = 0
value = -4000

;-------------------------------------------------------
[Statedef 35101]
type = S
movetype = A
physics = N
anim = 31598
ctrl = 0
sprpriority = 2

[State 1000, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 30000

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1


[State 885]
type = Projectile
trigger1 = Time = 15
trigger2 = Time = 69
trigger3 = Time = 121
trigger4 = Time = 163
projanim = 31601
projid = 31601
hitflag = MAF
projhitanim = -1
projremovetime = 60
projpriority = 5
offset = 30,-30
velocity = 0,0
attr = A, SP
damage = 20,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s145,0
guardsound = s3,2
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-5
air.velocity = -4,-5
sprpriority=5
fall=1

[State 885]
type = Projectile
trigger1 = Time = 18
trigger2 = Time = 72
trigger3 = Time = 124
trigger4 = Time = 166
projanim = 31601
projid = 31601
hitflag = MAF
projhitanim = -1
projremovetime = 60
projpriority = 5
offset = 80,-80
velocity = 0,0
attr = A, SP
damage = 30,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s145,0
guardsound = s3,2
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-5
air.velocity = -4,-5
sprpriority=5
fall=1

[State 885]
type = Projectile
trigger1 = Time = 21
trigger2 = Time = 75
trigger3 = Time = 127
trigger4 = Time = 169
projanim = 31601
projid = 31601
hitflag = MAF
projhitanim = -1
projremovetime = 60
projpriority = 5
offset = 60,-180
velocity = 0,0
attr = A, SP
damage = 20,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s145,0
guardsound = s3,2
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 5,-5
air.velocity = 4,-5
sprpriority=5
fall=1

[State 885]
type = Projectile
trigger1 = Time = 24
trigger2 = Time = 78
trigger3 = Time = 130
trigger4 = Time = 172
projanim = 31601
projid = 31601
hitflag = MAF
projhitanim = -1
projremovetime = 60
projpriority = 5
offset = 160,-20
velocity = 0,0
attr = A, SP
damage = 30,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s145,0
guardsound = s3,2
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-5
air.velocity = -4,-5
sprpriority=5
fall=1

[State 885]
type = Projectile
trigger1 = Time = 27
trigger2 = Time = 91
trigger3 = Time = 133
trigger4 = Time = 175
projanim = 31601
projid = 31601
hitflag = MAF
projhitanim = -1
projremovetime = 60
projpriority = 5
offset = 50,-120
velocity = 0,0
attr = A, SP
damage = 20,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s145,0
guardsound = s3,2
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,5
air.velocity = -4,5
sprpriority=5
fall=1

[State 885]
type = Projectile
trigger1 = Time = 30
trigger2 = Time = 94
trigger3 = Time = 136
trigger4 = Time = 178
projanim = 31601
projid = 31601
hitflag = MAF
projhitanim = -1
projremovetime = 60
projpriority = 5
offset = 150,-140
velocity = 0,0
attr = A, SP
damage = 30,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s145,0
guardsound = s3,2
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 5,5
air.velocity = 4,5
sprpriority=5
fall=1

[State 885]
type = Projectile
trigger1 = Time = 33
trigger2 = Time = 97
trigger3 = Time = 139
trigger4 = Time = 181
projanim = 31601
projid = 31601
hitflag = MAF
projhitanim = -1
projremovetime = 60
projpriority = 5
offset = 70,-0
velocity = 0,0
attr = A, SP
damage = 20,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s145,0
guardsound = s3,2
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-5
air.velocity = -4,-5
sprpriority=5
fall=1

[State 885]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 100
trigger3 = Time = 142
trigger4 = Time = 184
projanim = 31601
projid = 31601
hitflag = MAF
projhitanim = -1
projremovetime = 60
projpriority = 5
offset = 30,-40
velocity = 0,0
attr = A, SP
damage = 30,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s145,0
guardsound = s3,2
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 5,-5
air.velocity = 4,-5
sprpriority=5
fall=1

[State 885]
type = Projectile
trigger1 = Time = 39
trigger2 = Time = 103
trigger3 = Time = 145
trigger4 = Time = 187
projanim = 31601
projid = 31601
hitflag = MAF
projhitanim = -1
projremovetime = 60
projpriority = 5
offset = 134,-83
velocity = 0,0
attr = A, SP
damage = 20,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s145,0
guardsound = s3,2
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 5,-5
air.velocity = -4,5
sprpriority=5
fall=1

[State 885]
type = Projectile
trigger1 = Time = 42
trigger2 = Time = 106
trigger3 = Time = 148
trigger4 = Time = 190
projanim = 31601
projid = 31601
hitflag = MAF
projhitanim = -1
projremovetime = 60
projpriority = 5
offset = 97,-23
velocity = 0,0
attr = A, SP
damage = 30,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s145,0
guardsound = s3,2
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-5
air.velocity = -4,5
sprpriority=5
fall=1

[State 885]
type = Projectile
trigger1 = Time = 45
trigger2 = Time = 109
trigger3 = Time = 151
trigger4 = Time = 193
projanim = 31601
projid = 31601
hitflag = MAF
projhitanim = -1
projremovetime = 60
projpriority = 5
offset = 197,-223
velocity = 0,0
attr = A, SP
damage = 20,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s145,0
guardsound = s3,2
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = 5,5
air.velocity = 4,5
sprpriority=5
fall=1

[State 885]
type = Projectile
trigger1 = Time = 48
trigger2 = Time = 112
trigger3 = Time = 154
trigger4 = Time = 196
projanim = 31601
projid = 31601
hitflag = MAF
projhitanim = -1
projremovetime = 60
projpriority = 5
offset = 17,-23
velocity = 0,0
attr = A, SP
damage = 30,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s145,0
guardsound = s3,2
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-5
air.velocity = -4,-5
sprpriority=5
fall=1

[State 885]
type = Projectile
trigger1 = Time = 51
trigger2 = Time = 115
trigger3 = Time = 157
trigger4 = Time = 199
projanim = 31601
projid = 31601
hitflag = MAF
projhitanim = -1
projremovetime = 60
projpriority = 5
offset = 170,-213
velocity = 0,0
attr = A, SP
damage = 20,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s145,0
guardsound = s3,2
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-5
air.velocity = -4,-5
sprpriority=5
fall=1

[State 885]
type = Projectile
trigger1 = Time = 54
trigger2 = Time = 118
trigger3 = Time = 160
trigger4 = Time = 201
projanim = 31601
projid = 31601
hitflag = MAF
projhitanim = -1
projremovetime = 60
projpriority = 5
offset = 170,-213
velocity = 0,0
attr = A, SP
damage = 30,5
animtype = hard
pausetime = 5,5
sparkno =-1
guard.sparkno=-1
sparkxy = 0,0
hitsound = s145,0
guardsound = s3,2
guardflag = MA
ground.type =high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,5
air.velocity = -4,5
sprpriority=5
fall=1






[State 12000, 7]
type = PlaySnd
trigger1 = Animelem = 5
value = S145,3



;--------------------------------------------------------
;12Pボム
[Statedef 35200]
type = S
movetype = A
physics = N
anim = 31599
ctrl = 0
sprpriority = 2

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1000, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 35201

[State 400]
type = poweradd
trigger1 = time = 0
value = -5000

;-------------------------------------------------------
[Statedef 35201]
type = S
movetype = A
physics = N
anim = 31597
ctrl = 0
sprpriority = 2

[State 1000, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 30000

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 12000, 7]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 30
trigger3 = time = 60
trigger4 = time = 90
trigger5 = time = 120
trigger6 = time = 150
trigger7 = time = 180
trigger8 = time = 210
trigger9 = time = 240
value = S145,6

[State 702, エフェクト]
type = Explod
trigger1 = time = 0
trigger2 = time = 60
trigger3 = time = 120
trigger4 = time = 150
trigger5 = time = 210
anim = 31602
ID = 31602
sprpriority = 3
postype = p1
pos = 150, 0
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 702, エフェクト]
type = Explod
trigger1 = time = 0
trigger2 = time = 60
trigger3 = time = 120
trigger4 = time = 150
trigger5 = time = 210
anim = 31602
ID = 31602
sprpriority = 3
postype = p1
pos = -150, 0
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 702, エフェクト]
type = Explod
trigger1 = time = 30
trigger2 = time = 90
trigger3 = time = 150
trigger4 = time = 180
trigger5 = time = 240
anim = 31602
ID = 31602
sprpriority = 3
postype = p1
pos = 0, 0
ontop = 1
ownpal = 1
ignorehitpause = 1
































