;===========================================================================
; コンスタンツ（定数）
;===========================================================================
;---------------------------------------------------------------------------
; ここがキャラの心臓部とも言うべき場所。
; １キャラ単位のライフや大きさなど、標準のステータスを予め決めておく部分。
; このコーナー自体省略出来ません。
;---------------------------------------------------------------------------
; 基本データ
;---------------------------------------------------------------------------
[Data]
life              = 1000   ;ライフ（体力ゲージ）最大値
power             = 1  	   ;パワーゲージ最大値（オプション・デフォルトは3000=Lv.3）
attack            = 100    ;攻撃力（デフォルトは１００％）
defence           = 100    ;防御力（デフォルトは１００％）
fall.defence_up   = 50     ;横に倒れている時に一時的に加える防御力（％）
liedown.time      = 60     ;横に倒れている時間（フレーム）
airjuggle         = 99     ;ジャグルポイント限界値（「小ネタ.txt」参照）
sparkno           = 2      ;デフォルトのヒットスパーク（fightfxから）
guard.sparkno     = 40     ;デフォルトのガードスパーク（fightfxから）
KO.echo           = 0      ;ＫＯ時の音声（11,0）にエコーを掛けるか否か（0=掛けない,1=掛ける）
volume            = 255    ;キャラの標準の音量（最小-255・最大255）
IntPersistIndex   = 39     ;次のラウンドへ持ち越せる「Var」のアドレスの範囲を決める（※１）
FloatPersistIndex = 40     ;次のラウンドへ持ち越せる「FVar」のアドレスの範囲を決める（※１）

;---------------------------------------------------------------------------
; ※１：変数のラウンド持ち越し方法
;
; 　変数を次のラウンドへ持ち越したい場合は、↑の
; 　「IntPersistIndex」と「FloatPersistIndex」を使う。
; 　そのやり方はM.U.G.E.Nの説明書にすら載ってないので、ここで例を元に解説。
;
; 　①IntPersistIndex = 23　（Var(23)～Var(59)までを全て次のラウンドへ持ち越せる）
; 　②FloatPersistIndex = 18（FVar(18)～FVar(39)までを全て次のラウンドへ持ち越せる）
;
; 　つまり「Var(**)（Fvar(**)）以降全ての変数を持ち越す」という命令になる。
; 　それ以前のアドレスの変数は全て持ち越さなくなる。
;
; 　全ての変数を持ち越さない場合は、
; 　IntPersistIndexは60以上、FloatPersistIndexは40以上にしておこう。
;
; 　×これはダメ×
; 　　①IntPersistIndex = 10,15,20,25　（15,20,25の部分は意味無し）
; 　　②FloatPersistIndex = 4,16 　　　（16の部分は意味無し）
; 　　これらは最初の数字以外全て無効。
; 
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; サイズ
;---------------------------------------------------------------------------
[Size]
xscale           = 1       ;キャラの横の大きさ（絶対値・float）
yscale           = 1       ;キャラの縦の大きさ（絶対値・float）
ground.back      = 10      ;地上にいる時の「後方の物理的な幅」
ground.front     = 9       ;地上にいる時の「前方の物理的な幅」
air.back         = 10      ;空中にいる時の「後方の物理的な幅」
air.front        = 9       ;空中にいる時の「前方の物理的な幅」
height           = 71      ;キャラの物理的な高さ（高いほど相手は飛び越しにくくなる）
attack.dist      = 160     ;相手がガード態勢に入る最低の距離
proj.attack.dist = 160     ;自分の「Projectile」に対して相手がガード態勢に入る最低の距離
proj.doscale     = 1       ;xscaleとyscaleを「Projectile」にも影響させるか否か（0=させない・1=させる）
head.pos         = 0,-65   ;キャラの標準の頭の座標（Bind系で適用される）
mid.pos          = 0,-42   ;キャラの標準の体中心の座標（Bind系で適用される）
shadowoffset     = 0       ;影のＹ軸方向の位置座標
draw.offset      = 0,0     ;キャラの表示座標（Ｘ軸,Ｙ軸）

;---------------------------------------------------------------------------
; 移動速度
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 2.0         ;前進速度（Ｘ軸・[Statedef 20]に適用される）
walk.back    = -2.0        ;後退速度（Ｘ軸・[Statedef 20]に適用される）
run.fwd      = 4.5,0       ;前方に走る速度（Ｘ軸,Ｙ軸・[Statedef 100]に適用される）
run.back     = -2.0,-3.0   ;後方に走る速度（Ｘ軸,Ｙ軸・[Statedef 105]に適用される）
jump.neu     = 0,-6.0      ;垂直ジャンプの速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
jump.back    = -2.0        ;後方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
jump.fwd     = 2.0         ;前方ジャンプの速度（Ｘ軸・[Statedef 40]に適用される）
runjump.back = -3.0,-7.0   ;後方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
runjump.fwd  = 3.0,-7.0    ;前方に走ってからのジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 40]に適用される）
airjump.neu  = 0,-6.0      ;空中垂直ジャンプ速度（Ｘ軸,Ｙ軸・[Statedef 45]に適用される）
airjump.back = -2.0        ;空中後方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）
airjump.fwd  = 2.0         ;空中前方ジャンプ速度（Ｘ軸・[Statedef 45]に適用される）

;---------------------------------------------------------------------------
; 運動関係
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 0        ;空中ジャンプが出来る回数
airjump.height  = 35       ;空中ジャンプが出来る最低の高度（Ｙ軸）
yaccel          = .25      ;Ｙ軸加速度（重力）
stand.friction  = .85      ;立っている時の摩擦係数（ステートのPhysicsが「S」の時）
crouch.friction = .82      ;しゃがんでいる時の摩擦係数（ステートのPhysicsが「C」の時）

;===========================================================================
; ステート
;===========================================================================
;===========================================================================
; 基本行動
;===========================================================================
;---------------------------------------------------------------------------
;タイムオーバー（負けた時）
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 無敵]
type = NotHitBy
trigger1 = 1 ;トリガーを何も書かず「1」にする事により、『無条件で常に実行させる命令』になる。
value = SCA
time = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;勝利ポーズ分岐（common1.cnsには無いけど、これもコモンステート）
[Statedef 180]
type = S

[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = ifelse(random < 500, 181, 182)

;---------------------------------------------------------------------------
;勝利ポーズ1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 182, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
channel = 0
value = 0, 13

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------------------------------------------------------------
;勝利ポーズ2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger1 = anim = 182
channel = 0
value = 0, 13

[State 182, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;イントロ（試合開始前の登場演出アクション）
[Statedef 191]
type = S
ctrl = 0
anim = 190

[State 191, 特殊効果];試合が開始するまではこのコントローラを使おう（※２）
type = AssertSpecial
trigger1 = 1
flag = Intro ;イントロの状態

[State 191, エフェクト1]
type = Explod
trigger1 = AnimElemTime(1) = 0
ID = 6360
Anim = 6360
Pos = 0, 0
SprPriority = 3
BindTime = 60			;基準位置からの相対位置で表示する時間
RemoveTime = 60			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 191, エフェクト2]
type = Explod
trigger1 = AnimElemTime(3) = 0
ID = 6370
Anim = 6370
Pos = 0, 0
SprPriority = 3
BindTime = 17			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 191, 音を鳴らす]
type = PlaySnd
value = 3, 4
channel = 3
trigger1 = AnimElemTime(3) = 0


[State 191, ステート変更];アニメーションが終われば「通常立ち」のステートに変更する
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; ※２：AssertSpecial
;
; 　他のコントローラでは設定出来ない『特殊な効果』を指定する命令。
; 　設定したトリガーが有効になってる間だけ一時的に適用される。
;
; 　適用出来るパラメータはこのコントローラを一つ設置する場合、最大３つまで。
; 　書式としては「flag」「flag2」「flag3」を順に加えていく形。
; 　flag2とflag3はオプション。ではその特殊効果を全て紹介。
;
; 　Intro          = イントロ（試合開始前の登場演出アクション）の状態になる。イントロステート専用。
; 　Invisible      = 自分の姿を消す。しかし残像（AfterImage）は消せない。
; 　RoundNotOver   = 現在のラウンドを過ぎない。勝利ポーズ専用。
; 　NoBarDisplay   = ライフバーを非表示にする。
; 　NoBG           = ステージの奥の画像を非表示にし、「真っ黒の背景」にする。
; 　NoFG           = ステージの手前の画像を非表示にする。
; 　NoStandGuard   = 立ちガードが出来なくなる。
; 　NoCrouchGuard  = しゃがみガードが出来なくなる。
; 　NoAirGuard     = 空中ガードが出来なくなる。
; 　NoAutoTurn     = 自動で振り向かない。
; 　NoJuggleCheck  = ジャグルをチェックしない。（ジャグルポイントが減らなくなる）
; 　NoKOSnd        = ＫＯ時の音声（11,0）を鳴らさないようにする。画面中に存在する全員に有効なので注意。
; 　NoKOSlow       = ＫＯ時のスローモーションを無効にする。（ＫＯ直前に有効にしないといけない）
; 　NoShadow       = 自分の影を消す。
; 　GlobalNoShadow = 画面中に存在する全てのプレイヤー（ヘルパーとProjectileも含む）の影を消す。
; 　NoMusic        = 演奏しているＢＧＭを止める。（プラグインによってはＢＧＭがバグるので要注意）
; 　NoWalk         = 歩かない。（前か後ろのキーを入力中コントロールが可能の時に勝手に[Statedef 20]にならない）
; 　TimerFreeze    = タイムカウント（制限時間）を停止する。
; 　UnGuardable    = 自分の全ての攻撃が『ガード不可』になる。
;
;---------------------------------------------------------------------------
;挑発
[Statedef 195]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
sprpriority = 2
anim = ifelse(!var(16),195,10195)

[State 195, 無敵]
type = nothitby
trigger1 = time <= ifelse(!var(16),18,9)
value = SCA

[State 195, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
; 通常攻撃技
;===========================================================================
;---------------------------------------------------------------------------
;立ち攻撃1
[Statedef 200]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 1
velset = 0,0
ctrl = 0
anim = ifelse(!var(16),200,10200)
poweradd = 0
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
value = 1, 0
channel = 1
trigger1 = Time = 0

;クリティカル処理
[State 200, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 200, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = floor(16 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 8, 25
sparkno = sifelse(var(3)=15, 6240, 6000)
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = s2, 0
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = ifelse(var(3)=15,-2,-1.2), ifelse(var(3)=15, -4, 0)
air.velocity = -2
fall = ifelse(var(3)=15,1,0)
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 200

[State 200, 連続攻撃1]
type = varset
trigger1 = command = "x"
trigger1 = numtarget(200)
var(9) = 1

[State 200, キック]
type = ChangeState
value = 240
triggerall = animtime = 0
triggerall = command = "holdx"
trigger1 = var(9) = 0
trigger1 = numtarget(200)

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(9) = 1
value = 201

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち攻撃1_2
[Statedef 201]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 1
velset = 0,0
ctrl = 0
anim = ifelse(!var(16),200,10200)
poweradd = 5
sprpriority = 2

[State 201, 音を鳴らす]
type = PlaySnd
value = 1, 0
channel = 1
trigger1 = Time = 0

;クリティカル処理
[State 201, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 201, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 201, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = floor(16 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 8, 25
sparkno = sifelse(var(3) = 15, 6240, 6000)
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = s2, 0
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = ifelse(var(3)=15,-2,-1.2), ifelse(var(3)=15, -4, 0)
air.velocity = -2
fall = ifelse(var(3)=15,1,0)
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 201

[State 201, 連続攻撃2]
type = varset
trigger1 = command = "x"
trigger1 = numtarget(201)
var(9) = 2

[State 201, キック]
type = ChangeState
value = 240
triggerall = animtime = 0
triggerall = command = "holdx"
trigger1 = var(9) = 1
trigger1 = numtarget(201)

[State 201, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(9) = 2
value = 202

[State 201, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;立ち攻撃1_3
[Statedef 202]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 1
velset = 0,0
ctrl = 0
anim = ifelse(!var(16),200,10200)
poweradd = 0
sprpriority = 2

[State 202, 音を鳴らす]
type = PlaySnd
value = 1, 0
channel = 1
trigger1 = Time = 0

;クリティカル処理
[State 202, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 202, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 202, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = floor(16 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 8, 25
sparkno = sifelse(var(3) = 15, 6240, 6000)
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = s2, 0
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = ifelse(var(3)=15,-2,-1.2), ifelse(var(3)=15, -4, 0)
air.velocity = -2
fall = ifelse(var(3)=15,1,0)
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 202

[State 202, ヒット定義]
type = HitDef
trigger1 = numtarget(202)
trigger1 = !var(16)
attr = S, NA
damage = floor(16 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 8, 25
sparkno = sifelse(var(3) = 15, 6240, 6000)
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = s2, 0
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = ifelse(var(3)=15,-2,-1.2), ifelse(var(3)=15, -4, 0)
air.velocity = -2
fall = ifelse(var(3)=15,1,0)
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 203

[State 202, ヒット定義(ヘースト)]
type = HitDef
trigger1 = numtarget(202)
trigger1 = var(16)
attr = S, NA
damage = floor(16 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 8, 25
sparkno = sifelse(var(3) = 15, 6240, 6000)
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = s2, 0
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = ifelse(var(3)=15,-2,-1.2), ifelse(var(3)=15, -4, 0)
air.velocity = -2
fall = ifelse(var(3)=15,1,0)
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 203
ignorehitpause = 1

[State 202, 連続攻撃]
type = varset
trigger1 = command = "x"
trigger1 = numtarget(202) || numtarget(203)
var(9) = 3

[State 202, キック]
type = ChangeState
value = 240
triggerall = animtime = 0
triggerall = command = "holdx"
trigger1 = var(9) = 2
trigger1 = numtarget(203) || numtarget(202)

[State 202, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(9) = 3
value = 210

[State 202, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;立ち攻撃2
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = ifelse(!var(16),210,10210)
poweradd = 0
sprpriority = 2

[State 210, 音を鳴らす]
type = PlaySnd
value = 1, 0
channel = 1
trigger1 = Time = 0

;クリティカル処理
[State 210, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 210, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 210, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = floor(16 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 8, 25
sparkno = sifelse(var(3) = 15, 6240, 6000)
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = s2, 0
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = ifelse(var(3)=15,-2,-1.2), ifelse(var(3)=15, -4, 0)
air.velocity = -2
fall = ifelse(var(3)=15,1,0)
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 210

[State 210, 連続攻撃]
type = varset
trigger1 = command = "x"
trigger1 = numtarget(210)
var(9) = 4

[State 210, キック]
type = ChangeState
value = 240
triggerall = animtime = 0
triggerall = command = "holdx"
trigger1 = var(9) = 3
trigger1 = numtarget(210)

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(9) = 4
value = 220

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち攻撃3
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = ifelse(!var(16),220,10220)
poweradd = 0
sprpriority = 2

[State 220, 音を鳴らす]
type = PlaySnd
value = 1, 0
channel = 1
trigger1 = Time = 0

;クリティカル処理
[State 220, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 220, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 220, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = floor(16 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 8, 25
sparkno = sifelse(var(3) = 15, 6240, 6110)
guard.sparkno = s6020
sparkxy = ifelse(var(3) = 15, 20, 0), ifelse(var(3) = 15, -80, -55)
hitsound = s2, 0
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = ifelse(var(3)=15,-2,-1.2), ifelse(var(3)=15, -4, 0)
air.velocity = -2
fall = ifelse(var(3)=15,1,0)
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 220

[State 220, キック]
type = ChangeState
value = 240
triggerall = animtime = 0
triggerall = command = "holdx"
trigger1 = var(9) = 4
trigger1 = numtarget(220)

[State 220, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;立ち大攻撃
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = ifelse(!var(16),230,10230)
poweradd = 0
sprpriority = 2

[State 230, 音を鳴らす]
type = PlaySnd
value = 1, 0
channel = 1
trigger1 = Time = 0

[State 230, 音を鳴らす]
type = PlaySnd
value = 0, 0
channel = 0
trigger1 = Time = 0

;クリティカル処理
[State 230, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 230, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 230, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage    = floor(21 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 8, 25
sparkno = sifelse(var(3) = 15, 6240, 6000)
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = s2, 0
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = ifelse(var(3)=15,-2,-1.5), ifelse(var(3)=15, -4, 0)
air.velocity = -2
fall = ifelse(var(3)=15,1,0)
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 230

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;キック
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0, 0
ctrl = 0
anim = ifelse(!var(16),240,10240)
poweradd = 0
sprpriority = 2

[State 240, 音を鳴らす]
type = PlaySnd
value = 0, 1
channel = 0
trigger1 = time = 4

[State 240, 速度変更]
type = velset
trigger1 = time = 4
x = -2
y = -2.6

[State 240, statetypeset]
type = statetypeset
trigger1 = time = 4
statetype = A
physics = A

[State 240, 速度変更]
type = velset
trigger1 = time = 10
x = 0

[State 241, ぶつかり判定]
type = null;PlayerPush
trigger1 = time = 14
value = 0

[State 241, キックエフェクト]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim = ifelse(anim=240,6040,6042)
id = 240
Pos = 0, 0
SprPriority = 1
BindTime = ifelse(anim=240,12,6)	;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
ignorehitpause = 0		;ヒット停止時間

[State 241, ヒット定義1]
type = HitDef
trigger1 = anim = 240
trigger1 = AnimElemTime(2) = 0
attr = A, NA
damage = 1
animtype = light
guardflag = HA
hitflag = MAF
priority = 1, Hit
pausetime = 8, 25
sparkno = s6030
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = s2, 1
guardsound = s2, 8
ground.type = high
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -1.5
air.velocity = -2,-2
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 240

[State 242, ヒット定義2]
type = HitDef
trigger1 = anim = 240
trigger1 = AnimElemTime(7) = 0
attr = A, NA
damage = 1
animtype = back
fall = 1
guardflag = HA			;上=H 中=M 下=L 空=A
hitflag = MAF			;上=H 中=M 下=L 空=A　落下中＝F　ダウン中＝D M=HL
priority = 1, Hit		;攻撃の優先順位1～7,Hit Miss Dodge
pausetime = 8, 20		;自分の硬直時間,相手の硬直時間
sparkno = s6030
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = s2, 1
guardsound = s2, 8
ground.type = high
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -6,-2
air.velocity = -6,-2
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 241

[State 240, アニメ変更]
type = ChangeAnim
trigger1 = moveguarded = 1
trigger1 = HitPauseTime = 0
value = 241
ignorehitpause=1

[State 241, エフェクト消去]
type = RemoveExplod
triggerall = numexplod(240)
trigger1 = var(16)= 0
trigger1 = anim != 240
trigger2 = var(16) != 0
trigger2 = anim != 10240
ID = 240
ignorehitpause=1

[State 240, 速度変更]
type = velset
trigger1 = moveguarded = 1
trigger1 = HitPauseTime = 0
x = -2
y = -2
ignorehitpause=1



;---------------------------------------------------------------------------
;ダウン追い討ち
[Statedef 260]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,物理状態,摩擦
juggle  = 0
ctrl = 0
anim = ifelse(!var(16),260,10260)
poweradd = 0
sprpriority = 2

[State 260, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

[State 260, 音を鳴らす]
type = PlaySnd
value = 1, 0
channel = 1
trigger1 = Time = 0

;クリティカル処理
[State 260, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 260, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 260, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA 
damage = floor(16 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = Light
;guardflag = M
hitflag = FD
priority = 1, Hit
pausetime = 8, 25
sparkno = sifelse(var(3) = 15, 6240, 6000)
guard.sparkno = s6020
sparkxy = 20, -30
hitsound = s2, 0
guardsound = s2, 8
ground.type = low
ground.slidetime = 1
ground.hittime  = 1
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = 0
air.velocity = 0,0
down.velocity = 0,0
down.hittime = 13
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 260

[State 260, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;体当たり
[Statedef 270]
type    = A		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = A		;N,A,S,物理状態,摩擦
juggle  = 1
ctrl = 0
anim = 270
poweradd = 0
sprpriority = 2
velset = -1,-4

[State 270, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 270, ヒット定義]
type = HitDef
trigger1 = time = 1
attr = S, NA
damage = 0
animtype = back
fall = 1
guardflag = HA
hitflag = MAF
priority = 1, Hit
pausetime = 8, 10
sparkno = s6030
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = s2, 1
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 270

[State 270, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ダッシュ攻撃
[Statedef 280]
type    = C		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,物理状態,摩擦
juggle  = 1
ctrl = 0
anim = ifelse(!var(16),280,10280)
poweradd = 0
sprpriority = 2
velset = 0,0

[State 280, 前進]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)*ifelse(!var(16),1,2)

[State 280, 音を鳴らす]
type = PlaySnd
value = 3, 3
channel = 3
trigger1 = Time = 0

[State 280, 音を鳴らす]
type = PlaySnd
value = 1, 0
channel = 1
trigger1 = Time = 0

;クリティカル処理
[State 280, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 280, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 280, 土埃]
type = Explod
trigger1 = AnimElemTime(2) = 1
Anim = 6080
Pos = 0, 0
SprPriority = 3
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1	

[State 280, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = floor(16 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = hard
guardflag = L
hitflag = MAF
priority = 1, Hit
pausetime = 8, 25
sparkno = sifelse(var(3) = 15, 6240, 6000)
guard.sparkno = s6020
sparkxy = -5, -35
hitsound = s2, 0
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = ifelse(var(3)=15,-2,-1.2), ifelse(var(3)=15, -4, 0)
air.velocity = -2
fall = ifelse(var(3)=15,1,0)
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 280

[State 280, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
;しゃがみ攻撃
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = ifelse(!var(16),400,10400)
poweradd = 0
sprpriority = 2

[State 400, 音を鳴らす]
type = PlaySnd
value = 1, 0
channel = 1
trigger1 = Time = 0

;クリティカル処理
[State 400, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 400, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 400, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = floor(16 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = medium
guardflag = L
hitflag = MAF
priority  = 1, Hit
pausetime = 8, 25
sparkno = sifelse(var(3) = 15, 6240, 6000)
guard.sparkno = s6020
sparkxy = 20, -50
hitsound = s2, 0
guardsound = s2, 8
ground.type = Low
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = ifelse(var(3)=15,-2,-1.2), ifelse(var(3)=15, -4, 0)
air.velocity = -2
fall = ifelse(var(3)=15,1,0)
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 400

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
;ジャンプ攻撃
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = ifelse(!var(16),600,10600)
poweradd= 0
sprpriority = 2

[State 600, 音を鳴らす]
type = PlaySnd
value = 1, 0
channel = 1
trigger1 = Time = 0

;クリティカル処理
[State 600, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 600, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 600, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = floor(17 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = medium
guardflag = HA
hitflag = MAF
priority = 1, hit
pausetime = 8, 25
sparkno = sifelse(var(3) = 15, 6240, 6000)
guard.sparkno = s6020
sparkxy = 20, -50
hitsound = s2, 0
guardsound = s2, 8
ground.type = High
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = ifelse(var(3)=15,-2,-1.5), ifelse(var(3)=15, -4, 0)
air.velocity = -2
fall = ifelse(var(3)=15,1,0)
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 600

;---------------------------------------------------------------------------
;ダッシュジャンプ攻撃
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = ifelse(!var(16),610,10610)
poweradd= 0
sprpriority = 2

[State 610, 音を鳴らす]
type = PlaySnd
value = 1, 0
channel = 1
trigger1 = Time = 0

;クリティカル処理
[State 610, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 610, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 610, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = floor(15 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = hard
guardflag = HA
hitflag = MAF
priority = 1, hit
pausetime = 8, 25
sparkno = sifelse(var(3) = 15, 6240, 6000)
guard.sparkno = s6020
sparkxy = 20, -50
hitsound = s2, 0
guardsound = s2, 8
ground.type = High
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = ifelse(var(3)=15,-2,-1.5), ifelse(var(3)=15, -4, 0)
air.velocity = -2
fall = ifelse(var(3)=15,1,0)
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 610

;---------------------------------------------------------------------------
;ジャンプ下突き
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd = 0
ctrl = 0
anim = ifelse(!var(16),620,10620)
sprpriority = 2

[State 620, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

;気絶処理
[State 620, 気絶判定]
type = VarRandom
trigger1 = time = 0
v = 4
range = 15

[State 620, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(2) = 0 && roundState = 2 && var(0) < 6
trigger1 = var(4) != 15
attr = A, NA
damage = 16, 0
animtype = medium
guardflag = HA
hitflag = MAFD
priority = 1, hit
pausetime = 8, 25
sparkno = s6010
guard.sparkno = s6020
sparkxy = -5, 0
hitsound = s2, 0
guardsound = s2, 8
ground.type = High
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -1.5
air.velocity = -2
down.velocity = 0,0
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 620

[State 620, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(2) = 0 && roundState = 2 && var(0) < 6
trigger1 = var(4) = 15
attr = A, NA
damage = 16, 0
animtype = medium
guardflag = HA
hitflag = MAFD
priority = 1, hit
pausetime = 8, 25
sparkno = s6010
guard.sparkno = s6020
sparkxy = -5, 0
hitsound = s2, 0
guardsound = s2, 8
ground.type = High
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -1.5
air.velocity = -2
down.velocity = 0,0
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
p2stateno = 625
id = 620

;下突き回数
[State 620, カウント]
type = VarAdd
trigger1 = movecontact
trigger2 = movereversed
var(0) = 1

[State 620, 気絶用ヘルパー1]
type = Helper
trigger1 = NumEnemy = 1
trigger1 = !numhelper(620)
trigger1 = p2stateno = 625
trigger1 = p2movetype = H
trigger2 = NumEnemy = 2
trigger2 = !numhelper(620)
trigger2 = enemy(0),stateno = 625
trigger2 = enemy(0),movetype = H
helpertype = normal
name = "Star_1"
ID = 620
pos = 9999,9999
postype = p1
facing = -1
stateno = 627
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 620, 気絶用ヘルパー2]
type = Helper
trigger1 = NumEnemy = 2
trigger1 = !numhelper(621)
trigger1 = enemy(1),stateno = 625
trigger1 = enemy(1),movetype = H
helpertype = normal
name = "Star_2"
ID = 621
pos = 9999,9999
postype = p1
facing = -1
stateno = 628
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 620, ステート変更]
type = ChangeState
triggerall = var(0) < 6
trigger1 = movecontact
trigger2 = movereversed
value = 621

;---------------------------------------------------------------------------
;ジャンプ下突き ヒット後
[Statedef 621]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
poweradd = 0
sprpriority = 2
anim = ifelse(var(16),10621,621)
velset = ifelse(command = "holdback",-1.5,1.5),-5.5*ifelse(!var(16),1,1.4)

[State 621, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

;気絶処理
[State 621, 気絶判定]
type = VarRandom
trigger1 = time = 0
v = 4
range = 15

[State 621, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(2) = 0 && roundState = 2 && var(0) < 6
trigger1 = var(4) != 15
attr = A, NA
damage = 16, 0
animtype = medium
guardflag = HA
hitflag = MAFD
priority = 1, hit
pausetime = 8, 25
sparkno = s6010
guard.sparkno = s6020
sparkxy = -5, 0
hitsound = s2, 0
guardsound = s2, 8
ground.type = High
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -1.5
air.velocity = -2
down.velocity = 0,0
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 620

[State 621, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(2) = 0 && roundState = 2 && var(0) < 6
trigger1 = var(4) = 15
attr = A, NA
damage = 16, 0
animtype = medium
guardflag = HA
hitflag = MAFD
priority = 5, hit
pausetime = 8, 25
sparkno = s6010
guard.sparkno = s6020
sparkxy = -5, 0
hitsound = s2, 0
guardsound = s2, 8
ground.type = High
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -1.5
air.velocity = -2
down.velocity = 0,0
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
p2stateno = 625
id = 620

;下突き回数
[State 621, カウント]
type = VarAdd
trigger1 = movecontact
trigger2 = movereversed
var(0) = 1

[State 621, 気絶用ヘルパー1]
type = Helper
trigger1 = NumEnemy = 1
trigger1 = !numhelper(620)
trigger1 = p2stateno = 625
trigger1 = p2movetype = H
trigger2 = NumEnemy = 2
trigger2 = !numhelper(620)
trigger2 = enemy(0),stateno = 625
trigger2 = enemy(0),movetype = H
helpertype = normal
name = "Star_1"
ID = 620
pos = 9999,9999
postype = p1
facing = -1
stateno = 627
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 621, 気絶用ヘルパー2]
type = Helper
trigger1 = NumEnemy = 2
trigger1 = !numhelper(621)
trigger1 = enemy(1),stateno = 625
trigger1 = enemy(1),movetype = H
helpertype = normal
name = "Star_2"
ID = 621
pos = 9999,9999
postype = p1
facing = -1
stateno = 628
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 621, ステート変更]
type = ChangeState
triggerall = var(0) < 6
trigger1 = movecontact
trigger2 = movereversed
value = 621

;---------------------------------------------------------------------------
;気絶までのやられ処理:(相手)
;---------------------------------------------------------------------------
[Statedef 625]
type   	= U
movetype= H
physics = U
ctrl = 0
velset = 0,0
sprpriority = 1

[State 625, ヘルパーなら戻す]
type = SelfState
trigger1 = IsHelper
value = PrevStateNo

[State 625, 気絶だったら通常やられ]
type = SelfState
trigger1 = time = 0
trigger1 = anim = 5300
value = 5000

[State 625, ステート変更]
type = ChangeState
trigger1 = statetype = A
value = 626

[State 626, 相手ステートに戻す]
type = SelfState
trigger1 = statetype = L
value = 5080

[State 625, 位置セット]
type = PosSet
trigger1 = statetype != A
y = 0

[State 625, アニメ変更]
type = ChangeAnim
trigger1 = Time = 0
value = 5300

[State 625, ステート変更]
type = SelfState
trigger1 = time > 180
trigger2 = MoveContact
value = 0
ctrl = 1

[State 625, ステート変更]
type = SelfState
trigger1 = !alive
value = 5000

;---------------------------------------------------------------------------
;ジャンプ下突きからの気絶:空中だった場合
[Statedef 626]
type    = A		;S,C,A,L=ダウン
movetype= H		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
ctrl = 0
velset = -2.0,-4.0
anim = 5030
sprpriority = 0

[State 626, 重力]
type = VelAdd
trigger1 = 1
y = .35

[State 626, アニメ変更]
type = ChangeAnim
trigger1 = anim = 5030
trigger1 = animtime = 0
trigger1 = SelfAnimExist(5035)
value = 5035

[State 626, アニメ変更]
type = ChangeAnim
trigger1 = anim = 5035
trigger1 = animtime = 0
trigger2 = !SelfAnimExist(5035)
trigger2 = animtime = 0
trigger2 = anim = 5030
value = 5050

[State 626, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;ジャンプ下突き:気絶用ヘルパー1
[Statedef 627]
type    = A
movetype= I
physics = N
sprpriority = 4
anim = 6260
ctrl = 0

[State 627, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 627, 影非表示]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 627, ターン]
type = Turn
trigger1 = facing != enemy(0),facing
persistent = 0

[State 627, 位置セット]
type = PosSet
trigger1 = 1
x = enemy(0),Pos X + enemy(0),const(size.head.pos.x)
y = enemy(0),Pos Y + enemy(0),const(size.head.pos.y)

[State 627, destroyself]
type = DestroySelf
trigger1 = enemy(0),stateno != 625

;---------------------------------------------------------------------------
;ジャンプ下突き:気絶用ヘルパー2
[Statedef 628]
type    = A
movetype= I
physics = N
sprpriority = 4
anim = 6260
ctrl = 0

[State 628, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 628, 影非表示]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 628, ターン]
type = Turn
trigger1 = facing != enemy(1),facing
persistent = 0

[State 628, 位置セット]
type = PosSet
trigger1 = 1
x = enemy(1),Pos X + enemy(1),const(size.head.pos.x)
y = enemy(1),Pos Y + enemy(1),const(size.head.pos.y)

[State 628, destroyself]
type = DestroySelf
trigger1 = enemy(1),stateno != 625


;===========================================================================
; 道具
;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;アロー
[Statedef 250]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
velset = 0,0
ctrl = 0
anim = 250
poweradd = 0
sprpriority = 2

[State 250, 音を鳴らす]
type = PlaySnd
value = 1, 10
channel = 1
trigger1 = AnimElemTime(4) = 6
trigger1 = anim = 250
trigger2 = AnimElemTime(4) = 2
trigger2 = anim = 10250

[State 250, アロー発射]
type = Projectile
trigger1 = AnimElemTime(4) = 6
trigger1 = anim = 250
trigger2 = AnimElemTime(4) = 2
trigger2 = anim = 10250
projID = 250
projanim = 6090			;飛び道具のアニメ番号
projhitanim = -1		;ヒット時のアニメ番号
projremanim = -1		;消滅時のアニメ番号
projcancelanim = -1		;相殺時のアニメ番号
projremove = 1			;消滅フラグ 0以外を指定すると、ヒット時に消える 省略時1
projremovetime = -1		;射程時間 -1:消えない
velocity = 	10,0		;水平速度, 垂直速度
remvelocity = 0,0		;消滅時水平速度, 消滅時垂直速度 省略時0,0
accel = 0,0				;水平加速度, 垂直加速度 省略時0,0
velmul = 1,1			;水平速度係数, 垂直速度係数 省略時1,1
projhits = 1			;ヒット数 省略時1
projmisstime = 0		;ミス時間 複数ヒットする場合、何フレームごとにヒットするかを指定 省略時0
projpriority = 	1		;飛び道具優先度 省略時1
projsprpriority = 3		;スプライト表示優先度 省略時3
projedgebound = 27		;画面外射程 ステージ外に出てから消滅するまでの距離 省略時40
projheightbound = -240,1;上空射程, 地上射程 飛び道具の上下射程を指定 この範囲を超えると消滅 省略時-240,1
offset = -19,-50		;水平発射位置, 垂直発射位置 postypeを基準とした発射位置を指定 省略時0,0
postype = p1			;発射基準位置 p1,p2,front,back,left,right
attr = A,NP
damage = 12, 0
animtype = light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 0, 16
sparkno = s6110
guard.sparkno = s6020
sparkxy = 50, -11
hitsound = s2, 10
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -1.2
air.velocity = -2
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 250

[State 250, ステート変更]
type = ChangeState
trigger1 = Time = 47
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;アロー:連射
[Statedef 251]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
anim = ifelse(!var(16),251,10251)
poweradd = 0
sprpriority = 2

[State 251, 音を鳴らす]
type = PlaySnd
value = 1, 10
channel = 1
trigger1 = AnimElemTime(4) = 6
trigger1 = anim = 251
trigger2 = AnimElemTime(4) = 3
trigger2 = anim = 10251
trigger3 = AnimElemTime(7) = 3
trigger3 = anim = 10251

[State 251, アロー発射]
type = Projectile
trigger1 = AnimElemTime(4) = 6
trigger1 = anim = 251
trigger2 = AnimElemTime(4) = 3
trigger2 = anim = 10251
trigger3 = AnimElemTime(7) = 3
trigger3 = anim = 10251
projID = 251
projanim = 6090			;飛び道具のアニメ番号
projhitanim = -1		;ヒット時のアニメ番号
projremanim = -1		;消滅時のアニメ番号
projcancelanim = -1		;相殺時のアニメ番号
projremove = 1			;消滅フラグ 0以外を指定すると、ヒット時に消える 省略時1
projremovetime = -1		;射程時間 -1:消えない
velocity = 	10,0		;水平速度, 垂直速度
remvelocity = 0,0		;消滅時水平速度, 消滅時垂直速度 省略時0,0
accel = 0,0				;水平加速度, 垂直加速度 省略時0,0
velmul = 1,1			;水平速度係数, 垂直速度係数 省略時1,1
projhits = 1			;ヒット数 省略時1
projmisstime = 0		;ミス時間 複数ヒットする場合、何フレームごとにヒットするかを指定 省略時0
projpriority = 	1		;飛び道具優先度 省略時1
projsprpriority = 3		;スプライト表示優先度 省略時3
projedgebound = 27		;画面外射程 ステージ外に出てから消滅するまでの距離 省略時40
projheightbound = -240,1;上空射程, 地上射程 飛び道具の上下射程を指定 この範囲を超えると消滅 省略時-240,1
offset = -19,-50		;水平発射位置, 垂直発射位置 postypeを基準とした発射位置を指定 省略時0,0
postype = p1			;発射基準位置 p1,p2,front,back,left,right
attr = A,NP
damage = 12, 0
animtype = light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 0, 25
sparkno = s6110
guard.sparkno = s6020
sparkxy = 50, -11
hitsound = s2, 10
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -1.2
air.velocity = -2
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 251

[State 251, アニメ変更]
type = ChangeAnim
trigger1 = Time = 100
trigger1 = anim = 251
value = 252

[State 251, アニメ変更]
type = ChangeAnim
trigger1 = Time = 38
trigger1 = anim = 10251
value = 10251
elem = 3

[State 251, アニメ変更]
type = ChangeAnim
trigger1 = Time = 48
trigger1 = anim = 10251
value = 10252

[State 251, ステート変更]
type = ChangeState
trigger1 = Time = 151
trigger1 = anim = 252
trigger2 = Time = 70
trigger2 = anim = 10252
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;アロー空中
[Statedef 630]
type    = A		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = A		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
anim = ifelse(!var(16),630,10630)
poweradd = 0
sprpriority = 2

[State 630, 音を鳴らす]
type = PlaySnd
value = 1, 10
channel = 1
trigger1 = AnimElemTime(4) = 4
trigger1 = anim = 630

[State 630, 音を鳴らす]
type = PlaySnd
value = 1, 10
channel = 1
trigger1 = AnimElemTime(4) = 2
trigger1 = anim = 10630

[State 630, アロー発射]
type = Projectile
trigger1 = AnimElemTime(4) = 4
trigger1 = anim = 630
trigger2 = AnimElemTime(4) = 2
trigger2 = anim = 10630
projID = 630
projanim = 6090			;飛び道具のアニメ番号
projhitanim = -1		;ヒット時のアニメ番号
projremanim = -1		;消滅時のアニメ番号
projcancelanim = -1		;相殺時のアニメ番号
projremove = 1			;消滅フラグ 0以外を指定すると、ヒット時に消える 省略時1
projremovetime = -1		;射程時間 -1:消えない
velocity = 	10,0		;水平速度, 垂直速度
remvelocity = 0,0		;消滅時水平速度, 消滅時垂直速度 省略時0,0
accel = 0,0				;水平加速度, 垂直加速度 省略時0,0
velmul = 1,1			;水平速度係数, 垂直速度係数 省略時1,1
projhits = 1			;ヒット数 省略時1
projmisstime = 0		;ミス時間 複数ヒットする場合、何フレームごとにヒットするかを指定 省略時0
projpriority = 	1		;飛び道具優先度 省略時1
projsprpriority = 3		;スプライト表示優先度 省略時3
projedgebound = 27		;画面外射程 ステージ外に出てから消滅するまでの距離 省略時40
projheightbound = -240,1;上空射程, 地上射程 飛び道具の上下射程を指定 この範囲を超えると消滅 省略時-240,1
offset = -15,-50		;水平発射位置, 垂直発射位置 postypeを基準とした発射位置を指定 省略時0,0
postype = p1			;発射基準位置 p1,p2,front,back,left,right
attr = A, NP
damage = 12, 0
animtype = light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 0, 25
sparkno = s6110
guard.sparkno = s6020
sparkxy = 50, -11
hitsound = s2, 10
guardsound = s2, 8
ground.type = high
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -1.2
air.velocity = -2
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 630

;---------------------------------------------------------------------------
;オイル
[Statedef 290]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,物理状態,摩擦
juggle  = 0
ctrl = 0
anim = 290
poweradd = 0
sprpriority = 2

[State 290, ヒット定義]
type = HitDef
trigger1 =Time = 0
attr = C, NP
guard.dist = 0

[State 290, ビン1]
Type = Explod
Trigger1 = AnimElemTime(2) = 0
Anim = 6210
ID = 290
Pos = -17, -34
SprPriority = 3
BindTime = 4			;基準位置からの相対位置で表示する時間
RemoveTime = 4			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 290, ビン2]
Type = Explod
Trigger1 = AnimElemTime(3) = 0
Anim = 6210
ID = 290
Pos = 30, -31
SprPriority = 1
BindTime = 2			;基準位置からの相対位置で表示する時間
RemoveTime = 2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 290, ビン3]
Type = Explod
Trigger1 = AnimElemTime(4) = 0
Anim = 6211
ID = 290
Pos = 26, -47
SprPriority = 1
RemoveTime = 34			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 0		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
vel = 1.47, -3
accel = 0, 0.25

[State 290, 炎ヘルパー]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "fire"
ID = 290
pos = 62, 0
postype = p1
facing = 1
stateno = 291
keyctrl = 0
ownpal = 1

[State 290, 使用回数-1]
type = varadd
trigger1 = AnimElemTime(4) = 0
var(24) = -1

[State 290, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;オイル:炎ヘルパー
[Statedef 291]
type    = C
movetype= A
physics = C
juggle  = 0
anim = 6200
poweradd = 0
sprpriority = 3

;無敵
[State 291, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 291, プライオリティ]
type = SprPriority
trigger1 = 1
value = 3

[State 291, 音を鳴らす]
type = PlaySnd
value = 1, 13			;オイルビン
channel = 1
trigger1 = time = 34

[State 291, 音を鳴らす]
type = PlaySnd
value = 1, 14			;オイル燃え
channel = -1
trigger1 = time = 35

[State 291, アニメ変更]
type = ChangeAnim
trigger1 = time = 34
value = 6201

[State 291, アニメ変更]
type = ChangeAnim
trigger1 = time = 114
value = 6202

[State 291, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(1) = 0
attr = C,NP
damage = 16, 0
animtype = back
fall = 1
guardflag = MA
hitflag = MAFD
priority = 1, Hit
pausetime = 0,16
sparkno = -1
guard.sparkno = s6020
sparkxy = 10, -15
hitsound = -1
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-5.6
air.velocity = -2,-5.6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
p2stateno = 292
id = 290

[State 291, 相手やられヘルパー1]
type = Helper
trigger1 = !numhelper(291)
trigger1 = enemy(0),stateno = [292,293]
trigger1 = enemy(0),movetype = H
trigger1 = movehit
helpertype = normal
name = "fire_hiteffect1"
ID = 291
pos = 9999,9999
postype = p1
facing = -1
stateno = 295
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 291, 相手やられヘルパー2]
type = Helper
trigger1 = NumEnemy = 2
trigger1 = !numhelper(292)
trigger1 = enemy(1),stateno = [292,293]
trigger1 = enemy(1),movetype = H
trigger1 = movehit
helpertype = normal
name = "fire_hiteffect2"
ID = 292
pos = 9999,9999
postype = p1
facing = -1
stateno = 296
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 291, 当たったら待機状態]
type = StateTypeSet
trigger1 = movecontact
trigger2 = movereversed
movetype = I

[State 291, destroyself]
type = DestroySelf
trigger1 = time > 194
trigger2 = frontedgebodydist <= -15

;---------------------------------------------------------------------------
;オイル:相手やられ処理1
[Statedef 292]
type    = U
movetype= H
physics = U
ctrl = 0
sprpriority = 0

[State 292, ヘルパーなら戻す]
type = SelfState
trigger1 = IsHelper
value = PrevStateNo

[State 292, ステート変更]
type = ChangeState
trigger1 = !ishelper
value = 293

;---------------------------------------------------------------------------
;オイル:相手やられ処理2
[Statedef 293]
type    = A
movetype= H
physics = N
velset =  -2.0,-5.6
ctrl = 0
sprpriority = 0

[State 293, アニメ変更]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State 293, アニメ変更]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 293, アニメ変更]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger2 = !SelfAnimExist(5035)
trigger2 = animtime = 0
trigger2 = anim = 5030
value = 5050

[State 293, 重力]
type = VelAdd
trigger1 = 1
y = 0.25

[State 293, パレット]
type = PalFX
trigger1 = time=0
time = 30
add = 208,96,0
sinadd = 60,60,40,20

[State 293, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
value = 5100

[State 293, 透明化]
type = null;AssertSpecial
trigger1 = 1
flag = invisible

;---------------------------------------------------------------------------
;オイル:相手やられエフェクトヘルパー1
[Statedef 295]
type    = A
movetype= I
physics = N
anim = 6620;6430
ctrl = 0
sprpriority = 1

;無敵
[State 295, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 295, ターン]
type = Turn
trigger1 = facing != enemy(0),facing
persistent = 0

[State 295, 位置セット]
type = PosSet
trigger1 = 1
x = enemy(0),Pos X
y = enemy(0),Pos Y

[State 295, destroyself]
type = DestroySelf
trigger1 = enemy(0),stateno != [292,293]

;---------------------------------------------------------------------------
;オイル:相手やられエフェクトヘルパー2
[Statedef 296]
type    = A
movetype= I
physics = N
anim = 6620;6430
ctrl = 0
sprpriority = 1

;無敵
[State 296, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 296, ターン]
type = Turn
trigger1 = facing != enemy(1),facing
persistent = 0

[State 296, 位置セット]
type = PosSet
trigger1 = 1
x = enemy(1),Pos X
y = enemy(1),Pos Y

[State 296, destroyself]
type = DestroySelf
trigger1 = enemy(1),stateno != [292,293]

;---------------------------------------------------------------------------
;大オイル
[Statedef 300]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,物理状態,摩擦
juggle  = 0
ctrl = 0
anim = 290
poweradd = 0
sprpriority = 2

[State 300, ヒット定義]
type = HitDef
trigger1 =Time = 0
attr = S, NP
guard.dist = 0

[State 300, ビン1]
Type = Explod
Trigger1 = AnimElemTime(2) = 0
Anim = 6210
Pos = -17, -34
SprPriority = 3
BindTime = 4			;基準位置からの相対位置で表示する時間
RemoveTime = 4			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 300, ビン2]
Type = Explod
Trigger1 = AnimElemTime(3) = 0
Anim = 6210
Pos = 30, -31
SprPriority = 1
BindTime = 2			;基準位置からの相対位置で表示する時間
RemoveTime = 2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 300, ビン3]
Type = Explod
Trigger1 = AnimElemTime(4) = 0
Anim = 6211
ID = 290
Pos = 26, -47
SprPriority = 1
RemoveTime = 34			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 0		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
vel = 1.47, -3
accel = 0, 0.25

[State 300, 炎ヘルパー1]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "fire_L1"
ID = 300
pos = 65, 1
postype = p1
facing = 1
stateno = 301
keyctrl = 0
ownpal = 1

[State 300, 使用回数-1]
type = varadd
trigger1 = AnimElemTime(4) = 0
var(26) = -1

[State 300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;大オイル:炎ヘルパー1
[Statedef 301]
type    = S
movetype= A
physics = S
juggle  = 0
anim = 6200
poweradd = 0
sprpriority = 3

;無敵
[State 301, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 301, プライオリティ]
type = SprPriority
trigger1 = 1
value = 3

[State 301, 音を鳴らす]
type = PlaySnd
value = 1, 15			;大オイル燃え
channel = 1
trigger1 = time = 35

[State 301, アニメ変更]
type = ChangeAnim
trigger1 = time = 34
value = 6590

[State 301, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(1) = 0
attr = S,NP
damage = 16, 0
animtype = back
fall = 1
guardflag = MA
hitflag = MAFD
priority = 1, Hit
pausetime = 0, 16
sparkno = -1
guard.sparkno = s6020
sparkxy = 10, 15
hitsound = -1
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-5.6
air.velocity = -2,-5.6
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
p2stateno = 322
id = 301

[State 301, 相手やられヘルパー1]
type = Helper
trigger1 = !numhelper(321)
trigger1 = enemy(0),stateno = [322,323]
trigger1 = enemy(0),movetype = H
trigger1 = movehit
helpertype = normal
name = "fire_hiteffect1"
ID = 321
pos = 9999,9999
postype = p1
facing = -1
stateno = 325
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 301, 相手やられヘルパー2]
type = Helper
trigger1 = NumEnemy = 2
trigger1 = !numhelper(322)
trigger1 = enemy(1),stateno = [322,323]
trigger1 = enemy(1),movetype = H
trigger1 = movehit
helpertype = normal
name = "fire_hiteffect2"
ID = 322
pos = 9999,9999
postype = p1
facing = -1
stateno = 326
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 301, 炎ヘルパー2]
type = Helper
trigger1 = AnimElemTime(3) = 0
trigger1 = anim = 6590
helpertype = normal
name = "fire_L2"
ID = 301
pos = 40, 0
postype = p1
facing = 1
stateno = 311
keyctrl = 0
ownpal = 1

[State 301, destroyself]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = frontedgebodydist <= -15

;---------------------------------------------------------------------------
;大オイル:炎ヘルパー2
[Statedef 311]
type    = S
movetype= A
physics = S
juggle  = 0
anim = 6590
poweradd = 0
sprpriority = 3

;無敵
[State 311, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 311, プライオリティ]
type = SprPriority
trigger1 = 1
value = 3

[State 301, 音を鳴らす]
type = PlaySnd
value = 1, 15			;大オイル燃え
channel = 1
trigger1 = time = 0

[State 311, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(1) = 0
attr = S,NP
damage = 16, 0
animtype = back
fall = 1
guardflag = MA
hitflag = MAFD
priority = 1, Hit
pausetime = 0, 16
sparkno = -1
guard.sparkno = s6020
sparkxy = 10, 15
hitsound = -1
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-5.6
air.velocity = -2,-5.6
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
p2stateno = 322
id = 311

[State 311, 相手やられヘルパー1]
type = Helper
trigger1 = !numhelper(321)
trigger1 = enemy(0),stateno = [322,323]
trigger1 = enemy(0),movetype = H
trigger1 = movehit
helpertype = normal
name = "fire_hiteffect1"
ID = 321
pos = 9999,9999
postype = p1
facing = -1
stateno = 325
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 311, 相手やられヘルパー2]
type = Helper
trigger1 = NumEnemy = 2
trigger1 = !numhelper(322)
trigger1 = enemy(1),stateno = [322,323]
trigger1 = enemy(1),movetype = H
trigger1 = movehit
helpertype = normal
name = "fire_hiteffect2"
ID = 322
pos = 9999,9999
postype = p1
facing = -1
stateno = 326
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 311, 炎ヘルパー3]
type = Helper
trigger1 = AnimElemTime(3) = 0
trigger1 = anim = 6590
helpertype = normal
name = "fire_L3"
ID = 302
pos = 40, 0
postype = p1
facing = 1
stateno = 321
keyctrl = 0
ownpal = 1

[State 311, destroyself]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = frontedgebodydist <= -15

;---------------------------------------------------------------------------
;大オイル:炎ヘルパー3
[Statedef 321]
type    = S
movetype= A
physics = S
juggle  = 0
anim = 6590
poweradd = 0
sprpriority = 3

;無敵
[State 321, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 321, プライオリティ]
type = SprPriority
trigger1 = 1
value = 3

[State 321, 音を鳴らす]
type = PlaySnd
value = 1, 15			;大オイル燃え
channel = 1
trigger1 = time = 0

[State 321, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(1) = 0
attr = S,NP
damage = 16, 0
animtype = back
fall = 1
guardflag = MA
hitflag = MAFD
priority = 1, Hit
pausetime = 0, 16
sparkno = -1
guard.sparkno = s6020
sparkxy = 10, 15
hitsound = -1
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-5.6
air.velocity = -2,-5.6
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
p2stateno = 322
id = 321

[State 321, 相手やられヘルパー1]
type = Helper
trigger1 = !numhelper(321)
trigger1 = enemy(0),stateno = [322,323]
trigger1 = enemy(0),movetype = H
trigger1 = movehit
helpertype = normal
name = "fire_hiteffect1"
ID = 321
pos = 9999,9999
postype = p1
facing = -1
stateno = 325
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 321, 相手やられヘルパー2]
type = Helper
trigger1 = NumEnemy = 2
trigger1 = !numhelper(322)
trigger1 = enemy(1),stateno = [322,323]
trigger1 = enemy(1),movetype = H
trigger1 = movehit
helpertype = normal
name = "fire_hiteffect2"
ID = 322
pos = 9999,9999
postype = p1
facing = -1
stateno = 326
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 321, destroyself]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = frontedgebodydist <= -15

;---------------------------------------------------------------------------
;大オイル:相手やられ処理1
[Statedef 322]
type    = U
movetype= H
physics = U
ctrl = 0
sprpriority = 0

[State 322, ヘルパーなら戻す]
type = SelfState
trigger1 = IsHelper
value = PrevStateNo

;ダウン中
[State 322, ステート変更]
type = SelfState
trigger1 = time = 0
trigger1 = statetype = L
value = 5080

;ヘルパー以外
[State 322, ステート変更]
type = ChangeState
trigger1 = time = 0
trigger1 = !ishelper
value = 323

;---------------------------------------------------------------------------
;大オイル:相手やられ処理2
[Statedef 323]
type    = A
movetype= H
physics = N
velset =  -2.0,-5.6
ctrl = 0
sprpriority = 0

[State 323, アニメ変更]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State 323, アニメ変更]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 323, アニメ変更]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger2 = !SelfAnimExist(5035)
trigger2 = animtime = 0
trigger2 = anim = 5030
value = 5050

[State 323, 重力]
type = VelAdd
trigger1 = 1
y = 0.25

[State 323, パレット]
type = PalFX
trigger1 = time=0
time = 60
add = 208,96,0
sinadd = 60,60,40,20

[State 323, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
value = 5100

[State 323, 透明化]
type = null;AssertSpecial
trigger1 = 1
flag = invisible

;---------------------------------------------------------------------------
;大オイル:相手やられエフェクトヘルパー1
[Statedef 325]
type    = A
movetype= I
physics = N
anim = 6620;6430
ctrl = 0
sprpriority = 1

;無敵
[State 325, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 325, ターン]
type = Turn
trigger1 = facing != enemy(0),facing
persistent = 0

[State 325, 位置セット]
type = PosSet
trigger1 = 1
x = enemy(0),Pos X
y = enemy(0),Pos Y

[State 325, destroyself]
type = DestroySelf
trigger1 = enemy(0),stateno != [322,323]

;---------------------------------------------------------------------------
;大オイル:相手やられエフェクトヘルパー2
[Statedef 326]
type    = A
movetype= I
physics = N
anim = 6620;6430
ctrl = 0
sprpriority = 1

;無敵
[State 326, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 326, ターン]
type = Turn
trigger1 = facing != enemy(1),facing
persistent = 0

[State 326, 位置セット]
type = PosSet
trigger1 = 1
x = enemy(1),Pos X
y = enemy(1),Pos Y

[State 326, destroyself]
type = DestroySelf
trigger1 = enemy(1),stateno != [322,323]

;---------------------------------------------------------------------------
;ハンマー
[Statedef 330]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,物理状態,摩擦
juggle  = 0
ctrl = 0
anim = 330
poweradd = 0
sprpriority = 2

[State 330, ヒット定義]
type = HitDef
trigger1 =Time = 0
attr = S, NP
guard.dist = 0

[State 330, ハンマー1]
Type = Explod
Trigger1 = AnimElemTime(3) = 0
Anim = 6601
Pos = -33, -36
SprPriority = 1
BindTime = 5			;基準位置からの相対位置で表示する時間
RemoveTime = 5			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 330, ハンマー2]
Type = Explod
Trigger1 = AnimElemTime(4) = 0
Anim = 6602
Pos = -24, -43
SprPriority = 1
BindTime = 2			;基準位置からの相対位置で表示する時間
RemoveTime = 2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 330, ハンマー3]
Type = Explod
Trigger1 = AnimElemTime(5) = 0
Anim = 6603
Pos = -6, -49
SprPriority = 1
BindTime = 1			;基準位置からの相対位置で表示する時間
RemoveTime = 1			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 330, ハンマー4]
Type = Explod
Trigger1 = AnimElemTime(6) = 0
Anim = 6604
Pos = 26, -40
SprPriority = 1
BindTime = 1			;基準位置からの相対位置で表示する時間
RemoveTime = 1			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 330, ハンマーヘルパー]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "hammer"
ID = 330
pos = 23, -21
postype = p1
facing = 1
stateno = 331
keyctrl = 0
ownpal = 1

[State 330, 使用回数-1]
type = varadd
trigger1 = AnimElemTime(7) = 0
var(27) = -1

[State 330, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ハンマー:ヘルパー
[Statedef 331]
type    = A
movetype= A
physics = N
juggle  = 0
anim = 6600
poweradd = 0
sprpriority = 3
velset = 2,-7.3

[State 331, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 331, プライオリティ]
type = SprPriority
trigger1 = 1
value = 3

[State 331, 音を鳴らす]
type = PlaySnd
value = 1, 12			;ハンマー
channel = 1
trigger1 = time <= 80
trigger1 = time%16 = 0

[State 331, 重力]
type = VelAdd
trigger1 = Vel X != 0
trigger1 = Vel Y != 0
y = 0.35

[State 331, 地面跳ね返り]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
trigger1 = time < 93
y = -6.85
persistent = 0

[State 331, ヒット跳ね返り]
type = VelSet
trigger1 = movecontact = 1
trigger2 = movereversed = 1
y = -6.85
persistent = 0

[State 331, 地面落下]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
x = 0
y = 0
persistent = 0

[State 331, 地面落下]
type = PosSet
trigger1 = Vel X = 0
trigger1 = Vel Y = 0
trigger1 = time >= 93
y = 15
persistent = 0

[State 331, ヒットカウント]
type = varadd
trigger1 = MoveContact = 1
var(0) = 1

[State 331, ヒット定義(気絶)]
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 10 || movereversed = 10
trigger2 = hitcount < 2
trigger2 = var(0) < 2
attr = A,NP
damage = 15, 0
animtype = hard
guardflag = MA
hitflag = MAFD
priority = 1, Hit
pausetime = 0, 16
sparkno = s6110
guard.sparkno = s6020
sparkxy = 0, -33
hitsound = s2, 13
guardsound = s2, 8
ground.type = high
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -1.5
air.velocity = -2
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 331
;nochainID =331
p2stateno = 625

[State 331, アニメ変更]
type = ChangeAnim
trigger1 = time = 93
trigger1 = pos Y > 0
value = 6605

[State 331, アニメ変更]
type = ChangeAnim
trigger1 = time = 93
trigger1 = pos Y <= 0
value = 6606

[State 331, 気絶用ヘルパー1]
type = Helper
trigger1 = NumEnemy = 1
trigger1 = !numhelper(620)
trigger1 = p2stateno = 625
trigger1 = p2movetype = H
trigger2 = NumEnemy = 2
trigger2 = !numhelper(620)
trigger2 = enemy(0),stateno = 625
trigger2 = enemy(0),movetype = H
helpertype = normal
name = "Star_1"
ID = 620
pos = 9999,9999
postype = p1
facing = -1
stateno = 627
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 331, 気絶用ヘルパー2]
type = Helper
trigger1 = NumEnemy = 2
trigger1 = !numhelper(621)
trigger1 = enemy(1),stateno = 625
trigger1 = enemy(1),movetype = H
helpertype = normal
name = "Star_2"
ID = 621
pos = 9999,9999
postype = p1
facing = -1
stateno = 628
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 331, destroyself]
type = DestroySelf
trigger1 = time = 93+31
trigger2 = frontedgebodydist <= -15

;変数
;var(0)		ヒットカウント

;---------------------------------------------------------------------------
;ダガー
[Statedef 340]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
velset = 0,0
ctrl = 0
anim = 340
poweradd = 0
sprpriority = 2

[State 340, 音を鳴らす]
type = PlaySnd
value = 1, 11
channel = 1
trigger1 = AnimElemTime(5) = 0

[State 340, ダガー投擲]
type = Projectile
trigger1 = AnimElemTime(5) = 0
projID = 340
projanim = 6610			;飛び道具のアニメ番号
projhitanim = -1		;ヒット時のアニメ番号
projremanim = -1		;消滅時のアニメ番号
projcancelanim = -1		;相殺時のアニメ番号
projremove = 1			;消滅フラグ 0以外を指定すると、ヒット時に消える 省略時1
projremovetime = -1		;射程時間 -1:消えない
velocity = 7,0			;水平速度, 垂直速度
remvelocity = 0,0		;消滅時水平速度, 消滅時垂直速度 省略時0,0
accel = 0,0				;水平加速度, 垂直加速度 省略時0,0
velmul = 1,1			;水平速度係数, 垂直速度係数 省略時1,1
projhits = 1			;ヒット数 省略時1
projmisstime = 0		;ミス時間 複数ヒットする場合、何フレームごとにヒットするかを指定 省略時0
projpriority = 	1		;飛び道具優先度 省略時1
projsprpriority = 3		;スプライト表示優先度 省略時3
projedgebound = 27		;画面外射程 ステージ外に出てから消滅するまでの距離 省略時40
projheightbound = -240,1;上空射程, 地上射程 飛び道具の上下射程を指定 この範囲を超えると消滅 省略時-240,1
offset = 32,-55			;水平発射位置, 垂直発射位置 postypeを基準とした発射位置を指定 省略時0,0
postype = p1			;発射基準位置 p1,p2,front,back,left,right
attr = A,NP
damage = 12, 0
animtype = light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 0, 16
sparkno = s6110
guard.sparkno = s6020
sparkxy = 25, -9
hitsound = s2, 12
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 4
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -1.2
air.velocity = -2
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0

[State 340, 使用回数-1]
type = varadd
trigger1 = AnimElemTime(5) = 0
var(25) = -1

[State 340, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;===========================================================================
; 特殊
;===========================================================================
;---------------------------------------------------------------------------
;しゃがみ歩き
[Statedef 22]
type    = C
movetype = I
physics = C
anim = ifelse(!var(16),22,10022)
sprpriority = 2

[State 22, 1]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = command = "holddown"
x = const(velocity.walk.fwd.x)*0.65*ifelse(!var(16),1,2)

[State 22, ] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 22, ] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 22, ステート変更]
type = ChangeState
value = 12
trigger1 = command != "holddown"

[State 22, ステート変更]
type = ChangeState
value = 11
trigger1 = command != "holdfwd"

;---------------------------------------------------------------------------
;スライディングS
[Statedef 1200]
type    = C
movetype= I
physics = C
anim = ifelse(!var(16),1200,11200)
facep2  = 0
sprpriority = 2
poweradd = 0
velset = 0,0
ctrl = 0

[State 1200, ステート変更]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = animelemtime(3) = 0
trigger1 = command = "holdy"
value = 1210

[State 1200, 音を鳴らす]
type = PlaySnd
value = 3, 3
channel = 3
trigger1 = AnimElemTime(3) = 0

[State 1200, 前進]
type = VelSet
trigger1 = AnimElemTime(3) >= 0
x = ifelse(!var(16),5.3,7.9)

[State 1210, スライディング:土埃]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim = 6081
Pos = 0, 0
SprPriority = 3
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ

[State 1200, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;スライディングL
[Statedef 1210]
type    = C
movetype= I
physics = C
anim = ifelse(!var(16),1210,11210)
facep2  = 0
sprpriority = 2
poweradd = 0
ctrl = 0

[State 1220, 音を鳴らす]
type = PlaySnd
value = 3, 3
channel = 3
trigger1 = AnimElemTime(1) = 0

[State 1200, 前進]
type = VelSet
trigger1 = AnimElemTime(1) >= 0
x = ifelse(!var(16),6.9,12.5)

[State 1210, スライディング:土埃]
type = Explod
trigger1 = AnimElemTime(1) = 0
Anim = 6081
Pos = 0, 0
SprPriority = 3
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ

[State 1210, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;ダッシュ終了
[Statedef 101]
type    = S
physics = S
anim = ifelse(!var(16),101,10101)
facep2  = 0
sprpriority = 2
velset = 0, 0

[State 101, ]
type = null;AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn

[State 101, 音を鳴らす]
type = PlaySnd
value = 3, 3
channel = 3
trigger1 = Time = 0

[State 101, 前進]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)*ifelse(!var(16),1,2)

[State 101, ダッシュ終了:土埃]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim = 6080
Pos = 0, 0
SprPriority = 3
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ

[State 101, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0


;---------------------------------------------------------------------------
;ダッシュジャンプ
[Statedef 48]
type    = A
physics = A
anim = 48

[State 48, 音を鳴らす]
type = PlaySnd
value = 3, 0
channel = 3
trigger1 = time = 0

;ダッシュジャンプ下降
[State 48, ステート変更]
type = ChangeAnim
trigger1 = Vel y > 0
value = ifelse(!var(16),49,10049)

;===========================================================================
; 投げ技
;===========================================================================
;---------------------------------------------------------------------------
;投げ：掴み
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 1

[State 800, ヒット定義(投げ用)]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = -M
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = ifelse(!var(16),820,823)
guard.dist = 0
fall = 1
fall.recover = 0
id = 800

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ：成功(放り投げる)
[Statedef 810]
type    = S
movetype= A
physics = N
anim = ifelse(!var(16),810,10810)
poweradd = 0

[State 810, 変数];「holdfwd」のコマンドが入力されているかどうかを判断する
type = VarSet
trigger1 = Time = 0
trigger1 = var(59) = 0
var(2) = command = "holdback"

[State 810, 変数];「holdfwd」のコマンドが入力されているかどうかを判断する
type = VarSet
trigger1 = Time = 0
trigger1 = var(59) != 0
var(2) = ifelse(backedgebodydist <= 100, 1, 0)

[State 810, 掴んだ相手の位置1];TargetBindで相手を一時的に拘束
type = TargetBind
trigger1 = AnimElemTime(5) < 0
pos = 25, 0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(12) < 0
edge = target(800),const(size.ground.back)+target(800),const(size.ground.front),0

[State 810, 掴んだ相手の位置2]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 22, 0

[State 810, 掴んだ相手の位置3]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 20, 0

[State 810, 掴んだ相手の位置4]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
pos = 14, -32

[State 810, 掴んだ相手の位置5]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
pos = 0, -57

[State 810, 掴んだ相手の位置6]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = 0, -75

[State 810, 振り返る];Var(2)が有効な時
type = Turn
trigger1 = var(2)
trigger1 = AnimElem = 10

[State 810, 軸位置移動];Var(2)が有効な時
type = PosAdd
trigger1 = var(2)
trigger1 = AnimElem = 10
x = -10

[State 810, 掴んだ相手の向き];Var(2)が有効な時
type = TargetFacing
trigger1 = var(2)
trigger1 = AnimElem = 10
value = -1

[State 810, 掴んだ相手の位置7]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
pos = 0, -57

[State 810, 掴んだ相手の位置8]
type = TargetBind
trigger1 = AnimElemTime(11) >= 0 && AnimElemTime(12) < 0
pos = -3, -56

[State 810, 掴んだ相手の位置9]
type = TargetBind
trigger1 = AnimElem = 12
pos = 50, -45

;相手が食らい状態の時のみ機能するTarget系コントローラ
[State 810, 掴んだ相手のライフ増減]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = -20*const(data.attack)/100
absolute = 1

[State 810, 掴んだ相手のステート変更]
type = TargetState
trigger1 = AnimElem = 12
value = 821

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ：相手側1(掴まれて放り投げられるまで)
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 820

[State 820, 相手ステートに戻す]
type = SelfState
trigger1 = !GetHitVar(IsBound)
value = 5050

;---------------------------------------------------------------------------
;投げ：相手側1(掴まれて放り投げられるまで):ヘースト用
[Statedef 823]
type    = A
movetype= H
physics = N
velset = 0,0

[State 823, 相手のアニメ変更]
type = ChangeAnim2
trigger1 = Time = 0
value = 10820

[State 823, 相手ステートに戻す]
type = SelfState
trigger1 = !GetHitVar(IsBound)
value = 5050

;---------------------------------------------------------------------------
;投げ：相手側2(放り投げられた)
[Statedef 821]
type    = A
movetype= H
physics = N
velset =  -3.5,-1.0

;重力
[State 821, 速度加算]
type = VelAdd
trigger1 = 1
y = .25

[State 821, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100



;===========================================================================
; 必殺技
;===========================================================================
;---------------------------------------------------------------------------
;対空必殺技:地上1
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 1
anim = ifelse(!var(16),1000,11000)
poweradd = 0
sprpriority = 2
ctrl = 0

;クリティカル処理
[State 1000, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 1000, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 1000, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(4) = 0
attr = S, SA
damage = floor(24 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = medium
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 8, 26
sparkno = sifelse(var(3) = 15, 6240, 6000)
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = s2, 2
guardsound = s2, 8
ground.type = low
fall = 0
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -3
air.velocity = -3.0,-3.5
guard.velocity = -4
airguard.velocity = -4
air.fall = 1
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 1000

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001

;---------------------------------------------------------------------------
;対空必殺技:地上2
[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 1
anim = ifelse(!var(16),1001,11001)
poweradd = 0
sprpriority = 2
;velset = 15, 0

[State 1001, 前進]
type = velset
trigger1 = AnimElemTime(2) = 1
trigger1 = !var(16)
x = 13

[State 1001, 摩擦]
type = veladd
trigger1 = AnimElemTime(2) >= 1
trigger1 = vel X > 0
trigger1 = !var(16)
x = -0.37

[State 1001, 前進]
type = velset
trigger1 = AnimElemTime(2) = 0
trigger1 = var(16)
x = 22.8

[State 1001, 摩擦]
type = veladd
trigger1 = AnimElemTime(2) >= 0
trigger1 = vel X > 0
trigger1 = var(16)
x = -0.25

;クリティカル処理
[State 1001, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 1001, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 1001, 対空必殺技エフェクト:剣]
type = Explod
trigger1 = AnimElemTime(2) = 1
trigger1 = anim = 1001
Anim = 6060
Pos = 0, 0
SprPriority = 4
BindTime = 10			;基準位置からの相対位置で表示する時間
RemoveTime = 10			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1
ignorehitpause = 0

[State 1001, 対空必殺技エフェクト:地]
type = Explod
trigger1 = AnimElemTime(2) = 1
trigger1 = anim = 1001
Anim = 6070
Pos = 0, 0
SprPriority = 4
RemoveTime = 10			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
ignorehitpause = 0

[State 1001, 対空必殺技エフェクト:剣:ヘースト]
type = Explod
trigger1 = AnimElemTime(3) = 0
trigger1 = anim = 11001
Anim = 6060
Pos = 0, 0
SprPriority = 4
BindTime = 4			;基準位置からの相対位置で表示する時間
RemoveTime = 4			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1
ignorehitpause = 0

[State 1001, 対空必殺技エフェクト:地:ヘースト]
type = Explod
trigger1 = AnimElemTime(3) = 0
trigger1 = anim = 11001
Anim = 6070
Pos = 0, 0
SprPriority = 4
RemoveTime = 4			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
ignorehitpause = 0

[State 1001, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(2) = 0
attr = S, SA
damage = floor(24 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = back
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 8, 20
sparkno = s6050
guard.sparkno = s6020
sparkxy = 10, -25
hitsound = s2, 2
guardsound = s2, 8
ground.type = high
fall = 1
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -3.0,-3.5
air.velocity = -3.0,-3.5
guard.velocity = -4
airguard.velocity = -4
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 1001

[State 1001, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1002

;---------------------------------------------------------------------------
;対空必殺技:空中1
[Statedef 1002]
type    = A
movetype= A
physics = A
juggle  = 1
anim = ifelse(!var(16),1002,11002)
poweradd = 0
sprpriority = 2
velset = ifelse(!var(16),-2,-4), ifelse(!var(16),-5.5,-7.7)

[State 1002 ぶつかり判定]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 240, ]
type = null;velset
trigger1 = time = 0
x = -2
y = -5.5

[State 240, 重力]
type = null;veladd
trigger1 = 1
y = .25

[State 1002, 音を鳴らす]
type = PlaySnd
value = 0, 2
channel = 0
trigger1 = Time = 0

[State 1002, キックエフェクト]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim = ifelse(anim=1002,6041,6043)
Pos = 0, 0
SprPriority = 1
BindTime = ifelse(anim=1002,10,6)			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
ignorehitpause = 0		;ヒット停止時間

[State 1002, ヒット定義1]
type = HitDef
trigger1 = AnimElemTime(2) = 0
attr = A, SA
damage = 1, 0
animtype = medium
guardflag = HA
hitflag = MAF
priority = 2, Hit
pausetime = 8, 15
sparkno = s6030
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = s2, 1
guardsound = s2, 8
ground.type = high
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -1.0,-8.0
air.velocity = -1.0,-8.0
guard.velocity = -4
airguard.velocity = -4
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 1002

[State 1002, ステート変更]
type = ChangeState
trigger1 = AnimElemTime(5) = 0
value = 1003

;---------------------------------------------------------------------------
;対空必殺技:空中2
[Statedef 1003]
type    = A		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = A		;N,A,S,物理状態,摩擦
juggle  = 1
poweradd = 0
sprpriority = 2

[State 1003, ぶつかり判定]
type = null;PlayerPush
trigger1 = 1
value = 0

;クリティカル処理
[State 1003, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 1003, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 1003, ヒット定義2]
type = HitDef
trigger1 = AnimElemTime(5) = 0
attr = A, SA
damage = 1, 0
animtype = back
fall = 1
guardflag = HA
hitflag = MAF
priority = 2, Hit
pausetime = 8, 14
sparkno = s6030
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = s2, 1
guardsound = s2, 8
ground.type = high
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -1.0,-8.0
air.velocity = -1.0,-8.0
guard.velocity = -4
airguard.velocity = -4
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 1003

[State 1003, ステート変更]
type = ChangeState
trigger1 = AnimElemTime(12) = 0
value = 1004

;---------------------------------------------------------------------------
;対空必殺技:空中3
[Statedef 1004]
type    = A		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = A		;N,A,S,物理状態,摩擦
juggle  = 1
poweradd = 0
sprpriority = 2

[State 1004 ぶつかり判定]
type = null;PlayerPush
trigger1 = 1
value = 0

;クリティカル処理
[State 1004, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 1004, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 1004, ヒット定義3]
type = HitDef
trigger1 = AnimElemTime(12) = 0
attr = A, SA
damage = floor(24 * ifelse(var(3) = 15, 1.28, 1)), 0
animtype = back
fall = 1
guardflag = HA
hitflag = MAF
priority = 2, Hit
pausetime = 8, 10
sparkno = s6220
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = s2, 0
guardsound = s2, 8
ground.type = high
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -4, 0
air.velocity = -3, 5
guard.velocity = -4
airguard.velocity = -4
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
p2stateno = 1010
id = 1004

[State 1004, アニメ変更]
type = changeanim
trigger1 = AnimTime = 0
value = 46

;---------------------------------------------------------------------------
;対空必殺技:空中3:相手やられ処理
[Statedef 1010]
type    = A
movetype= H
physics = N
velset =  0, 0
ctrl = 0

[State 1010, アニメ変更]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State 1010, アニメ変更]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 1010, アニメ変更]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger2 = !SelfAnimExist(5035)
trigger2 = animtime = 0
trigger2 = anim = 5030
value = 5050

[State 1010, 速度セット]
type = VelSet
trigger1 = HitShakeOver
x = -3
y = 5
persistent = 0

;重力
[State 1010, 速度加算]
type = VelAdd
trigger1 = HitShakeOver
y = .25

[State 1010, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;対空必殺技:相手地面激突エフェクトヘルパー1_1
[Statedef 1020]
type    = A
movetype= I
physics = N
anim = 6230
ctrl = 0
sprpriority = 3

;無敵
[State 1020, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 1020, 影非表示]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1020, ターン]
type = Turn
trigger1 = facing != enemy(0),facing
persistent = 0

[State 1020, 位置セット]
type = PosSet
trigger1 = 1
x = enemy(0),Pos X
y = enemy(0),Pos Y +10
persistent = 0

[State 1020, destroyself]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;対空必殺技:相手地面激突エフェクトヘルパー1_2
[Statedef 1021]
type    = A
movetype= I
physics = N
anim = 6231
ctrl = 0
sprpriority = -3

;無敵
[State 1021, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 1021, 影非表示]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1021, ターン]
type = Turn
trigger1 = facing != enemy(0),facing
persistent = 0

[State 1021, 位置セット]
type = PosSet
trigger1 = 1
x = enemy(0),Pos X
y = enemy(0),Pos Y +10
persistent = 0

[State 1021, destroyself]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;対空必殺技:相手地面激突エフェクトヘルパー2_1
[Statedef 1022]
type    = A
movetype= I
physics = N
anim = 6230
ctrl = 0
sprpriority = 3

;無敵
[State 1022, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 1022, 影非表示]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1022, ターン]
type = Turn
trigger1 = facing != enemy(1),facing
persistent = 0

[State 1022, 位置セット]
type = PosSet
trigger1 = 1
x = enemy(1),Pos X
y = enemy(1),Pos Y +10
persistent = 0

[State 1022, destroyself]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;対空必殺技:相手地面激突エフェクトヘルパー2_2
[Statedef 1023]
type    = A
movetype= I
physics = N
anim = 6231
ctrl = 0
sprpriority = -3

;無敵
[State 1023, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 1023, 影非表示]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1023, ターン]
type = Turn
trigger1 = facing != enemy(1),facing
persistent = 0

[State 1023, 位置セット]
type = PosSet
trigger1 = 1
x = enemy(1),Pos X
y = enemy(1),Pos Y +10
persistent = 0

[State 1023, destroyself]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;ダッシュ必殺技
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 2
velset = 0,0
ctrl = 0
anim = ifelse(!var(16),1100,11100)
poweradd = 0
sprpriority = 2

[State 1100, 速度セット]
type = velset
trigger1 = AnimElemTime(5) = 1
trigger1 = !var(16)
x = 11

[State 1100, 摩擦]
type = veladd
trigger1 = AnimElemTime(5) >= 1
trigger1 = vel X > 0
trigger1 = !var(16)
x = -0.41

[State 1100, 速度セット]
type = velset
trigger1 = AnimElemTime(6) = 0
trigger1 = var(16)
x = 11

[State 1100, 摩擦]
type = veladd
trigger1 = AnimElemTime(6) >= 0
trigger1 = vel X > 0
trigger1 = var(16)
x = -0.41

[State 1100, 音を鳴らす]
type = PlaySnd
value = 0, 3
channel = 0
trigger1 = Time = 0

;クリティカル処理
[State 1100, クリティカル判定]
type = VarRandom
trigger1 = time = 0
v = 3
range = 15

[State 1100, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit
value = 0, 240, 240
time = 2
persistent = 0
ignorehitpause = 1

[State 1100, ダッシュ必殺技エフェクト:剣]
type = Explod
trigger1 = AnimElemTime(7) = 0
trigger1 = anim = 1100
Anim = 6060
id = 1100
Pos = 0, 0
SprPriority = 4
BindTime = 20			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
ignorehitpause = 0

[State 1100, ダッシュ必殺技エフェクト:地]
Type = Explod
Trigger1 = AnimElemTime(7) = 0
trigger1 = anim = 1100
Anim = 6070
Pos = 0, 0
SprPriority = 4
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
ignorehitpause = 0

[State 1100, ダッシュ必殺技エフェクト:剣:ヘースト]
type = Explod
trigger1 = AnimElemTime(8) = 0
trigger1 = anim = 11100
Anim = 6060
Pos = 0, 0
SprPriority = 4
BindTime = 10			;基準位置からの相対位置で表示する時間
RemoveTime = 10			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
ignorehitpause = 0

[State 1100, ダッシュ必殺技エフェクト:地:ヘースト]
Type = Explod
Trigger1 = AnimElemTime(8) = 0
trigger1 = anim = 11100
Anim = 6070
Pos = 0, 0
SprPriority = 4
RemoveTime = 10		;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
ignorehitpause = 0

[State 101, ダッシュ終了:土埃]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim = 6080
Pos = 0, 0
SprPriority = 3
RemoveOnGetHit = 1		;くらい状態になったら消える
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1		
ignorehitpause = 0

[State 1100, ヒット定義]
type = HitDef
trigger1 = AnimElemTime(6) = 0
attr = S, SA
damage = floor(24 * ifelse(var(3) = 15, 1.28, 1)), 1
animtype = back
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 8, 20
sparkno = s6050
guard.sparkno = s6020
sparkxy = 10, -25
hitsound = s2, 2
guardsound = s2, 8
ground.type = low
fall = 1
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-4
air.velocity = -8,-2
guard.velocity = -4
airguard.velocity = -4
fall.recover = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 1100

[State 1100, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;メガクラッシュ
[Statedef 1400]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,物理状態,摩擦
juggle  = 0
ctrl = 0
anim = ifelse(!var(16),1400,11400)
poweradd = 0
sprpriority = 2

[State 1400, クリティカル判定]
type = VarRandom
trigger1 = (time-13)%20=0
trigger1 = anim = 1400
v = 3
range = 15

[State 1400, クリティカル判定:ヘースト]
type = VarRandom
trigger1 = (time-6)%10=0
trigger1 = anim = 11400
v = 3
range = 15

[State 1400, 画面フラッシュ]
type = EnvColor
trigger1 = var(3) = 15
trigger1 = movehit = 1
value = 0, 240, 240
time = 2
ignorehitpause = 1

[State 1400, 無敵]
type = nothitby
trigger1 = 1
value = SCA

[State 1400, ヒット制限無効]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

[State 1400, 音を鳴らす]
type = PlaySnd
value = 0, 4
channel = 0
trigger1 = AnimElemTime(6) = 1
trigger1 = anim = 1400

[State 1400, 音を鳴らす]
type = PlaySnd
value = 1, 9
channel = 1
trigger1 = AnimElemTime(6) = 1
trigger1 = anim = 1400

[State 1400, 音を鳴らす:ヘースト]
type = PlaySnd
value = 0, 4
channel = 0
trigger1 = AnimElemTime(6) = 0
trigger1 = anim = 11400

[State 1400, 音を鳴らす:ヘースト]
type = PlaySnd
value = 1, 9
channel = 1
trigger1 = AnimElemTime(6) = 0
trigger1 = anim = 11400

[State 1400, メガクラ葉っぱ]
type = Explod
trigger1 = AnimElemTime(6) = 1
trigger1 = anim = 1400
ID = 6120
Anim = 6120
Pos = -148, -168
SprPriority = 3
BindTime = 	117			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
ignorehitpause = 0

[State 1400, メガクラ葉っぱ:ヘースト]
type = Explod
trigger1 = AnimElemTime(6) = 0
trigger1 = anim = 11400
ID = 6120
Anim = 6120
Pos = -148, -168
SprPriority = 3
BindTime = 	117			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
ignorehitpause = 0

[State 1400, 葉っぱプライオリティ変更]
type = ModifyExplod
trigger1 = time >= 0
ID = 6120
SprPriority = ifelse(time%10 < 5, 2, 3)
ignorehitpause = 0

[State 1400, ヒット定義]
type = HitDef
trigger1 = (time-13)%20 = 0
trigger1 = anim = 1400
trigger2 = (time-6)%10 = 0
trigger1 = anim = 11400
attr = S, SA
damage = floor(16*ifelse(var(3) = 15, 1.28, 1)), 1
animtype = back
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 8, 20
sparkno = sifelse(var(3) = 15, 6240, 6000)
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = s2, 0
guardsound = s2, 8
ground.type = low
fall = 1
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-4
air.velocity = -2,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
;guard.dist = 0
yaccel = .25
p2facing = 1
getpower = 32, 11
givepower = 14, 0
id = 1400
nochainID = 1400

[State 1400, ライフ減少]
type = LifeAdd
value = -12
trigger1 = movecontact = 1
;trigger1 = hitcount = 1
absolute = 1
persistent = 0
ignorehitpause = 1

[State 1400, ステート変更]
type = ChangeState
trigger1 = Time = 138
trigger1 = anim = 1400
value = 0
ctrl = 1

[State 1400, ステート変更]
type = ChangeState
trigger1 = Time = 65
trigger1 = anim = 11400
value = 0
ctrl = 1

;===========================================================================
; 魔法
;===========================================================================
;---------------------------------------------------------------------------
;マジックミサイル
[Statedef 2000]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
anim = 2000
poweradd = 0
sprpriority = 2

[State 2000, 使用回数-1]
type = varadd
trigger1 = time = 0
var(28) = -1

;対ビホルダー用
[State 2000, ステート変更]
type = ChangeState
trigger1 = enemy(0),name = "beholder"
trigger1 = enemy(0),facing = 1
trigger1 = enemy(0),movetype != H
trigger1 = pos X > enemy(0),pos X
trigger2 = enemy(0),name = "beholder"
trigger2 = enemy(0),facing = -1
trigger2 = enemy(0),movetype != H
trigger2 = pos X < enemy(0),pos X
trigger3 = NumEnemy = 2
trigger3 = enemy(1),name = "beholder"
trigger3 = enemy(1),facing = 1
trigger3 = enemy(1),movetype != H
trigger3 = pos X > enemy(1),pos X
trigger4 = NumEnemy = 2
trigger4 = enemy(1),name = "beholder"
trigger4 = enemy(1),facing = -1
trigger4 = enemy(1),movetype != H
trigger4 = pos X < enemy(1),pos X
value = 2001

[State 2000, ポーズ]
type = SuperPause
trigger1 = time = 0
time = 149
anim = -1
movetime = 149
darken = 0
p2defmul = 1

[State 2000, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2000, 背景を暗くする]
type = BGPalFX
trigger1 = 1
time = 1
add = -16,-8,0

[State 2000, 攻撃認識距離変更]
type = AttackDist
trigger1 = 1
value = 0

[State 2000, アニメ変更]
type = ChangeAnim
trigger1 = anim = 2000
trigger1 = time = 60
value = 2001

[State 2000, 音を鳴らす]
type = PlaySnd
value = 5, 0
channel = 5
trigger1 = anim = 2000
trigger1 = AnimElemTime(1) = 0

[State 2000, 音を鳴らす]
type = PlaySnd
value = 0, 17
channel = 0
trigger1 = anim = 2001
trigger1 = AnimElemTime(1) = 0

[State 2000, 音を鳴らす]
type = PlaySnd
value = 5, 1
channel = 5
triggerall = anim = 2001
trigger1 = AnimElemTime(5) = 1
trigger2 = AnimElemTime(9) = 1
trigger3 = AnimElemTime(13) = 1

[State 2000, エフェクト]
type = Explod
trigger1 = AnimElemTime(4) = 0
trigger1 = Anim = 2000
Anim = 6130
Pos = 2, -67
SprPriority = 5
BindTime = 49			;基準位置からの相対位置で表示する時間
RemoveTime = 49			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2000, エフェクト2_1]
type = Explod
triggerall = Anim = 2001
trigger1 = AnimElemTime(5) = 1
;trigger2 = AnimElemTime(9) = 1
;trigger3 = AnimElemTime(13) = 1
Anim = 6140
Pos = 34, -50
SprPriority = 5
BindTime = 17			;基準位置からの相対位置で表示する時間
RemoveTime = 17			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2000, エフェクト2_2]
type = Explod
triggerall = Anim = 2001
trigger1 = AnimElemTime(9) = 1
trigger2 = AnimElemTime(13) = 1
Anim = 6140
Pos = 34, -50
SprPriority = 5
BindTime = 17			;基準位置からの相対位置で表示する時間
RemoveTime = 17			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2000, 弾用ヘルパー1_1]
type = Helper
triggerall = Anim = 2001
trigger1 = AnimElemTime(6) = 2
helpertype = normal
name = "magic_missile1_1"
ID = 2000+var(5)
pos = 68, -50
postype = p1
facing = 1
stateno = 2010
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2000, 弾用ヘルパー1_2]
type = Helper
triggerall = Anim = 2001
trigger1 = AnimElemTime(6) = 2
helpertype = normal
name = "magic_missile1_2"
ID = 2001+var(5)
pos = 68, -50
postype = p1
facing = 1
stateno = 2011
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2000, 弾用ヘルパー1_3]
type = Helper
triggerall = Anim = 2001
trigger1 = AnimElemTime(6) = 2
helpertype = normal
name = "magic_missile1_3"
ID = 2002+var(5)
pos = 68, -50
postype = p1
facing = 1
stateno = 2012
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2000, 弾用ヘルパー1_4]
type = Helper
triggerall = Anim = 2001
trigger1 = AnimElemTime(6) = 2
helpertype = normal
name = "magic_missile1_4"
ID = 2003+var(5)
pos = 68, -50
postype = p1
facing = 1
stateno = 2013
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2000, 弾用ヘルパー1_5]
type = Helper
triggerall = Anim = 2001
trigger1 = AnimElemTime(6) = 2
helpertype = normal
name = "magic_missile1_5"
ID = 2004+var(5)
pos = 68, -50
postype = p1
facing = 1
stateno = 2014
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2000, 弾用ヘルパー2_1]
type = Helper
triggerall = Anim = 2001
trigger1 = AnimElemTime(10) = 2
helpertype = normal
name = "magic_missile2_1"
ID = 3000+var(6)
pos = 68, -50
postype = p1
facing = 1
stateno = 2020
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2000, 弾用ヘルパー2_2]
type = Helper
triggerall = Anim = 2001
trigger1 = AnimElemTime(10) = 2
helpertype = normal
name = "magic_missile2_2"
ID = 3001+var(6)
pos = 68, -50
postype = p1
facing = 1
stateno = 2021
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2000, 弾用ヘルパー2_3]
type = Helper
triggerall = Anim = 2001
trigger1 = AnimElemTime(10) = 2
helpertype = normal
name = "magic_missile2_3"
ID = 3002+var(6)
pos = 68, -50
postype = p1
facing = 1
stateno = 2022
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2000, 弾用ヘルパー2_4]
type = Helper
triggerall = Anim = 2001
trigger1 = AnimElemTime(10) = 2
helpertype = normal
name = "magic_missile2_4"
ID = 3003+var(6)
pos = 68, -50
postype = p1
facing = 1
stateno = 2023
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2000, 弾用ヘルパー2_5]
type = Helper
triggerall = Anim = 2001
trigger1 = AnimElemTime(10) = 2
helpertype = normal
name = "magic_missile2_5"
ID = 3004+var(6)
pos = 68, -50
postype = p1
facing = 1
stateno = 2024
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2000, 弾用ヘルパー3_1]
type = Helper
triggerall = Anim = 2001
trigger1 = AnimElemTime(14) = 2
helpertype = normal
name = "magic_missile3_1"
ID = 4000+var(7)
pos = 68, -50
postype = p1
facing = 1
stateno = 2030
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2000, 弾用ヘルパー3_2]
type = Helper
triggerall = Anim = 2001
trigger1 = AnimElemTime(14) = 2
helpertype = normal
name = "magic_missile3_2"
ID = 4001+var(7)
pos = 68, -50
postype = p1
facing = 1
stateno = 2031
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2000, 弾用ヘルパー3_3]
type = Helper
triggerall = Anim = 2001
trigger1 = AnimElemTime(14) = 2
helpertype = normal
name = "magic_missile3_3"
ID = 4002+var(7)
pos = 68, -50
postype = p1
facing = 1
stateno = 2032
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2000, 弾用ヘルパー3_4]
type = Helper
triggerall = Anim = 2001
trigger1 = AnimElemTime(14) = 2
helpertype = normal
name = "magic_missile3_4"
ID = 4003+var(7)
pos = 68, -50
postype = p1
facing = 1
stateno = 2033
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2000, 弾用ヘルパー3_5]
type = Helper
triggerall = Anim = 2001
trigger1 = AnimElemTime(14) = 2
helpertype = normal
name = "magic_missile3_5"
ID = 4004+var(7)
pos = 68, -50
postype = p1
facing = 1
stateno = 2034
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

;ID
[State 2010, varadd]
type = varadd
trigger1 = numhelper(2000+var(5))
trigger1 = time = 0
var(5) = 5

;ID
[State 2010, varadd]
type = varadd
trigger1 = numhelper(3000+var(6))
trigger1 = time = 0
var(6) = 5

;ID
[State 2010, varadd]
type = varadd
trigger1 = numhelper(4000+var(7))
trigger1 = time = 0
var(7) = 5

[State 2000, ステート変更]
type = ChangeState
trigger1 = anim = 2001
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;マジックミサイル 打ち消し
[Statedef 2001]
type    = S		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 2001, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2001, 背景を暗くする]
type = BGPalFX
trigger1 = 1
time = 1
add = -16,-8,0

[State 2001, アニメ変更]
type = ChangeAnim
trigger1 = anim = 2000
trigger1 = time = 60
value = 2001

[State 2001, アニメ変更]
type = ChangeAnim
trigger1 = anim = 2001
trigger1 = AnimElemTime(8) = 0
value = 2001
elem = 5

[State 2001, 音を鳴らす]
type = PlaySnd
value = 5, 0
channel = 5
trigger1 = anim = 2000
trigger1 = AnimElemTime(1) = 0

[State 2001, 音を鳴らす]
type = PlaySnd
value = 0, 17
channel = 0
trigger1 = anim = 2001
trigger1 = AnimElemTime(1) = 0

[State 2001, 音を鳴らす]
type = PlaySnd
value = 5, 1
channel = 5
triggerall = anim = 2001
trigger1 = AnimElemTime(13) = 1

[State 2001, エフェクト]
type = Explod
trigger1 = AnimElemTime(4) = 0
trigger1 = Anim = 2000
Anim = 6130
Pos = 2, -67
SprPriority = 5
BindTime = 49			;基準位置からの相対位置で表示する時間
RemoveTime = 49			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 2001, サウンド停止]
type = StopSnd
triggerall = Anim = 2001
trigger1 = AnimElemTime(5) = 1
channel = 5

[State 2001, 失敗エフェクト]
type = Explod
triggerall = Anim = 2001
trigger1 = AnimElemTime(5) = 1
Anim = 6630
ID = 6630
Pos = 42, -58
SprPriority = 4
ownpal = 1
persistent = 0

[State 2001, ステート変更]
type = ChangeState
triggerall = Anim = 2001
trigger1 = AnimElemTime(5) >= 1
trigger1 = !numexplod(6630)
value = 0
ctrl =1

;---------------------------------------------------------------------------
;マジックミサイル:ヘルパー用1_1
[Statedef 2010]
type    = A		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
juggle  = 0
anim = 6150
poweradd = 0
sprpriority = 4

;無敵
[State 2010, nothitby]
type = nothitby
trigger1 = 1
value = SCA

;半径X
[State 2010, varset]
type = varset
trigger1 = time = 0
fvar(0) = 5.5
persistent = 0

;半径Y
[State 2010, varset]
type = varset
trigger1 = time = 0
fvar(1) = 3.5
persistent = 0

;XY初期値セット
[State 2010, velset]
type = velset
trigger1 = time = 1
x = fvar(0)
y = fvar(1)
persistent = 0

;Y軸移動初期値セット
[State 2010, varadd]
type = varset
var(11) = 90
trigger1 = var(11) = 0
trigger1 = p2bodydist Y != 0

;相手より上だったら下がる
[State 2010, velset]
type = velset
x = -fvar(0)*cos(pi/180*var(11))
y =  fvar(1)*sin(pi/180*var(11))
trigger1 = var(11) = [90,180]
trigger1 = p2dist X > 0
trigger1 = p2bodydist Y > 10

;相手より下だったら上がる
[State 2010, velset]
type = velset
x = -fvar(0)*cos(pi/180*var(11))
y = -fvar(1)*sin(pi/180*var(11))
trigger1 = var(11) = [90,180]
trigger1 = p2dist X > 0
trigger1 = p2bodydist Y < -10

;Y軸が[-10,10]の範囲内だったら移動しない
[State 2010, velset]
type = velset
y = 0
trigger1 = p2dist X > 0
trigger1 = p2bodydist Y = [-10,10]

;カウント開始:6度ずつ増加
[State 2010, varadd]
type = varadd
var(11) = 6
trigger1 = var(11) != 0

;180度超えたらリセット
[State 2010, varadd]
type = varset
var(11) = 0
trigger1 = var(11) > 180

;下方向ターン
[State 2010, velset]
type = velset
x = fvar(0)*cos(pi/180*var(10))
y = fvar(1)*sin(pi/180*var(10))
trigger1 = p2dist X < 0
trigger1 = var(10) = 6
trigger1 = p2bodydist Y > 10
trigger2 = p2dist X < 0
trigger2 = var(10) = (6,180] 
trigger2 = vel Y > 0

;上方向ターン
[State 2010, velset]
type = velset
x = fvar(0)*cos(pi/180*var(10))
y = -fvar(1)*sin(pi/180*var(10))
trigger1 = p2dist X < 0
trigger1 = var(10) = 6
trigger1 = p2bodydist Y <= 10
trigger2 = p2dist X < 0
trigger2 = var(10) = (6,180] 
trigger2 = vel Y < 0

;相手を超えたらカウント開始:6度ずつ増加
[State 2010, varadd]
type = varadd
var(10) = 6
trigger1 = p2dist X < 0
trigger2 = var(10) != 0

;カウント180超えたら振り向く
[State 2010, 振り向き]
type = Turn
trigger1 = var(10) > 180

;振り向いた後vel X初期値セット
[State 2010, velset]
type = velset
x = fvar(0)
trigger1 = var(10) > 180
trigger2 = vel Y = 0		;Y軸が[-10,10]の時

;180でリセット
[State 2010, velset]
type = varset
var(10) = 0
trigger1 = var(10) > 180

[State 2010, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A,HP
damage = 18, 18
animtype = back
;guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 9
sparkno = s6160
guard.sparkno = s6020
sparkxy = 20, -15
hitsound = s5, 1
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0
guard.dist = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
;p2stateno = 2040
id = 2010

;座標代入
[State 2010, varset]
type = varset
trigger1 = time%5 = 1
var(0) = floor(pos X)
[State 2010, varset]
type = varset
trigger1 = time%5 = 1
var(1) = floor(pos Y)

[State 2010, varset]
type = varset
trigger1 = time%5 = 2
var(2) = floor(pos X)
[State 2010, varset]
type = varset
trigger1 = time%5 = 2
var(3) = floor(pos Y)

[State 2010, varset]
type = varset
trigger1 = time%5 = 3
var(4) = floor(pos X)
[State 2010, varset]
type = varset
trigger1 = time%5 = 3
var(5) = floor(pos Y)

[State 2010, varset]
type = varset
trigger1 = time%5 = 4
var(6) = floor(pos X)
[State 2010, varset]
type = varset
trigger1 = time%5 = 4
var(7) = floor(pos Y)

[State 2010, varset]
type = varset
trigger1 = time%5 = 0
var(8) = floor(pos X)
[State 2010, varset]
type = varset
trigger1 = time%5 = 0
var(9) = floor(pos Y)


[State 2010, destroyself]
type = DestroySelf
trigger1 = movecontact	;当たったら消す
trigger2 = MoveReversed	;反撃を受けたら消す
ignorehitpause = 1

;変数
;var(0)～(9)	弾の座標10f分
;var(10)		ターン中の角度カウンタ
;var(11)		Y軸用角度カウンタ
;fvar(0)		半径X
;fvar(1)		半径Y

;-----------------------------------
[State 2010, クリップボード]
type = DisplayToClipboard
trigger1 = 1
text = "fvar(0)=%f, fvar(1)=%f, var(10)=%d, Body-Distance X=%d,Y=%d \n"
params = fvar(0),fvar(1),var(10),floor(P2Dist X),floor(P2BodyDist Y)

[State 2010, クリップボード（追加専用）]
type = AppendToClipboard
trigger1 = 1
text = "Position X=%d,Y=%d, Velocity X=%f,Y=%f, Hit=%d \n"
params = floor(Pos X),floor(Pos Y),(Vel X),(Vel Y),(MoveHit)
;-----------------------------------

;---------------------------------------------------------------------------
;マジックミサイル:ヘルパー用1_2
[Statedef 2011]
type    = A		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
anim = 6151
sprpriority = 3

;ID
[State 2011, varset]
type = varset
trigger1 = time = 0
var(30) = 2000+root,var(5)

;位置セット
[State 2011, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 3
trigger1 = time%5 = 4
x = helper(var(30)),var(0)
y = helper(var(30)),var(1)

[State 2011, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 3
trigger1 = time%5 = 0 
x = helper(var(30)),var(2)
y = helper(var(30)),var(3)

[State 2011, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 3
trigger1 = time%5 = 1 
x = helper(var(30)),var(4)
y = helper(var(30)),var(5)

[State 2011, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 3
trigger1 = time%5 = 2
x = helper(var(30)),var(6)
y = helper(var(30)),var(7)

[State 2011, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 3
trigger1 = time%5 = 3 
x = helper(var(30)),var(8)
y = helper(var(30)),var(9)


;座標代入
[State 2011, varset]
type = varset
trigger1 = time%5 = 4
var(0) = floor(pos X)
[State 2011, varset]
type = varset
trigger1 = time%5 = 4
var(1) = floor(pos Y)

[State 2011, varset]
type = varset
trigger1 = time%5 = 0
var(2) = floor(pos X)
[State 2011, varset]
type = varset
trigger1 = time%5 = 0
var(3) = floor(pos Y)

[State 2011, varset]
type = varset
trigger1 = time%5 = 1
var(4) = floor(pos X)
[State 2011, varset]
type = varset
trigger1 = time%5 = 1
var(5) = floor(pos Y)

[State 2011, varset]
type = varset
trigger1 = time%5 = 2
var(6) = floor(pos X)
[State 2011, varset]
type = varset
trigger1 = time%5 = 2
var(7) = floor(pos Y)

[State 2011, varset]
type = varset
trigger1 = time%5 = 3
var(8) = floor(pos X)
[State 2011, varset]
type = varset
trigger1 = time%5 = 3
var(9) = floor(pos Y)


[State 2011, destroyself]
type = DestroySelf
trigger1 = !numhelper(var(30))

;---------------------------------------------------------------------------
;マジックミサイル:ヘルパー用1_3
[Statedef 2012]
type    = A		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
anim = 6152
sprpriority = 2

;ID
[State 2012, varset]
type = varset
trigger1 = time = 0
var(30) = 2001+root,var(5)

;位置セット
[State 2012, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 5
trigger1 = time%5 = 1
x = helper(var(30)),var(0)
y = helper(var(30)),var(1)

[State 2012, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 5
trigger1 = time%5 = 2
x = helper(var(30)),var(2)
y = helper(var(30)),var(3)

[State 2012, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 5
trigger1 = time%5 = 3
x = helper(var(30)),var(4)
y = helper(var(30)),var(5)

[State 2012, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 5
trigger1 = time%5 = 4
x = helper(var(30)),var(6)
y = helper(var(30)),var(7)

[State 2012, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 5
trigger1 = time%5 = 0
x = helper(var(30)),var(8)
y = helper(var(30)),var(9)


;座標代入
[State 2012, varset]
type = varset
trigger1 = time%5 = 1
var(0) = floor(pos X)
[State 2012, varset]
type = varset
trigger1 = time%5 = 1
var(1) = floor(pos Y)

[State 2012, varset]
type = varset
trigger1 = time%5 = 2
var(2) = floor(pos X)
[State 2012, varset]
type = varset
trigger1 = time%5 = 2
var(3) = floor(pos Y)

[State 2012, varset]
type = varset
trigger1 = time%5 = 3
var(4) = floor(pos X)
[State 2012, varset]
type = varset
trigger1 = time%5 = 3
var(5) = floor(pos Y)

[State 2012, varset]
type = varset
trigger1 = time%5 = 4
var(6) = floor(pos X)
[State 2012, varset]
type = varset
trigger1 = time%5 = 4
var(7) = floor(pos Y)

[State 2012, varset]
type = varset
trigger1 = time%5 = 0
var(8) = floor(pos X)
[State 2012, varset]
type = varset
trigger1 = time%5 = 0
var(9) = floor(pos Y)


[State 2012, destroyself]
type = DestroySelf
trigger1 = !numhelper(var(30)-1)

;---------------------------------------------------------------------------
;マジックミサイル:ヘルパー用1_4
[Statedef 2013]
type    = A		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
anim = 6153
sprpriority = 1

;ID
[State 2013, varset]
type = varset
trigger1 = time = 0
var(30) = 2002+root,var(5)

;位置セット
[State 2013, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 6
trigger1 = time%5 = 2
x = helper(var(30)),var(0)
y = helper(var(30)),var(1)

[State 2013, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 6
trigger1 = time%5 = 3
x = helper(var(30)),var(2)
y = helper(var(30)),var(3)

[State 2013, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 6
trigger1 = time%5 = 4
x = helper(var(30)),var(4)
y = helper(var(30)),var(5)

[State 2013, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 6
trigger1 = time%5 = 0
x = helper(var(30)),var(6)
y = helper(var(30)),var(7)

[State 2013, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 6
trigger1 = time%5 = 1
x = helper(var(30)),var(8)
y = helper(var(30)),var(9)


;座標代入
[State 2013, varset]
type = varset
trigger1 = time%5 = 2
var(0) = floor(pos X)
[State 2013, varset]
type = varset
trigger1 = time%5 = 2
var(1) = floor(pos Y)

[State 2013, varset]
type = varset
trigger1 = time%5 = 3
var(2) = floor(pos X)
[State 2013, varset]
type = varset
trigger1 = time%5 = 3
var(3) = floor(pos Y)

[State 2013, varset]
type = varset
trigger1 = time%5 = 4
var(4) = floor(pos X)
[State 2013, varset]
type = varset
trigger1 = time%5 = 4
var(5) = floor(pos Y)

[State 2013, varset]
type = varset
trigger1 = time%5 = 0
var(6) = floor(pos X)
[State 2013, varset]
type = varset
trigger1 = time%5 = 0
var(7) = floor(pos Y)

[State 2013, varset]
type = varset
trigger1 = time%5 = 1
var(8) = floor(pos X)
[State 2013, varset]
type = varset
trigger1 = time%5 = 1
var(9) = floor(pos Y)


[State 2013, destroyself]
type = DestroySelf
trigger1 = !numhelper(var(30)-2)

;---------------------------------------------------------------------------
;マジックミサイル:ヘルパー用1_5
[Statedef 2014]
type    = A		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
anim = 6154
sprpriority = 0

;ID
[State 2014, varset]
type = varset
trigger1 = time = 0
var(30) = 2003+root,var(5)

;位置セット
[State 2014, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 7
trigger1 = time%5 = 3
x = helper(var(30)),var(0)
y = helper(var(30)),var(1)

[State 2014, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 7
trigger1 = time%5 = 4
x = helper(var(30)),var(2)
y = helper(var(30)),var(3)

[State 2014, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 7
trigger1 = time%5 = 0
x = helper(var(30)),var(4)
y = helper(var(30)),var(5)

[State 2014, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 7
trigger1 = time%5 = 1
x = helper(var(30)),var(6)
y = helper(var(30)),var(7)

[State 2014, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 7
trigger1 = time%5 = 2
x = helper(var(30)),var(8)
y = helper(var(30)),var(9)


;座標代入
[State 2014, varset]
type = varset
trigger1 = time%5 = 3
var(0) = floor(pos X)
[State 2014, varset]
type = varset
trigger1 = time%5 = 3
var(1) = floor(pos Y)

[State 2014, varset]
type = varset
trigger1 = time%5 = 4
var(2) = floor(pos X)
[State 2014, varset]
type = varset
trigger1 = time%5 = 4
var(3) = floor(pos Y)

[State 2014, varset]
type = varset
trigger1 = time%5 = 0
var(4) = floor(pos X)
[State 2014, varset]
type = varset
trigger1 = time%5 = 0
var(5) = floor(pos Y)

[State 2014, varset]
type = varset
trigger1 = time%5 = 1
var(6) = floor(pos X)
[State 2014, varset]
type = varset
trigger1 = time%5 = 1
var(7) = floor(pos Y)

[State 2014, varset]
type = varset
trigger1 = time%5 = 2
var(8) = floor(pos X)
[State 2014, varset]
type = varset
trigger1 = time%5 = 2
var(9) = floor(pos Y)


[State 2014, destroyself]
type = DestroySelf
trigger1 = !numhelper(var(30)-3)

;---------------------------------------------------------------------------
;マジックミサイル:ヘルパー用2_1
[Statedef 2020]
type    = A		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
juggle  = 0
anim = 6150
poweradd = 0
sprpriority = 4

;無敵
[State 2020, nothitby]
type = nothitby
trigger1 = 1
value = SCA

;半径X
[State 2020, varset]
type = varset
trigger1 = time = 0
fvar(0) = 5.5
persistent = 0

;半径Y
[State 2020, varset]
type = varset
trigger1 = time = 0
fvar(1) = 3.5
persistent = 0

;XY初期値セット
[State 2020, velset]
type = velset
trigger1 = time = 1
x = fvar(0)
y = fvar(1)
persistent = 0

;Y軸移動初期値セット
[State 2020, varadd]
type = varset
var(11) = 90
trigger1 = var(11) = 0
trigger1 = p2bodydist Y != 0

;相手より上だったら下がる
[State 2020, velset]
type = velset
x = -fvar(0)*cos(pi/180*var(11))
y =  fvar(1)*sin(pi/180*var(11))
trigger1 = var(11) = [90,180]
trigger1 = p2dist X > 0
trigger1 = p2bodydist Y > 10

;相手より下だったら上がる
[State 2020, velset]
type = velset
x = -fvar(0)*cos(pi/180*var(11))
y = -fvar(1)*sin(pi/180*var(11))
trigger1 = var(11) = [90,180]
trigger1 = p2dist X > 0
trigger1 = p2bodydist Y < -10

;Y軸が[-10,10]の範囲内だったら移動しない
[State 2020, velset]
type = velset
y = 0
trigger1 = p2dist X > 0
trigger1 = p2bodydist Y = [-10,10]

;カウント開始:6度ずつ増加
[State 2020, varadd]
type = varadd
var(11) = 6
trigger1 = var(11) != 0

;180度超えたらリセット
[State 2020, varadd]
type = varset
var(11) = 0
trigger1 = var(11) > 180

;下方向ターン
[State 2020, velset]
type = velset
x = fvar(0)*cos(pi/180*var(10))
y = fvar(1)*sin(pi/180*var(10))
trigger1 = p2dist X < 0
trigger1 = var(10) = 6
trigger1 = p2bodydist Y > 10
trigger2 = p2dist X < 0
trigger2 = var(10) = (6,180] 
trigger2 = vel Y > 0

;上方向ターン
[State 2020, velset]
type = velset
x = fvar(0)*cos(pi/180*var(10))
y = -fvar(1)*sin(pi/180*var(10))
trigger1 = p2dist X < 0
trigger1 = var(10) = 6
trigger1 = p2bodydist Y <= 10
trigger2 = p2dist X < 0
trigger2 = var(10) = (6,180] 
trigger2 = vel Y < 0

;相手を超えたらカウント開始:6度ずつ増加
[State 2020, varadd]
type = varadd
var(10) = 6
trigger1 = p2dist X < 0
trigger2 = var(10) != 0

;カウント180超えたら振り向く
[State 2020, 振り向き]
type = Turn
trigger1 = var(10) > 180

;振り向いた後vel X初期値セット
[State 2020, velset]
type = velset
x = fvar(0)
trigger1 = var(10) > 180
trigger2 = vel Y = 0		;Y軸が[-10,10]の時

;180でリセット
[State 2020, velset]
type = varset
var(10) = 0
trigger1 = var(10) > 180

[State 2020, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A,HP
damage = 18, 18
animtype = back
;guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 9
sparkno = s6160
guard.sparkno = s6020
sparkxy = 20, -15
hitsound = s5, 2
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0
guard.dist = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
;p2stateno = 2040
id = 2020

;座標代入
[State 2020, varset]
type = varset
trigger1 = time%5 = 1
var(0) = floor(pos X)
[State 2020, varset]
type = varset
trigger1 = time%5 = 1
var(1) = floor(pos Y)

[State 2020, varset]
type = varset
trigger1 = time%5 = 2
var(2) = floor(pos X)
[State 2020, varset]
type = varset
trigger1 = time%5 = 2
var(3) = floor(pos Y)

[State 2020, varset]
type = varset
trigger1 = time%5 = 3
var(4) = floor(pos X)
[State 2020, varset]
type = varset
trigger1 = time%5 = 3
var(5) = floor(pos Y)

[State 2020, varset]
type = varset
trigger1 = time%5 = 4
var(6) = floor(pos X)
[State 2020, varset]
type = varset
trigger1 = time%5 = 4
var(7) = floor(pos Y)

[State 2020, varset]
type = varset
trigger1 = time%5 = 0
var(8) = floor(pos X)
[State 2020, varset]
type = varset
trigger1 = time%5 = 0
var(9) = floor(pos Y)


[State 2020, destroyself]
type = DestroySelf
trigger1 = movecontact	;当たったら消す
trigger2 = MoveReversed	;反撃を受けたら消す
ignorehitpause = 1

;---------------------------------------------------------------------------
;マジックミサイル:ヘルパー用2_2
[Statedef 2021]
type    = A		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
anim = 6151
sprpriority = 3

;ID
[State 2021, varset]
type = varset
trigger1 = time = 0
var(30) = 3000+root,var(6)

;位置セット
[State 2021, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 3
trigger1 = time%5 = 4
x = helper(var(30)),var(0)
y = helper(var(30)),var(1)

[State 2021, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 3
trigger1 = time%5 = 0 
x = helper(var(30)),var(2)
y = helper(var(30)),var(3)

[State 2021, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 3
trigger1 = time%5 = 1 
x = helper(var(30)),var(4)
y = helper(var(30)),var(5)

[State 2021, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 3
trigger1 = time%5 = 2
x = helper(var(30)),var(6)
y = helper(var(30)),var(7)

[State 2021, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 3
trigger1 = time%5 = 3 
x = helper(var(30)),var(8)
y = helper(var(30)),var(9)


;座標代入
[State 2021, varset]
type = varset
trigger1 = time%5 = 4
var(0) = floor(pos X)
[State 2021, varset]
type = varset
trigger1 = time%5 = 4
var(1) = floor(pos Y)

[State 2021, varset]
type = varset
trigger1 = time%5 = 0
var(2) = floor(pos X)
[State 2021, varset]
type = varset
trigger1 = time%5 = 0
var(3) = floor(pos Y)

[State 2021, varset]
type = varset
trigger1 = time%5 = 1
var(4) = floor(pos X)
[State 2021, varset]
type = varset
trigger1 = time%5 = 1
var(5) = floor(pos Y)

[State 2021, varset]
type = varset
trigger1 = time%5 = 2
var(6) = floor(pos X)
[State 2021, varset]
type = varset
trigger1 = time%5 = 2
var(7) = floor(pos Y)

[State 2021, varset]
type = varset
trigger1 = time%5 = 3
var(8) = floor(pos X)
[State 2021, varset]
type = varset
trigger1 = time%5 = 3
var(9) = floor(pos Y)


[State 2021, destroyself]
type = DestroySelf
trigger1 = !numhelper(var(30))


;---------------------------------------------------------------------------
;マジックミサイル:ヘルパー用2_3
[Statedef 2022]
type    = A		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
anim = 6152
sprpriority = 2

;ID
[State 2022, varset]
type = varset
trigger1 = time = 0
var(30) = 3001+root,var(6)

;位置セット
[State 2022, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 5
trigger1 = time%5 = 1
x = helper(var(30)),var(0)
y = helper(var(30)),var(1)

[State 2022, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 5
trigger1 = time%5 = 2
x = helper(var(30)),var(2)
y = helper(var(30)),var(3)

[State 2022, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 5
trigger1 = time%5 = 3
x = helper(var(30)),var(4)
y = helper(var(30)),var(5)

[State 2022, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 5
trigger1 = time%5 = 4
x = helper(var(30)),var(6)
y = helper(var(30)),var(7)

[State 2022, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 5
trigger1 = time%5 = 0
x = helper(var(30)),var(8)
y = helper(var(30)),var(9)


;座標代入
[State 2022, varset]
type = varset
trigger1 = time%5 = 1
var(0) = floor(pos X)
[State 2022, varset]
type = varset
trigger1 = time%5 = 1
var(1) = floor(pos Y)

[State 2022, varset]
type = varset
trigger1 = time%5 = 2
var(2) = floor(pos X)
[State 2022, varset]
type = varset
trigger1 = time%5 = 2
var(3) = floor(pos Y)

[State 2022, varset]
type = varset
trigger1 = time%5 = 3
var(4) = floor(pos X)
[State 2010, varset]
type = varset
trigger1 = time%5 = 3
var(5) = floor(pos Y)

[State 2022, varset]
type = varset
trigger1 = time%5 = 4
var(6) = floor(pos X)
[State 2022, varset]
type = varset
trigger1 = time%5 = 4
var(7) = floor(pos Y)

[State 2022, varset]
type = varset
trigger1 = time%5 = 0
var(8) = floor(pos X)
[State 2022, varset]
type = varset
trigger1 = time%5 = 0
var(9) = floor(pos Y)


[State 2022, destroyself]
type = DestroySelf
trigger1 = !numhelper(var(30)-1)

;---------------------------------------------------------------------------
;マジックミサイル:ヘルパー用2_4
[Statedef 2023]
type    = A		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
anim = 6153
sprpriority = 1

;ID
[State 2023, varset]
type = varset
trigger1 = time = 0
var(30) = 3002+root,var(6)

;位置セット
[State 2023, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 6
trigger1 = time%5 = 2
x = helper(var(30)),var(0)
y = helper(var(30)),var(1)

[State 2023, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 6
trigger1 = time%5 = 3
x = helper(var(30)),var(2)
y = helper(var(30)),var(3)

[State 2023, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 6
trigger1 = time%5 = 4
x = helper(var(30)),var(4)
y = helper(var(30)),var(5)

[State 2023, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 6
trigger1 = time%5 = 0
x = helper(var(30)),var(6)
y = helper(var(30)),var(7)

[State 2023, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 6
trigger1 = time%5 = 1
x = helper(var(30)),var(8)
y = helper(var(30)),var(9)


;座標代入
[State 2023, varset]
type = varset
trigger1 = time%5 = 2
var(0) = floor(pos X)
[State 2023, varset]
type = varset
trigger1 = time%5 = 2
var(1) = floor(pos Y)

[State 2023, varset]
type = varset
trigger1 = time%5 = 3
var(2) = floor(pos X)
[State 2023, varset]
type = varset
trigger1 = time%5 = 3
var(3) = floor(pos Y)

[State 2023, varset]
type = varset
trigger1 = time%5 = 4
var(4) = floor(pos X)
[State 2023, varset]
type = varset
trigger1 = time%5 = 4
var(5) = floor(pos Y)

[State 2023, varset]
type = varset
trigger1 = time%5 = 0
var(6) = floor(pos X)
[State 2023, varset]
type = varset
trigger1 = time%5 = 0
var(7) = floor(pos Y)

[State 2023, varset]
type = varset
trigger1 = time%5 = 1
var(8) = floor(pos X)
[State 2023, varset]
type = varset
trigger1 = time%5 = 1
var(9) = floor(pos Y)


[State 2023, destroyself]
type = DestroySelf
trigger1 = !numhelper(var(30)-2)

;---------------------------------------------------------------------------
;マジックミサイル:ヘルパー用2_5
[Statedef 2024]
type    = A		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
anim = 6154
sprpriority = 0

;ID
[State 2024, varset]
type = varset
trigger1 = time = 0
var(30) = 3003+root,var(6)

;位置セット
[State 2024, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 7
trigger1 = time%5 = 3
x = helper(var(30)),var(0)
y = helper(var(30)),var(1)

[State 2024, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 7
trigger1 = time%5 = 4
x = helper(var(30)),var(2)
y = helper(var(30)),var(3)

[State 2024, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 7
trigger1 = time%5 = 0
x = helper(var(30)),var(4)
y = helper(var(30)),var(5)

[State 2024, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 7
trigger1 = time%5 = 1
x = helper(var(30)),var(6)
y = helper(var(30)),var(7)

[State 2024, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 7
trigger1 = time%5 = 2
x = helper(var(30)),var(8)
y = helper(var(30)),var(9)


;座標代入
[State 2024, varset]
type = varset
trigger1 = time%5 = 3
var(0) = floor(pos X)
[State 2024, varset]
type = varset
trigger1 = time%5 = 3
var(1) = floor(pos Y)

[State 2024, varset]
type = varset
trigger1 = time%5 = 4
var(2) = floor(pos X)
[State 2024, varset]
type = varset
trigger1 = time%5 = 4
var(3) = floor(pos Y)

[State 2024, varset]
type = varset
trigger1 = time%5 = 0
var(4) = floor(pos X)
[State 2024, varset]
type = varset
trigger1 = time%5 = 0
var(5) = floor(pos Y)

[State 2024, varset]
type = varset
trigger1 = time%5 = 1
var(6) = floor(pos X)
[State 2024, varset]
type = varset
trigger1 = time%5 = 1
var(7) = floor(pos Y)

[State 2024, varset]
type = varset
trigger1 = time%5 = 2
var(8) = floor(pos X)
[State 2024, varset]
type = varset
trigger1 = time%5 = 2
var(9) = floor(pos Y)


[State 2024, destroyself]
type = DestroySelf
trigger1 = !numhelper(var(30)-3)

;---------------------------------------------------------------------------
;マジックミサイル:ヘルパー用3_1
[Statedef 2030]
type    = A		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
juggle  = 0
anim = 6150
poweradd = 0
sprpriority = 4

;無敵
[State 2030, nothitby]
type = nothitby
trigger1 = 1
value = SCA

;半径X
[State 2030, varset]
type = varset
trigger1 = time = 0
fvar(0) = 5.5
persistent = 0

;半径Y
[State 2030, varset]
type = varset
trigger1 = time = 0
fvar(1) = 3.5
persistent = 0

;XY初期値セット
[State 2030, velset]
type = velset
trigger1 = time = 1
x = fvar(0)
y = fvar(1)
persistent = 0

;Y軸移動初期値セット
[State 2030, varadd]
type = varset
var(11) = 90
trigger1 = var(11) = 0
trigger1 = p2bodydist Y != 0

;相手より上だったら下がる
[State 2030, velset]
type = velset
x = -fvar(0)*cos(pi/180*var(11))
y =  fvar(1)*sin(pi/180*var(11))
trigger1 = var(11) = [90,180]
trigger1 = p2dist X > 0
trigger1 = p2bodydist Y > 10

;相手より下だったら上がる
[State 2030, velset]
type = velset
x = -fvar(0)*cos(pi/180*var(11))
y = -fvar(1)*sin(pi/180*var(11))
trigger1 = var(11) = [90,180]
trigger1 = p2dist X > 0
trigger1 = p2bodydist Y < -10

;Y軸が[-10,10]の範囲内だったら移動しない
[State 2030, velset]
type = velset
y = 0
trigger1 = p2dist X > 0
trigger1 = p2bodydist Y = [-10,10]

;カウント開始:6度ずつ増加
[State 2030, varadd]
type = varadd
var(11) = 6
trigger1 = var(11) != 0

;180度超えたらリセット
[State 2030, varadd]
type = varset
var(11) = 0
trigger1 = var(11) > 180

;下方向ターン
[State 2030, velset]
type = velset
x = fvar(0)*cos(pi/180*var(10))
y = fvar(1)*sin(pi/180*var(10))
trigger1 = p2dist X < 0
trigger1 = var(10) = 6
trigger1 = p2bodydist Y > 10
trigger2 = p2dist X < 0
trigger2 = var(10) = (6,180] 
trigger2 = vel Y > 0

;上方向ターン
[State 2030, velset]
type = velset
x = fvar(0)*cos(pi/180*var(10))
y = -fvar(1)*sin(pi/180*var(10))
trigger1 = p2dist X < 0
trigger1 = var(10) = 6
trigger1 = p2bodydist Y <= 10
trigger2 = p2dist X < 0
trigger2 = var(10) = (6,180] 
trigger2 = vel Y < 0

;相手を超えたらカウント開始:6度ずつ増加
[State 2030, varadd]
type = varadd
var(10) = 6
trigger1 = p2dist X < 0
trigger2 = var(10) != 0

;カウント180超えたら振り向く
[State 2030, 振り向き]
type = Turn
trigger1 = var(10) > 180

;振り向いた後vel X初期値セット
[State 2030, velset]
type = velset
x = fvar(0)
trigger1 = var(10) > 180
trigger2 = vel Y = 0		;Y軸が[-10,10]の時

;180でリセット
[State 2030, velset]
type = varset
var(10) = 0
trigger1 = var(10) > 180

[State 2030, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A,HP
damage = 18, 18
animtype = back
;guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 9
sparkno = s6160
guard.sparkno = s6020
sparkxy = 20, -15
hitsound = s5, 2
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0
guard.dist = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
;p2stateno = 2040
id = 2030

;座標代入
[State 2030, varset]
type = varset
trigger1 = time%5 = 1
var(0) = floor(pos X)
[State 2030, varset]
type = varset
trigger1 = time%5 = 1
var(1) = floor(pos Y)

[State 2030, varset]
type = varset
trigger1 = time%5 = 2
var(2) = floor(pos X)
[State 2030, varset]
type = varset
trigger1 = time%5 = 2
var(3) = floor(pos Y)

[State 2030, varset]
type = varset
trigger1 = time%5 = 3
var(4) = floor(pos X)
[State 2030, varset]
type = varset
trigger1 = time%5 = 3
var(5) = floor(pos Y)

[State 2030, varset]
type = varset
trigger1 = time%5 = 4
var(6) = floor(pos X)
[State 2030, varset]
type = varset
trigger1 = time%5 = 4
var(7) = floor(pos Y)

[State 2030, varset]
type = varset
trigger1 = time%5 = 0
var(8) = floor(pos X)
[State 2030, varset]
type = varset
trigger1 = time%5 = 0
var(9) = floor(pos Y)


[State 2030, destroyself]
type = DestroySelf
trigger1 = movecontact	;当たったら消す
trigger2 = MoveReversed	;反撃を受けたら消す
ignorehitpause = 1

;---------------------------------------------------------------------------
;マジックミサイル:ヘルパー用3_2
[Statedef 2031]
type    = A		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
anim = 6151
sprpriority = 3

;ID
[State 2031, varset]
type = varset
trigger1 = time = 0
var(30) = 4000+root,var(7)

;位置セット
[State 2031, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 3
trigger1 = time%5 = 4
x = helper(var(30)),var(0)
y = helper(var(30)),var(1)

[State 2031, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 3
trigger1 = time%5 = 0 
x = helper(var(30)),var(2)
y = helper(var(30)),var(3)

[State 2031, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 3
trigger1 = time%5 = 1 
x = helper(var(30)),var(4)
y = helper(var(30)),var(5)

[State 2031, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 3
trigger1 = time%5 = 2
x = helper(var(30)),var(6)
y = helper(var(30)),var(7)

[State 2031, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 3
trigger1 = time%5 = 3 
x = helper(var(30)),var(8)
y = helper(var(30)),var(9)


;座標代入
[State 2031, varset]
type = varset
trigger1 = time%5 = 4
var(0) = floor(pos X)
[State 2031, varset]
type = varset
trigger1 = time%5 = 4
var(1) = floor(pos Y)

[State 2031, varset]
type = varset
trigger1 = time%5 = 0
var(2) = floor(pos X)
[State 2031, varset]
type = varset
trigger1 = time%5 = 0
var(3) = floor(pos Y)

[State 2031, varset]
type = varset
trigger1 = time%5 = 1
var(4) = floor(pos X)
[State 2031, varset]
type = varset
trigger1 = time%5 = 1
var(5) = floor(pos Y)

[State 2031, varset]
type = varset
trigger1 = time%5 = 2
var(6) = floor(pos X)
[State 2031, varset]
type = varset
trigger1 = time%5 = 2
var(7) = floor(pos Y)

[State 2031, varset]
type = varset
trigger1 = time%5 = 3
var(8) = floor(pos X)
[State 2031, varset]
type = varset
trigger1 = time%5 = 3
var(9) = floor(pos Y)


[State 2031, destroyself]
type = DestroySelf
trigger1 = !numhelper(var(30))

;---------------------------------------------------------------------------
;マジックミサイル:ヘルパー用3_3
[Statedef 2032]
type    = A		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
anim = 6152
sprpriority = 2

;ID
[State 2032, varset]
type = varset
trigger1 = time = 0
var(30) = 4001+root,var(7)

;位置セット
[State 2032, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 5
trigger1 = time%5 = 1
x = helper(var(30)),var(0)
y = helper(var(30)),var(1)

[State 2032, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 5
trigger1 = time%5 = 2
x = helper(var(30)),var(2)
y = helper(var(30)),var(3)

[State 2032, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 5
trigger1 = time%5 = 3
x = helper(var(30)),var(4)
y = helper(var(30)),var(5)

[State 2032, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 5
trigger1 = time%5 = 4
x = helper(var(30)),var(6)
y = helper(var(30)),var(7)

[State 2032, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 5
trigger1 = time%5 = 0
x = helper(var(30)),var(8)
y = helper(var(30)),var(9)


;座標代入
[State 2032, varset]
type = varset
trigger1 = time%5 = 1
var(0) = floor(pos X)
[State 2032, varset]
type = varset
trigger1 = time%5 = 1
var(1) = floor(pos Y)

[State 2032, varset]
type = varset
trigger1 = time%5 = 2
var(2) = floor(pos X)
[State 2032, varset]
type = varset
trigger1 = time%5 = 2
var(3) = floor(pos Y)

[State 2032, varset]
type = varset
trigger1 = time%5 = 3
var(4) = floor(pos X)
[State 2032, varset]
type = varset
trigger1 = time%5 = 3
var(5) = floor(pos Y)

[State 2032, varset]
type = varset
trigger1 = time%5 = 4
var(6) = floor(pos X)
[State 2032, varset]
type = varset
trigger1 = time%5 = 4
var(7) = floor(pos Y)

[State 2032, varset]
type = varset
trigger1 = time%5 = 0
var(8) = floor(pos X)
[State 2032, varset]
type = varset
trigger1 = time%5 = 0
var(9) = floor(pos Y)


[State 2032, destroyself]
type = DestroySelf
trigger1 = !numhelper(var(30)-1)

;---------------------------------------------------------------------------
;マジックミサイル:ヘルパー用3_4
[Statedef 2033]
type    = A		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
anim = 6153
sprpriority = 1

;ID
[State 2033, varset]
type = varset
trigger1 = time = 0
var(30) = 4002+root,var(7)

;位置セット
[State 2033, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 6
trigger1 = time%5 = 2
x = helper(var(30)),var(0)
y = helper(var(30)),var(1)

[State 2033, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 6
trigger1 = time%5 = 3
x = helper(var(30)),var(2)
y = helper(var(30)),var(3)

[State 2033, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 6
trigger1 = time%5 = 4
x = helper(var(30)),var(4)
y = helper(var(30)),var(5)

[State 2033, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 6
trigger1 = time%5 = 0
x = helper(var(30)),var(6)
y = helper(var(30)),var(7)

[State 2033, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 6
trigger1 = time%5 = 1
x = helper(var(30)),var(8)
y = helper(var(30)),var(9)


;座標代入
[State 2033, varset]
type = varset
trigger1 = time%5 = 2
var(0) = floor(pos X)
[State 2033, varset]
type = varset
trigger1 = time%5 = 2
var(1) = floor(pos Y)

[State 2033, varset]
type = varset
trigger1 = time%5 = 3
var(2) = floor(pos X)
[State 2033, varset]
type = varset
trigger1 = time%5 = 3
var(3) = floor(pos Y)

[State 2033, varset]
type = varset
trigger1 = time%5 = 4
var(4) = floor(pos X)
[State 2033, varset]
type = varset
trigger1 = time%5 = 4
var(5) = floor(pos Y)

[State 2033, varset]
type = varset
trigger1 = time%5 = 0
var(6) = floor(pos X)
[State 2033, varset]
type = varset
trigger1 = time%5 = 0
var(7) = floor(pos Y)

[State 2033, varset]
type = varset
trigger1 = time%5 = 1
var(8) = floor(pos X)
[State 2033, varset]
type = varset
trigger1 = time%5 = 1
var(9) = floor(pos Y)


[State 2033, destroyself]
type = DestroySelf
trigger1 = !numhelper(var(30)-2)

;---------------------------------------------------------------------------
;マジックミサイル:ヘルパー用3_5
[Statedef 2034]
type    = A		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = N		;N,A,S,C物理状態,摩擦
anim = 6154
sprpriority = 0

;ID
[State 2034, varset]
type = varset
trigger1 = time = 0
var(30) = 4003+root,var(7)

;位置セット
[State 2034, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 7
trigger1 = time%5 = 3
x = helper(var(30)),var(0)
y = helper(var(30)),var(1)

[State 2034, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 7
trigger1 = time%5 = 4
x = helper(var(30)),var(2)
y = helper(var(30)),var(3)

[State 2034, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 7
trigger1 = time%5 = 0
x = helper(var(30)),var(4)
y = helper(var(30)),var(5)

[State 2034, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 7
trigger1 = time%5 = 1
x = helper(var(30)),var(6)
y = helper(var(30)),var(7)

[State 2034, ]
type = posset
trigger1 = numhelper(var(30))
trigger1 = time > 7
trigger1 = time%5 = 2
x = helper(var(30)),var(8)
y = helper(var(30)),var(9)


;座標代入
[State 2034, varset]
type = varset
trigger1 = time%5 = 3
var(0) = floor(pos X)
[State 2034, varset]
type = varset
trigger1 = time%5 = 3
var(1) = floor(pos Y)

[State 2034, varset]
type = varset
trigger1 = time%5 = 4
var(2) = floor(pos X)
[State 2034, varset]
type = varset
trigger1 = time%5 = 4
var(3) = floor(pos Y)

[State 2034, varset]
type = varset
trigger1 = time%5 = 0
var(4) = floor(pos X)
[State 2034, varset]
type = varset
trigger1 = time%5 = 0
var(5) = floor(pos Y)

[State 2034, varset]
type = varset
trigger1 = time%5 = 1
var(6) = floor(pos X)
[State 2034, varset]
type = varset
trigger1 = time%5 = 1
var(7) = floor(pos Y)

[State 2034, varset]
type = varset
trigger1 = time%5 = 2
var(8) = floor(pos X)
[State 2034, varset]
type = varset
trigger1 = time%5 = 2
var(9) = floor(pos Y)


[State 2034, destroyself]
type = DestroySelf
trigger1 = !numhelper(var(30)-3)

;---------------------------------------------------------------------------
;ファイヤーボール
[Statedef 2100]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2100
poweradd = 0
sprpriority = 2

[State 2100, 使用回数-1]
type = varadd
trigger1 = time = 0
var(30) = -1

;対ビホルダー用
[State 2100, ステート変更]
type = ChangeState
trigger1 = enemy(0),name = "beholder"
trigger1 = enemy(0),facing = 1
trigger1 = enemy(0),movetype != H
trigger1 = pos X > enemy(0),pos X
trigger2 = enemy(0),name = "beholder"
trigger2 = enemy(0),facing = -1
trigger2 = enemy(0),movetype != H
trigger2 = pos X < enemy(0),pos X
trigger3 = NumEnemy = 2
trigger3 = enemy(1),name = "beholder"
trigger3 = enemy(1),facing = 1
trigger3 = enemy(1),movetype != H
trigger3 = pos X > enemy(1),pos X
trigger4 = NumEnemy = 2
trigger4 = enemy(1),name = "beholder"
trigger4 = enemy(1),facing = -1
trigger4 = enemy(1),movetype != H
trigger4 = pos X < enemy(1),pos X
value = 2111

[State 2100, ポーズ]
type = SuperPause
trigger1 = time = 0
time = 178
anim = -1
movetime = 178
darken = 0
p2defmul = 1

[State 2100, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2100, 背景を暗くする]
type = BGPalFX
trigger1 = 1
time = 1
add = -16,-8,0

[State 2100, 攻撃認識距離変更]
type = AttackDist
trigger1 = 1
value = 0

[State 2100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

[State 2100, 音を鳴らす]
type = PlaySnd
value = 0, 14
channel = 0
trigger1 = Time = 0

[State 2100, アニメ変更]
type = ChangeAnim
value = 2101
trigger1 = time = 40

[State 2100, アニメ変更]
type = ChangeAnim
value = 2102
trigger1 = time = 88

[State 2100, 音を鳴らす]
type = PlaySnd
value = 5, 3
channel = 5
trigger1 = animelemtime(3) = 0
trigger1 = anim = 2101

[State 2100, 音を鳴らす]
type = PlaySnd
value = 0, 18
channel = 0
trigger1 = animelemtime(1) = 0
trigger1 = anim = 2102

[State 2100, 音を鳴らす]
type = PlaySnd
value = 5, 4
channel = 5
trigger1 = animelemtime(1) = 0
trigger1 = anim = 2102

[State 2100, エフェクト1]
type = Explod
trigger1 = AnimElemTime(1) = 6
trigger1 = Anim = 2100
Anim = 6170
id = 6170
Pos = -23, -36
SprPriority = 4
BindTime = 35			;基準位置からの相対位置で表示する時間
RemoveTime = 35			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2100, エフェクト2]
type = Explod
trigger1 = AnimElemTime(2) = 3
trigger1 = Anim = 2101
Anim = 6180
id = 6180
Pos = 0, -88
SprPriority = 4
BindTime = 45			;基準位置からの相対位置で表示する時間
RemoveTime = 45			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2100, 火の玉ヘルパー]
type = Helper
trigger1 = AnimElemTime(1) = 3
trigger1 = Anim = 2102
helpertype = normal
name = "fireball"
ID = 2100
pos = 0, -88
postype = p1
facing = 1
stateno = 2101
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2100, ステート変更]
type = ChangeState
trigger1 = Time = 178
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ファイヤーボール:火の玉ヘルパー1
[Statedef 2101]
type    = A
movetype= A
physics = N
juggle  = 0
anim = 6181
poweradd = 0
sprpriority = 4
velset = 7.888,5.333	;水平速度, 垂直速度

[State 2100, 攻撃認識距離変更]
type = AttackDist
trigger1 = 1
value = 0

[State 2101, 爆風基準位置記憶]
type = VarSet
trigger1 = time = 0
var(0) = floor(root,pos X)

[State 2101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

[State 2101, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2101, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 30, 30
animtype = back
;guardflag = MA
hitflag = MADF
priority = 7, Hit
pausetime = 0, 1
sparkno = -1
sparkxy = 20, 0
guard.sparkno = s6020
sparkxy = 0, 0
hitsound = -1
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0
;guard.dist = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
p2stateno = 292
id = 2100
nochainID = 2100

[State 2101, 相手やられヘルパー1]
type = Helper
trigger1 = !numhelper(291)
trigger1 = enemy(0),stateno = [292,293]
trigger1 = enemy(0),movetype = H
trigger1 = movehit
helpertype = normal
name = "fire_hiteffect1"
ID = 291
pos = 9999,9999
postype = p1
facing = -1
stateno = 295
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2101, 相手やられヘルパー2]
type = Helper
trigger1 = NumEnemy = 2
trigger1 = !numhelper(292)
trigger1 = enemy(1),stateno = [292,293]
trigger1 = enemy(1),movetype = H
trigger1 = movehit
helpertype = normal
name = "fire_hiteffect2"
ID = 292
pos = 9999,9999
postype = p1
facing = -1
stateno = 296
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2101, ステート変更]
type = ChangeState
trigger1 = Pos Y >= 7
value = 2102

;---------------------------------------------------------------------------
;ファイヤーボール:火の玉ヘルパー2(爆風)
[Statedef 2102]
type    = S
movetype= A
physics = N
juggle  = 0
;anim = 2103
poweradd = 0
sprpriority = 4
velset = 0,0

[State 2102, 攻撃認識距離変更]
type = AttackDist
trigger1 = 1
value = 0

[State 2102, 透明化&ヒット制限無効]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = nojugglecheck

[State 2102, アニメ変更]
type = ChangeAnim
trigger1 = time = 0
value = 2103
elem = 6

[State 2102, 位置セット]
type = PosSet
trigger1 = time = 0
x = var(0)
y = 0

[State 2102, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2102, 音を鳴らす]
type = PlaySnd
value = 5, 5
channel = 5
persistent = 0
trigger1 = animelemtime(6) = 0
trigger1 = anim = 2103

[State 2102, エフェクト3_1]
type = Explod
trigger1 = AnimElemTime(6) = 0
trigger1 = Anim = 2103
ID = 6190
Anim = 6190
Pos = 160, -9
SprPriority = 4
BindTime = 58			;基準位置からの相対位置で表示する時間
RemoveTime = 58			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
persistent = 0
ignorehitpause = 0
supermovetime = 9999
pausemovetime = 9999

[State 2102, エフェクト3_2]
type = Explod
trigger1 = AnimElemTime(8) = 0
trigger1 = Anim = 2103
ID = 6191
Anim = 6190
Pos = 96, -41
SprPriority = 3
BindTime = 58			;基準位置からの相対位置で表示する時間
RemoveTime = 58			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
persistent = 0
ignorehitpause = 0
supermovetime = 9999
pausemovetime = 9999

[State 2102, エフェクト3_3]
type = Explod
trigger1 = AnimElemTime(11) = 0
trigger1 = Anim = 2103
trigger1 = numexplod(6190) && numexplod(6191)
ID = 6192
Anim = 6190
Pos = 32, -9
SprPriority = 4
BindTime = 58			;基準位置からの相対位置で表示する時間
RemoveTime = 58			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
persistent = 0
ignorehitpause = 0
supermovetime = 9999
pausemovetime = 9999

[State 2102, 画面フラッシュ:赤]
type = EnvColor
trigger1 = time = 0
trigger2 = time = [3,4]
trigger3 = time = [7,8]
value = 240, 0, 0
time = 1

[State 2102, 画面フラッシュ:白]
type = EnvColor
trigger1 = time = [1,2]
trigger2 = time = [5,6]
trigger3 = time = [9,10]
value = 240, 240, 240
time = 1

[State 2102, 画面の揺れ]
type = EnvShake
trigger1 = AnimElemTime(6) = 0
trigger1 = Anim = 2103
time = 41

[State 2102, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 30, 30
animtype = back
fall = 1
;guardflag = MA
hitflag = MADF
priority = 7, Hit
pausetime = 0, 1
sparkno = -1
guard.sparkno = s6020
sparkxy = 20,0
hitsound = -1
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.dist = 0
yaccel = .25
p2facing = 1
getpower = 0, 0
givepower = 0, 0
p2stateno = 292
id = 2100
nochainID = 2100

[State 291, 相手やられヘルパー1]
type = Helper
trigger1 = !numhelper(291)
trigger1 = enemy(0),stateno = [292,293]
trigger1 = enemy(0),movetype = H
trigger1 = movehit
helpertype = normal
name = "fire_hiteffect1"
ID = 291
pos = 9999,9999
postype = p1
facing = -1
stateno = 295
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 291, 相手やられヘルパー2]
type = Helper
trigger1 = NumEnemy = 2
trigger1 = !numhelper(292)
trigger1 = enemy(1),stateno = [292,293]
trigger1 = enemy(1),movetype = H
trigger1 = movehit
helpertype = normal
name = "fire_hiteffect2"
ID = 292
pos = 9999,9999
postype = p1
facing = -1
stateno = 296
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2102, destroyself]
type = DestroySelf
trigger1 = time >= 69

;---------------------------------------------------------------------------
;ファイヤーボール 打ち消し
[Statedef 2111]
type    = S		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 2111, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2111, 背景を暗くする]
type = BGPalFX
trigger1 = 1
time = 1
add = -16,-8,0

[State 2111, 音を鳴らす]
type = PlaySnd
value = 0, 14
channel = 0
trigger1 = Time = 0

[State 2111, アニメ変更]
type = ChangeAnim
value = 2101
trigger1 = time = 40

[State 2111, 音を鳴らす]
type = PlaySnd
value = 0, 18
channel = 0
trigger1 = animelemtime(1) = 0
trigger1 = anim = 2102

[State 2111, 音を鳴らす]
type = PlaySnd
value = 5, 4
channel = 5
trigger1 = animelemtime(1) = 0
trigger1 = anim = 2102

[State 2111, エフェクト1]
type = Explod
trigger1 = AnimElemTime(1) = 6
trigger1 = Anim = 2100
Anim = 6170
Pos = -23, -36
SprPriority = 4
BindTime = 35			;基準位置からの相対位置で表示する時間
RemoveTime = 35			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 2111, サウンド停止]
type = StopSnd
triggerall = Anim = 2101
trigger1 = AnimElemTime(2) = 2
channel = 5

[State 2111, 失敗エフェクト]
type = Explod
triggerall = Anim = 2101
trigger1 = AnimElemTime(2) = 2
Anim = 6630
ID = 6630
Pos = -12, -87
SprPriority = 4
ownpal = 1
persistent = 0

[State 2111, ステート変更]
type = ChangeState
triggerall = Anim = 2101
trigger1 = AnimElemTime(2) >= 2
trigger1 = !numexplod(6630)
value = 0
ctrl =1

;---------------------------------------------------------------------------
;ライトニングボルト
[Statedef 2200]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
anim = 2200
poweradd = 0
sprpriority = 2

[State 2200, 使用回数-1]
type = varadd
trigger1 = time = 0
var(30) = -1

;対ビホルダー用
[State 2200, ステート変更]
type = ChangeState
trigger1 = enemy(0),name = "beholder"
trigger1 = enemy(0),facing = 1
trigger1 = enemy(0),movetype != H
trigger1 = pos X > enemy(0),pos X
trigger2 = enemy(0),name = "beholder"
trigger2 = enemy(0),facing = -1
trigger2 = enemy(0),movetype != H
trigger2 = pos X < enemy(0),pos X
trigger3 = NumEnemy = 2
trigger3 = enemy(1),name = "beholder"
trigger3 = enemy(1),facing = 1
trigger3 = enemy(1),movetype != H
trigger3 = pos X > enemy(1),pos X
trigger4 = NumEnemy = 2
trigger4 = enemy(1),name = "beholder"
trigger4 = enemy(1),facing = -1
trigger4 = enemy(1),movetype != H
trigger4 = pos X < enemy(1),pos X
value = 2221

[State 2200, ポーズ]
type = SuperPause
trigger1 = time = 0
time = 165
anim = -1
movetime = 165
darken = 0
p2defmul = 1

[State 2200, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2200, 背景を暗くする]
type = BGPalFX
trigger1 = time < 44
time = 1
add = -16,-8,0

[State 2200, 背景を暗くする]
type = BGPalFX
trigger1 = time >= 44
trigger1 = time%4 = 0
time = 2
add = -32,-16,0

[State 2200, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

[State 2200, 音を鳴らす]
type = PlaySnd
value = 0, 14
channel = 0
trigger1 = Time = 0

[State 2200, エフェクト1(溜め)]
type = Explod
triggerall = anim = 2200
trigger1 = AnimElemTime(2) = 1
Anim = 6270
Pos = -36, -40
SprPriority = 4
BindTime = 28			;基準位置からの相対位置で表示する時間
RemoveTime = 28			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2200, 音を鳴らす]
type = PlaySnd
value = 5, 6
channel = 5
triggerall = anim = 2200
trigger1 = animelemtime(2) = 1
persistent = 0

[State 2200, 画面フラッシュ:青]
type = EnvColor
trigger1 = time = 45
value = 0, 240, 240
time = 4

[State 2200, 雷ヘルパー]
type = Helper
triggerall = anim = 2200
trigger1 = AnimElemTime(12) = 1
trigger1 = !numhelper(2200)
helpertype = normal
name = "LightningBolt"
ID = 2200
pos = 39,-77
postype = p1
facing = 1
stateno = 2201
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2200, 音を鳴らす]
type = PlaySnd
value = 5, 7
channel = 5
triggerall = anim = 2200
trigger1 = animelemtime(12) = 1
persistent = 0

[State 2200, 音を鳴らす]
type = PlaySnd
value = 0, 19
channel = 0
triggerall = anim = 2200
trigger1 = animelemtime(12) = 1
persistent = 0

[State 2200, エフェクト3(地面ビリビリ1)]
type = Explod
triggerall = time >= 44
trigger1 = (time-44)%5=0
Anim = 6290
Pos = 0-floor(Pos X)*facing, 0
random = 300, 60
SprPriority = -1
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
ignorehitpause = 0
supermovetime = 9999
pausemovetime = 9999

[State 2200, エフェクト4(地面ビリビリ2)]
type = Explod
triggerall = time >= 44
trigger1 = (time-44)%5=0
Anim = 6300
Pos = 0-floor(Pos X)*facing, 0
random = 300, 60
SprPriority = -1
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
ignorehitpause = 0
supermovetime = 9999
pausemovetime = 9999

[State 2200, エフェクト5_1ヘルパー(柱ビリビリ)]
type = Helper
triggerall = time = 47
trigger1 = !numhelper(2211)
helpertype = normal
name = "hasira1"
ID = 2211
pos = 145+(random%100)*ifelse(random%2=0,-1,1),-190+(random%40)*ifelse(random%2=0,-1,1)
postype = left
facing = 1
stateno = 2211
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2200, エフェクト5_1ヘルパー(柱ビリビリ)]
type = Helper
triggerall = time = 55
trigger1 = !numhelper(2212)
helpertype = normal
name = "hasira2"
ID = 2212
pos = 145+(random%40)*ifelse(random%2=0,-1,1),-190+(random%40)*ifelse(random%2=0,-1,1)
postype = left
facing = 1
stateno = 2211
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2200, エフェクト5_3ヘルパー(柱ビリビリ)]
type = Helper
triggerall = time = 63
trigger1 = !numhelper(2213)
helpertype = normal
name = "hasira3"
ID = 2213
pos = 145+(random%40)*ifelse(random%2=0,-1,1),-190+(random%40)*ifelse(random%2=0,-1,1)
postype = left
facing = 1
stateno = 2211
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2200, エフェクト5_4ヘルパー(柱ビリビリ)]
type = Helper
triggerall = time = 71
trigger1 = !numhelper(2214)
helpertype = normal
name = "hasira4"
ID = 2214
pos = 145+(random%40)*ifelse(random%2=0,-1,1),-190+(random%40)*ifelse(random%2=0,-1,1)
postype = left
facing = 1
stateno = 2211
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2200, アニメ変更0]
type = ChangeAnim
trigger1 = numhelper(2200)
trigger1 = time >= 56
trigger1 = anim != 2200
trigger1 = helper(2200),var(0) = 0
value = 2200
elem = 22

[State 2200, アニメ変更-15]
type = ChangeAnim
trigger1 = numhelper(2200)
trigger1 = time >= 56
trigger1 = anim != 2210
trigger1 = helper(2200),var(0) = -15
value = 2210

[State 2200, アニメ変更-30]
type = ChangeAnim
trigger1 = numhelper(2200)
trigger1 = time >= 56
trigger1 = anim != 2220
trigger1 = helper(2200),var(0) = -30
value = 2220

[State 2200, アニメ変更15]
type = ChangeAnim
trigger1 = numhelper(2200)
trigger1 = time >= 56
trigger1 = anim != 2230
trigger1 = helper(2200),var(0) = 15
value = 2230

[State 2200, アニメ変更30]
type = ChangeAnim
trigger1 = numhelper(2200)
trigger1 = time >= 56
trigger1 = anim != 2240
trigger1 = helper(2200),var(0) = 30
value = 2240

[State 2201, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 34, 34
animtype = hard
;guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 1
sparkno = s6320
guard.sparkno = s6020
sparkxy = 20,-80
hitsound = -1
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
yaccel = .25
guard.dist = 0
p2facing = 1
getpower = 0, 0
givepower = 0, 0
;p2stateno = 2210
id = 2200

[State 2200, ステート変更]
type = ChangeState
trigger1 = time = 165
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ライトニングボルト:雷ヘルパー
[Statedef 2201]
type    = A
movetype= I
physics = N
juggle  = 0
anim = 6280
poweradd = 0
sprpriority = 4

[State 2201, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2201, 上向き角度増加]
type = varadd
trigger1 = root,var(59) = 0
trigger1 = (anim = 6280 && AnimElemTime(18) >= 0) || anim != 6280
trigger1 = root,command = "up"
trigger1 = animtime != 0
trigger1 = var(0) = [-30,15]
var(0) = 15

[State 2201, 下向き角度増加]
type = varadd
trigger1 = root,var(59) = 0
trigger1 = (anim = 6280 && AnimElemTime(18) >= 0) || anim != 6280
trigger1 = root,command = "down"
trigger1 = animtime != 0
trigger1 = var(0) = [-15,30]
var(0) = -15

;---------------------------------------------
;AI用
[State 2201, 上向き角度セット]
type = varset
triggerall = root,var(59) != 0
triggerall = (anim = 6280 && AnimElemTime(18) >= 0) || anim != 6280
triggerall = animtime != 0
triggerall = var(0) != 15
triggerall = !(root,movehit)
trigger1 = root,p2dist X = [  -3, 113]
trigger1 = root,p2dist Y = [-128, -44]
trigger2 = root,p2dist X = [ 113, 192]
trigger2 = root,p2dist Y = [-138, -54]
trigger3 = root,p2dist X = [ 192, 271]
trigger3 = root,p2dist Y = [-158, -74]
trigger4 = root,p2dist X = [ 271, 350]
trigger4 = root,p2dist Y = [-178, -94]
var(0) = 15
persistent = 0

[State 2201, 上向き角度セット]
type = varset
triggerall = root,var(59) != 0
triggerall = (anim = 6280 && AnimElemTime(18) >= 0) || anim != 6280
triggerall = animtime != 0
triggerall = var(0) != 30
triggerall = !(root,movehit)
trigger1 = root,p2dist X = [ -25,  91]
trigger1 = root,p2dist Y = [-116, -32]
trigger2 = root,p2dist X = [  91, 170]
trigger2 = root,p2dist Y = [-156, -72]
trigger3 = root,p2dist X = [ 170, 249]
trigger3 = root,p2dist Y = [-196,-118]
trigger4 = root,p2dist X = [ 249, 328]
trigger4 = root,p2dist Y = [-226,-148]
var(0) = 30
persistent = 0

[State 2201, 下向き角度セット]
type = varset
triggerall = root,var(59) != 0
triggerall = (anim = 6280 && AnimElemTime(18) >= 0) || anim != 6280
triggerall = animtime != 0
triggerall = var(0) != -15
triggerall = !(root,movehit)
trigger1 = root,p2dist X = [ 15, 131]
trigger1 = root,p2dist Y = [-76,   8]
trigger2 = root,p2dist X = [131, 210]
trigger2 = root,p2dist Y = [-54,  38]
trigger3 = root,p2dist X = [210, 289]
trigger3 = root,p2dist Y = [-34,  58]
trigger4 = root,p2dist X = [289, 368]
trigger4 = root,p2dist Y = [-14,  78]
var(0) = -15
persistent = 0

[State 2201, 下向き角度セット]
type = varset
triggerall = root,var(59) != 0
triggerall = (anim = 6280 && AnimElemTime(18) >= 0) || anim != 6280
triggerall = animtime != 0
triggerall = var(0) != -30
triggerall = !(root,movehit)
trigger1 = root,p2dist X = [-19,  97]
trigger1 = root,p2dist Y = [-62,  30]
trigger2 = root,p2dist X = [ 97, 176]
trigger2 = root,p2dist Y = [-32,  60]
trigger3 = root,p2dist X = [176, 255]
trigger3 = root,p2dist Y = [ 12, 100]
trigger4 = root,p2dist X = [255, 334]
trigger4 = root,p2dist Y = [ 48, 140]
var(0) = -30
persistent = 0

[State 2201, 正面角度セット]
type = varset
triggerall = root,var(59) != 0
triggerall = anim != 6280
triggerall = anim != 6281
triggerall = animtime != 0
triggerall = !(root,movehit)
trigger1 = root,p2dist X = [ 5, 353]
trigger1 = root,p2dist Y = [-78,  6]
trigger2 = p2statetype != A
trigger3 = p2statetype = L
var(0) = 0
persistent = 0

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

[State 2201, 位置セット0]
type = BindToRoot
trigger1 = var(0) = 0
pos = 39, -77

[State 2201, 位置セット15]
type = BindToRoot
trigger1 = var(0) = 15
pos = 24, -34

[State 2201, 位置セット30]
type = BindToRoot
trigger1 = var(0) = 30
pos = 18, -38

[State 2201, 位置セット-15]
type = BindToRoot
trigger1 = var(0) = -15
pos = 18, -71

[State 2201, 位置セット-30]
type = BindToRoot
trigger1 = var(0) = -30
pos = -4, -68

[State 2201, アニメ変更:まっすぐ]
type = ChangeAnim
triggerall = var(0) = 0
triggerall = anim != 6280
trigger1 = anim != 6281
value = 6281

[State 2201, アニメ変更:下1]
type = ChangeAnim
triggerall = var(0) = -15
triggerall = anim != 6282
trigger1 = anim = 6280
trigger1 = AnimElemTime(18) >= 0
trigger2 = anim != 6280
trigger2 = anim != 6282
value = 6282

[State 2201, アニメ変更:下2]
type = ChangeAnim
triggerall = var(0) = -30
triggerall = anim != 6283
trigger1 = anim = 6280
trigger1 = AnimElemTime(18) >= 0
trigger2 = anim != 6280
trigger2 = anim != 6283
value = 6283

[State 2201, アニメ変更:上1]
type = ChangeAnim
triggerall = var(0) = 15
triggerall = anim != 6284
trigger1 = anim = 6280
trigger1 = AnimElemTime(18) >= 0
trigger2 = anim != 6280
trigger2 = anim != 6284
value = 6284

[State 2201, アニメ変更:上2]
type = ChangeAnim
triggerall = var(0) = 30
triggerall = anim != 6285
trigger1 = anim = 6280
trigger1 = AnimElemTime(18) >= 0
trigger2 = anim != 6280
trigger2 = anim != 6285
value = 6285

[State 2201, プライオリティ]
type = SprPriority
trigger1 = 1
value = 4

[State 2201, アニメ変更 念の為]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 6280
value = 6281

[State 2201, destroyself]
type = DestroySelf
trigger1 = root,stateno != 2200

;変数
;var(0)			角度

;---------------------------------------------------------------------------
;ライトニングボルト:雷柱エフェクトヘルパー
[Statedef 2211]
type    = A
movetype= I
physics = N
juggle  = 0
anim = 6310
poweradd = 0
sprpriority = 1
velset = 4*ifelse(random%2=0,-1,1),2*ifelse(random%2=0,-1,1)

[State 2211, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2211, 位置セット]
type = posset
trigger1 = pos X <= -145
x = -145

[State 2211, 速度セット]
type = velset
trigger1 = pos X <= -145
x = vel X * -1

[State 2211, 位置セット]
type = posset
trigger1 = pos X >= 125
x = 125
[State 2211, 速度セット]
type = velset
trigger1 = pos X >= 125
x = vel X * -1

[State 2211, 位置セット]
type = posset
trigger1 = pos Y <= -230
y = -230
[State 2211, 速度セット]
type = velset
trigger1 = pos Y <= -230
y = vel Y * -1

[State 2211, 位置セット]
type = posset
trigger1 = pos Y >= -150
y = -150
[State 2211, 速度セット]
type = velset
trigger1 = pos Y >= -150
y = vel Y * -1

;x [-145, 125]
;y [-230,-150]

[State 2211, destroyself]
type = DestroySelf
trigger1 = root,stateno != 2200

;---------------------------------------------------------------------------
;ライトニングボルト 打ち消し
[Statedef 2221]
type    = S		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 2221, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2221, 背景を暗くする]
type = BGPalFX
trigger1 = time < 44
time = 1
add = -16,-8,0

[State 2221, 背景を暗くする]
type = BGPalFX
trigger1 = time >= 44
trigger1 = time%4 = 0
time = 2
add = -32,-16,0

[State 2221, 音を鳴らす]
type = PlaySnd
value = 0, 14
channel = 0
trigger1 = Time = 0

[State 2221, エフェクト1(溜め)]
type = Explod
triggerall = anim = 2200
trigger1 = AnimElemTime(2) = 1
Anim = 6270
Pos = -36, -40
SprPriority = 4
BindTime = 28			;基準位置からの相対位置で表示する時間
RemoveTime = 28			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 2221, 音を鳴らす]
type = PlaySnd
value = 5, 6
channel = 5
triggerall = anim = 2200
trigger1 = animelemtime(2) = 1
persistent = 0

[State 2221, 音を鳴らす]
type = PlaySnd
value = 0, 19
channel = 0
triggerall = anim = 2200
trigger1 = animelemtime(12) = 1
persistent = 0

[State 2221, サウンド停止]
type = StopSnd
triggerall = Anim = 2200
trigger1 = AnimElemTime(12) = 0
channel = 5

[State 2221, 失敗エフェクト]
type = Explod
triggerall = Anim = 2200
trigger1 = AnimElemTime(12) = 0
Anim = 6630
ID = 6630
Pos = 42, -58
SprPriority = 4
ownpal = 1
persistent = 0

[State 2221, アニメ変更]
type = ChangeAnim
trigger1 = anim = 2200
trigger1 = AnimElemTime(18) = 0
value = 2200
elem = 12

[State 2221, ステート変更]
type = ChangeState
triggerall = Anim = 2200
trigger1 = AnimElemTime(12) >= 0
trigger1 = !numexplod(6630)
value = 0
ctrl =1

;---------------------------------------------------------------------------
;アイスストーム
[Statedef 2300]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
anim = 2300
poweradd = 0
sprpriority = 2

[State 2300, 使用回数-1]
type = varadd
trigger1 = time = 0
var(31) = -1

;対ビホルダー用
[State 2300, ステート変更]
type = ChangeState
trigger1 = enemy(0),name = "beholder"
trigger1 = enemy(0),facing = 1
trigger1 = enemy(0),movetype != H
trigger1 = pos X > enemy(0),pos X
trigger2 = enemy(0),name = "beholder"
trigger2 = enemy(0),facing = -1
trigger2 = enemy(0),movetype != H
trigger2 = pos X < enemy(0),pos X
trigger3 = NumEnemy = 2
trigger3 = enemy(1),name = "beholder"
trigger3 = enemy(1),facing = 1
trigger3 = enemy(1),movetype != H
trigger3 = pos X > enemy(1),pos X
trigger4 = NumEnemy = 2
trigger4 = enemy(1),name = "beholder"
trigger4 = enemy(1),facing = -1
trigger4 = enemy(1),movetype != H
trigger4 = pos X < enemy(1),pos X
value = 2301

[State 2300, ポーズ]
type = SuperPause
trigger1 = time = 0
time = 179
anim = -1
movetime = 179
darken = 0
p2defmul = 1

[State 2300, 攻撃認識距離変更]
type = AttackDist
trigger1 = 1
value = 0

[State 2300, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2300, 背景を暗くする]
type = BGPalFX
trigger1 = 1
time = 1
add = -40,-8,48

[State 2300, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

[State 2300, 音を鳴らす]
type = PlaySnd
value = 5, 8
channel = 5
trigger1 = time = 0

[State 2300, 音を鳴らす]
type = PlaySnd
value = 0, 20
channel = 0
trigger1 = time = 60

[State 2300, 音を鳴らす]
type = PlaySnd
value = 5, 9
channel = 5
trigger1 = time = 60

[State 2300, エフェクト1]
type = Explod
trigger1 = AnimElemTime(2) = 2
Anim = 6330
id = 6330
Pos = -39, -75
SprPriority = 4
BindTime = 51			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2300, エフェクト2_0]
type = Explod
trigger1 = AnimElemTime(3) = 1
Anim = 6340
id = 6340
Pos = 0, 0
SprPriority = -1
BindTime = 59			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2300, エフェクト2_1]
type = Explod
trigger1 = AnimElemTime(3) = 1
Anim = 6341
id = 6341
Pos = 0, 0
SprPriority = -1
BindTime = 66			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2300, エフェクト2_2]
type = Explod
trigger1 = AnimElemTime(3) = 1
Anim = 6342
id = 6342
Pos = 0, 0
SprPriority = -1
BindTime = 66			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2300, エフェクト2_3]
type = Explod
trigger1 = AnimElemTime(3) = 1
Anim = 6343
id = 6343
Pos = 0, 0
SprPriority = -1
BindTime = 66			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2300, エフェクト2_4]
type = Explod
trigger1 = AnimElemTime(3) = 1
Anim = 6344
id = 6344
Pos = 0, 0
SprPriority = -1
BindTime = 66			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2300, エフェクト2_5]
type = Explod
trigger1 = AnimElemTime(3) = 1
Anim = 6345
id = 6345
Pos = 0, 0
SprPriority = -1
BindTime = 66			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2300, エフェクト3 吹雪]
type = Explod
trigger1 = time = 60
Anim = 6350
postype = left
Pos = -64, 0
SprPriority = 4
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
ignorehitpause = 0
supermovetime = 9999
pausemovetime = 9999

[State 2300, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 30, 30
animtype = back
fall = 1
;guardflag = M
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 1
sparkno = -1
guard.sparkno = s6020
sparkxy = ifelse(movehit,20,-10+(random%50)*ifelse(random%2=0,1,-1)), ifelse(movehit,0,-15+(random%50)*ifelse(random%2=0,1,-1))
hitsound = -1
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-3
air.velocity = -2,-3
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
yaccel = .25
guard.dist = 0
p2facing = 1
getpower = 0, 0
givepower = 0, 0
p2stateno = 2310
id = 2300

[State 2300, 相手やられヘルパー1]
type = Helper
trigger1 = !numhelper(2301)
trigger1 = enemy(0),stateno = 2310
trigger1 = enemy(0),movetype = H
trigger1 = movehit
helpertype = normal
name = "IS_hiteffect1"
ID = 2301
pos = 9999,9999
postype = p1
facing = -1
stateno = 2350
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2300, 相手やられヘルパー2]
type = Helper
trigger1 = NumEnemy = 2
trigger1 = !numhelper(2302)
trigger1 = enemy(1),stateno = 2310
trigger1 = enemy(1),movetype = H
trigger1 = movehit
helpertype = normal
name = "IS_hiteffect2"
ID = 2302
pos = 9999,9999
postype = p1
facing = -1
stateno = 2360
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2300, ステート変更]
type = ChangeState
trigger1 = time = 179
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;アイスストーム 打ち消し
[Statedef 2301]
type    = S		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 2301, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2301, 背景を暗くする]
type = BGPalFX
trigger1 = 1
time = 1
add = -40,-8,48

[State 2301, 音を鳴らす]
type = PlaySnd
value = 5, 8
channel = 5
trigger1 = time = 0

[State 2301, 音を鳴らす]
type = PlaySnd
value = 0, 20
channel = 0
trigger1 = time = 60

[State 2301, エフェクト1]
type = Explod
trigger1 = AnimElemTime(2) = 2
Anim = 6330
id = 6330
Pos = -39, -75
SprPriority = 4
BindTime = 51			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 2301, サウンド停止]
type = StopSnd
triggerall = Anim = 2300
trigger1 = AnimElemTime(3) = 0
channel = 5

[State 2301, 失敗エフェクト]
type = Explod
triggerall = Anim = 2300
trigger1 = AnimElemTime(3) = 0
Anim = 6630
ID = 6630
Pos = -8, -85
SprPriority = 4
ownpal = 1
persistent = 0

[State 2301, ステート変更]
type = ChangeState
triggerall = Anim = 2300
trigger1 = AnimElemTime(3) >= 0
trigger1 = !numexplod(6630)
value = 0
ctrl =1

;---------------------------------------------------------------------------
;アイスストーム:相手やられ処理1
[Statedef 2310]
type    = U
movetype= H
physics = U
ctrl = 0
sprpriority = 0

[State 2310, ヘルパーなら戻す]
type = SelfState
trigger1 = IsHelper
value = PrevStateNo

[State 2310, ステート変更]
type = ChangeState
trigger1 = !ishelper
value = 2320

;---------------------------------------------------------------------------
;アイスストーム:相手やられ処理2
[Statedef 2320]
type    = A
movetype= H
physics = N
ctrl = 0
velset = -2,-3
sprpriority = 0

[State 2320, アニメ変更]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State 2320, 重力]
type = VelAdd
trigger1 = 1
y = 0.25

[State 2320, パレット]
type = PalFX
trigger1 = time=0
time = 30
add = 80,48,176
sinadd = 28,60,60,20

[State 2320, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[State 2320, 透明化]
type = null;AssertSpecial
trigger1 = 1
flag = invisible


;---------------------------------------------------------------------------
;アイスストーム:相手やられエフェクトヘルパー1
[Statedef 2350]
type    = A
movetype= I
physics = N
anim = 6250
ctrl = 0
sprpriority = 2

[State 2350, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2350, ターン]
type = Turn
trigger1 = facing != enemy(0),facing
persistent = 0

[State 2350, 位置セット]
type = PosSet
trigger1 = 1
x = enemy(0),Pos X
y = enemy(0),Pos Y

[State 2350, 消滅エフェクト1]
type = Explod
trigger1 = enemy(0),stateno != [2310,2320]
Anim = 6251
Pos = 0,0
ID = 2350
SprPriority = 4
RemoveTime = 42			;消えるまでの時間-1で永久,省略時は-2
vel = 2,-3
accel = 0,0.25
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2350, 消滅エフェクト2]
type = Explod
trigger1 = enemy(0),stateno != [2310,2320]
Anim = 6251
Pos = -26,-39
ID = 2350
SprPriority = 4
RemoveTime = 42			;消えるまでの時間-1で永久,省略時は-2
vel = -2,-3
accel = 0,0.25
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2350, 消滅エフェクト2]
type = Explod
trigger1 = enemy(0),stateno != [2310,2320]
Anim = 6251
Pos = -26,12
ID = 2350
SprPriority = 4
RemoveTime = 42			;消えるまでの時間-1で永久,省略時は-2
vel = -2,-3
accel = 0,0.25
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2350, エフェクト消去]
type = null;RemoveExplod
trigger1 = enemy(0),stateno != [2310,2320]
ID = 2350
ignorehitpause=1

[State 2350, destroyself]
type = DestroySelf
trigger1 = enemy(0),stateno != [2310,2320]

;---------------------------------------------------------------------------
;アイスストーム:相手やられエフェクトヘルパー2
[Statedef 2360]
type    = A
movetype= I
physics = N
anim = 6250
ctrl = 0
sprpriority = 2

[State 2360, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2360, ターン]
type = Turn
trigger1 = facing != enemy(1),facing
persistent = 0

[State 2360, 位置セット]
type = PosSet
trigger1 = 1
x = enemy(1),Pos X
y = enemy(1),Pos Y

[State 2360, 消滅エフェクト1]
type = Explod
trigger1 = enemy(1),stateno != [2310,2320]
Anim = 6251
Pos = 0,0
ID = 2360
SprPriority = 4
RemoveTime = 42			;消えるまでの時間-1で永久,省略時は-2
vel = 2,-3
accel = 0,0.25
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2360, 消滅エフェクト2]
type = Explod
trigger1 = enemy(1),stateno != [2310,2320]
Anim = 6251
Pos = -26,-39
ID = 2360
SprPriority = 4
RemoveTime = 42			;消えるまでの時間-1で永久,省略時は-2
vel = -2,-3
accel = 0,0.25
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2360, 消滅エフェクト2]
type = Explod
trigger1 = enemy(1),stateno != [2310,2320]
Anim = 6251
Pos = -26,12
ID = 2360
SprPriority = 4
RemoveTime = 42			;消えるまでの時間-1で永久,省略時は-2
vel = -2,-3
accel = 0,0.25
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2360, エフェクト消去]
type = null;RemoveExplod
trigger1 = enemy(1),stateno != [2310,2320]
ID = 2360
ignorehitpause=1

[State 2360, destroyself]
type = DestroySelf
trigger1 = enemy(1),stateno != [2310,2320]

;---------------------------------------------------------------------------
;インビジビリティ
[Statedef 2400]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 2400
poweradd = 0
sprpriority = 2

[State 2400, 使用回数-1]
type = varadd
trigger1 = time = 0
var(29) = -1

;対ビホルダー用
[State 2400, ステート変更]
type = ChangeState
trigger1 = enemy(0),name = "beholder"
trigger1 = enemy(0),facing = 1
trigger1 = enemy(0),movetype != H
trigger1 = pos X > enemy(0),pos X
trigger2 = enemy(0),name = "beholder"
trigger2 = enemy(0),facing = -1
trigger2 = enemy(0),movetype != H
trigger2 = pos X < enemy(0),pos X
trigger3 = NumEnemy = 2
trigger3 = enemy(1),name = "beholder"
trigger3 = enemy(1),facing = 1
trigger3 = enemy(1),movetype != H
trigger3 = pos X > enemy(1),pos X
trigger4 = NumEnemy = 2
trigger4 = enemy(1),name = "beholder"
trigger4 = enemy(1),facing = -1
trigger4 = enemy(1),movetype != H
trigger4 = pos X < enemy(1),pos X
value = 2401

[State 2400, ポーズ]
type = SuperPause
trigger1 = time = 0
time = 72
anim = -1
movetime = 72
darken = 0
p2defmul = 1

[State 2400, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2400, 背景を暗くする]
type = BGPalFX
trigger1 = 1
time = 1
add = -16,-8,0

[State 2400, 音を鳴らす]
type = PlaySnd
value = 0, 14
channel = 0
trigger1 = time = 0

[State 2400, 音を鳴らす]
type = PlaySnd
value = 5, 10
channel = 5
trigger1 = time = 0

[State 2400, 音を鳴らす]
type = PlaySnd
value = 0, 21
channel = 0
trigger1 = time = 38

[State 2400, 音を鳴らす]
type = PlaySnd
value = 5, 11
channel = 5
trigger1 = time = 38

[State 2400, エフェクト1]
type = Explod
trigger1 = time = 3
Anim = 6390
id = 6390
Pos = 0, 0
SprPriority = 3
BindTime = 30			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2400, エフェクト2]
type = Explod
trigger1 = time = 38
Anim = 6400
id = 6400
Pos = 0, 0
SprPriority = 3
BindTime = 25			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2400, 画面フラッシュ:緑]
type = EnvColor
trigger1 = time = 42
trigger2 = time = 54
value = 0, 240, 0
time = 8

[State 2400, 当たり判定用ヘルパー]
type = Helper
trigger1 = animtime = 0
helpertype = normal
name = "Invisibility_hit"
ID = 2400
pos = 0, 0
postype = p1
facing = 1
stateno = 2410
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 2400, 透明化フラグ]
type = varset
trigger1 = animtime = 0
var(15) = 1

[State 2400, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;インビジビリティ 打ち消し
[Statedef 2401]
type    = S		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 2401, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2401, 背景を暗くする]
type = BGPalFX
trigger1 = 1
time = 1
add = -16,-8,0

[State 2401, 音を鳴らす]
type = PlaySnd
value = 0, 14
channel = 0
trigger1 = time = 0

[State 2401, 音を鳴らす]
type = PlaySnd
value = 5, 10
channel = 5
trigger1 = time = 0

[State 2401, 音を鳴らす]
type = PlaySnd
value = 0, 21
channel = 0
trigger1 = time = 38

[State 2401, エフェクト1]
type = Explod
trigger1 = time = 3
Anim = 6390
id = 6390
Pos = 0, 0
SprPriority = 3
BindTime = 30			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 2401, サウンド停止]
type = StopSnd
triggerall = Anim = 2400
trigger1 = AnimElemTime(13) = 0
channel = 5

[State 2401, 失敗エフェクト]
type = Explod
triggerall = Anim = 2400
trigger1 = AnimElemTime(13) = 0
Anim = 6630
ID = 6630
Pos = -6, -85
SprPriority = 4
ownpal = 1
persistent = 0

[State 2401, ステート変更]
type = ChangeState
triggerall = Anim = 2400
trigger1 = AnimElemTime(13) >= 0
trigger1 = !numexplod(6630)
value = 0
ctrl =1

;---------------------------------------------------------------------------
;インビジビリティ:当たり判定用ヘルパー
[Statedef 2410]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 2401

[State 2410, 無敵]
type = nothitby
trigger1 = 1
value = SCA

[State 2410, 透明化]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 2410, 位置固定]
type = BindToRoot
trigger1 = 1
facing = 0
pos = 0, 0

[State 2410, 攻撃認識距離変更]
type = AttackDist
trigger1 = 1
value = 0

[State 2410, ヒット定義]
type = HitDef
trigger1 = root,var(15) != 0
trigger1 = p2movetype != A
attr = S, HT
hitflag = -MA
priority = 7, hit
pausetime = 0, 0
sparkno = -1
guard.dist = 0
numhits = 0
hitonce = 0
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 2410
nochainID = 2410
p2stateno = 2420

[State 2410, 相手のステート変更]
type = TargetState
triggerall = numtarget(2410)
triggerall = target(2410),stateno = 2430
trigger1 = root,var(15) = 0
trigger2 = roundstate != 2
value = 2450
ID = 2410

[State 2410, destroyself]
type = DestroySelf
trigger1 = root,var(15) = 0
trigger2 = roundstate != 2

;---------------------------------------------------------------------------
;インビジビリティ:相手やられ処理1
[Statedef 2420]
type    = U
movetype= H
physics = U
ctrl = 0
sprpriority = 0

[State 2420, ヘルパーなら戻す]
type = SelfState
trigger1 = IsHelper
value = PrevStateNo

[State 2420, ステート変更]
type = ChangeState
trigger1 = statetype = S
trigger2 = statetype = C
value = 2430

[State 2420, ステート変更]
type = ChangeState
trigger1 = statetype = A
value = 2440

;---------------------------------------------------------------------------
; インビジビリティ:相手やられ処理 地上待機
[Statedef 2430]
type    = S
movetype= H
physics = S
ctrl = 0
sprpriority = 0
anim = 0
pos = ,0
velset = 0,0

[State 2440, 相手ステートに戻す]
type = SelfState
trigger1 = roundstate != 2
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; インビジビリティ:相手やられ処理 空中
[Statedef 2440]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 0

[State 2440, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 2440, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 2440, 重力]
type = Gravity
trigger1 = 1

[State 2440, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 2441

;---------------------------------------------------------------------------
; インビジビリティ:相手やられ処理 空中から着地
[Statedef 2441]
type    = S
movetype= H
physics = S
ctrl = 0
sprpriority = 0
anim = 47

[State 2441, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 2441, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2441, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 2430
ctrl = 0

;---------------------------------------------------------------------------
; インビジビリティ:相手やられ処理 終了
[Statedef 2450]
type    = S
movetype= H
physics = S
ctrl = 0
sprpriority = 0

[State 2450, 相手ステートに戻す]
type = SelfState
trigger1 = time = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ヘースト
[Statedef 2500]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 2400
poweradd = 0
sprpriority = 2

[State 2500, 使用回数-1]
type = varadd
trigger1 = time = 0
var(30) = -1

;対ビホルダー用
[State 2500, ステート変更]
type = ChangeState
trigger1 = enemy(0),name = "beholder"
trigger1 = enemy(0),facing = 1
trigger1 = enemy(0),movetype != H
trigger1 = pos X > enemy(0),pos X
trigger2 = enemy(0),name = "beholder"
trigger2 = enemy(0),facing = -1
trigger2 = enemy(0),movetype != H
trigger2 = pos X < enemy(0),pos X
trigger3 = NumEnemy = 2
trigger3 = enemy(1),name = "beholder"
trigger3 = enemy(1),facing = 1
trigger3 = enemy(1),movetype != H
trigger3 = pos X > enemy(1),pos X
trigger4 = NumEnemy = 2
trigger4 = enemy(1),name = "beholder"
trigger4 = enemy(1),facing = -1
trigger4 = enemy(1),movetype != H
trigger4 = pos X < enemy(1),pos X
value = 2501

[State 2500, ポーズ]
type = SuperPause
trigger1 = time = 0
time = 72
anim = -1
movetime = 72
darken = 0
p2defmul = 1

[State 2500, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2500, 背景を暗くする]
type = BGPalFX
trigger1 = 1
time = 1
add = -16,-8,0

[State 2500, 音を鳴らす]
type = PlaySnd
value = 0, 14
channel = 0
trigger1 = time = 0

[State 2500, 音を鳴らす]
type = PlaySnd
value = 5, 12
channel = 5
trigger1 = time = 0

[State 2500, 音を鳴らす]
type = PlaySnd
value = 0, 22
channel = 0
trigger1 = time = 38

[State 2500, 音を鳴らす]
type = PlaySnd
value = 5, 11
channel = 5
trigger1 = time = 38

[State 2500, エフェクト1]
type = Explod
trigger1 = time = 3
Anim = 6410
id = 6410
Pos = 0, 0
SprPriority = 3
BindTime = 30			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2500, エフェクト2]
type = Explod
trigger1 = time = 38
Anim = 6420
id = 6420
Pos = 0, 0
SprPriority = 3
BindTime = 25			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2500, 画面フラッシュ:黄]
type = EnvColor
trigger1 = time = 42
trigger2 = time = 54
value = 240, 240, 0
time = 8

[State 2500, 速度上昇フラグ]
type = varset
trigger1 = animtime = 0
var(16) = 1

[State 2500, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ヘースト 打ち消し
[Statedef 2501]
type    = S		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 2501, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2501, 背景を暗くする]
type = BGPalFX
trigger1 = 1
time = 1
add = -16,-8,0

[State 2501, 音を鳴らす]
type = PlaySnd
value = 0, 14
channel = 0
trigger1 = time = 0

[State 2501, 音を鳴らす]
type = PlaySnd
value = 5, 12
channel = 5
trigger1 = time = 0

[State 2501, 音を鳴らす]
type = PlaySnd
value = 0, 22
channel = 0
trigger1 = time = 38

[State 2501, エフェクト1]
type = Explod
trigger1 = time = 3
Anim = 6410
id = 6410
Pos = 0, 0
SprPriority = 3
BindTime = 30			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ

[State 2501, サウンド停止]
type = StopSnd
triggerall = Anim = 2400
trigger1 = AnimElemTime(11) = 0
channel = 5

[State 2501, 失敗エフェクト]
type = Explod
triggerall = Anim = 2400
trigger1 = AnimElemTime(11) = 0
Anim = 6630
ID = 6630
Pos = -6, -85
SprPriority = 4
ownpal = 1
persistent = 0

[State 2501, ステート変更]
type = ChangeState
triggerall = Anim = 2400
trigger1 = AnimElemTime(11) >= 0
trigger1 = !numexplod(6630)
value = 0
ctrl =1

;---------------------------------------------------------------------------
;ポリモーフアザー
[Statedef 2600]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 2600
poweradd = 0
sprpriority = 2

[State 2600, 使用回数-1]
type = varadd
trigger1 = time = 0
var(31) = -1

;対ビホルダー用
[State 2600, ステート変更]
type = ChangeState
trigger1 = enemy(0),name = "beholder"
trigger1 = enemy(0),facing = 1
trigger1 = enemy(0),movetype != H
trigger1 = pos X > enemy(0),pos X
trigger2 = enemy(0),name = "beholder"
trigger2 = enemy(0),facing = -1
trigger2 = enemy(0),movetype != H
trigger2 = pos X < enemy(0),pos X
trigger3 = NumEnemy = 2
trigger3 = enemy(1),name = "beholder"
trigger3 = enemy(1),facing = 1
trigger3 = enemy(1),movetype != H
trigger3 = pos X > enemy(1),pos X
trigger4 = NumEnemy = 2
trigger4 = enemy(1),name = "beholder"
trigger4 = enemy(1),facing = -1
trigger4 = enemy(1),movetype != H
trigger4 = pos X < enemy(1),pos X
value = 2601

[State 2600, ポーズ]
type = SuperPause
trigger1 = time = 0
time = 116
anim = -1
movetime = 116
darken = 0
p2defmul = 1

[State 2600, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2600, 背景を暗くする]
type = BGPalFX
trigger1 = 1
time = 1
add = -16,-8,0

[State 2600, 攻撃認識距離変更]
type = AttackDist
trigger1 = 1
value = 0

;ヒット制限無効
[State 2600, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

[State 2600, アニメ変更]
type = ChangeAnim
value = 2601
trigger1 = time = 56

[State 2600, 音を鳴らす]
type = PlaySnd
value = 5, 13
channel = 5
trigger1 = AnimElemTime(1) = 0
trigger1 = anim = 2600
persistent = 0

[State 2600, 音を鳴らす]
type = PlaySnd
value = 0, 23
channel = 0
trigger1 = AnimElemTime(3) = 0
trigger1 = anim = 2601
persistent = 0

[State 2600, 音を鳴らす]
type = PlaySnd
value = 5, 14
channel = 5
trigger1 = AnimElemTime(3) = 0
trigger1 = anim = 2601
persistent = 0

[State 2600, エフェクト1]
type = Explod
trigger1 = AnimElemTime(2) = 5
trigger1 = anim = 2600
Anim = 6450
id = 6450
Pos = 0, 0
SprPriority = 3
BindTime = 48			;基準位置からの相対位置で表示する時間
RemoveTime = 48			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2600, エフェクト2]
type = Explod
trigger1 = AnimElemTime(2) = 5
trigger1 = anim = 2601
Anim = 6460
id = 6460
Pos = 0, 0
SprPriority = 3
BindTime = 40			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2600, エフェクト3]
type = Explod
trigger1 = AnimElemTime(5) = 0
trigger1 = anim = 2601
Anim = 6470
id = 6470
Pos = 0, 0
SprPriority = 4
BindTime = 34			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2600, 当たり判定用ヘルパー]
type = Helper
trigger1 = AnimElemTime(3) = 0
trigger1 = anim = 2601
helpertype = normal
name = "PO_hit"
ID = 2600
pos = 0, 0
postype = p1
facing = 1
stateno = 2610
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2600, ステート変更]
type = ChangeState
trigger1 = time = 116
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ポリモーフアザー 打ち消し
[Statedef 2601]
type    = S		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 2601, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2601, 背景を暗くする]
type = BGPalFX
trigger1 = 1
time = 1
add = -16,-8,0

[State 2601, アニメ変更]
type = ChangeAnim
value = 2601
trigger1 = time = 56

[State 2601, 音を鳴らす]
type = PlaySnd
value = 5, 13
channel = 5
trigger1 = AnimElemTime(1) = 0
trigger1 = anim = 2600
persistent = 0

[State 2601, 音を鳴らす]
type = PlaySnd
value = 0, 23
channel = 0
trigger1 = AnimElemTime(3) = 0
trigger1 = anim = 2601
persistent = 0

[State 2601, エフェクト1]
type = Explod
trigger1 = AnimElemTime(2) = 5
trigger1 = anim = 2600
Anim = 6450
id = 6450
Pos = 0, 0
SprPriority = 3
BindTime = 48			;基準位置からの相対位置で表示する時間
RemoveTime = 48			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2601, サウンド停止]
type = StopSnd
triggerall = Anim = 2601
trigger1 = AnimElemTime(2) = 4
channel = 5

[State 2601, 失敗エフェクト]
type = Explod
triggerall = Anim = 2601
trigger1 = AnimElemTime(2) = 4
Anim = 6630
ID = 6630
Pos = 42, -58
SprPriority = 4
ownpal = 1
persistent = 0

[State 2601, ステート変更]
type = ChangeState
triggerall = Anim = 2601
trigger1 = AnimElemTime(2) >= 4
trigger1 = !numexplod(6630)
value = 0
ctrl =1

;---------------------------------------------------------------------------
;ポリモーフアザー:当たり判定用ヘルパー
[Statedef 2610]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0

[State 2610, 無敵]
type = nothitby
trigger1 = 1
value = SCA

[State 2610, 透明化]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 2610, 位置固定]
type = BindToRoot
trigger1 = 1
time = 1
facing = 0
pos = 0, 0

[State 2610, アニメ変更]
type = ChangeAnim
trigger1 = time = 0
value = 2602

[State 2610, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HT
hitflag = MAF
priority = 7, hit
pausetime = 0, 83
sparkno = s6480
guard.dist = 0
numhits = 0
p2facing = 1
getpower = 0, 0
givepower = -99999, -99999
p1stateno = 2611
p2stateno = 2650
id = 2610

[State 2610, destroyself]
type = DestroySelf
trigger1 = root,stateno != 2600

;---------------------------------------------------------------------------
;ポリモーフアザー:相手変身用ヘルパー1
[Statedef 2611]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0

[State 2611, 相手のID取得]
type = VarSet
trigger1 = time = 0
var(59) = target,ID
persistent = 0

[State 2611, 変身用アニメ選択]
type = VarRandom
trigger1 = time = 0
v = 0
range = 0,3
persistent = 0

[State 2611, 相手鳥ステートへ]
type = TargetState
trigger1 = time = 0
trigger1 = var(0) = 3
value = 2660
persistent = 0

[State 2611, アニメ変更1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(0) != 3
trigger2 = var(0) = 3
trigger2 = playerID(var(59)),stateno = 2660
trigger2 = playerID(var(59)),time < 82
value = 6490+var(0)*10

[State 2611, 透明化]
type = AssertSpecial
trigger1 = playerID(var(59)),stateno = 2650
trigger1 = playerID(var(59)),time < 82
trigger2 = playerID(var(59)),stateno = 2660
trigger2 = playerID(var(59)),time < 82
flag = invisible

[State 2611, 無敵]
type = nothitby
trigger1 = 1
value = SCA

[State 2611, 位置固定]
type = PosSet
trigger1 = 1
x = playerID(var(59)),Pos X
y = playerID(var(59)),Pos Y

[State 2611, アニメ変更2]
type = ChangeAnim
trigger1 = anim = 6490+var(0)*10
trigger1 = Pos Y >= 0
trigger1 = playerID(var(59)),time > 81
trigger1 = var(0) != 3
trigger2 = anim = 6520
trigger2 = animtime = 0
value = 6491+var(0)*10

[State 2611, アニメ変更3]
type = ChangeAnim
trigger1 = anim = 6491+var(0)*10
trigger1 = animtime = 0
trigger1 = var(0) != 3
trigger2 = anim = 6521
trigger2 = animtime = 0
value = 6492+var(0)*10

[State 2611, 相手の速度セット]
type = TargetVelSet
trigger1 = anim = 6492+var(0)*10
trigger1 = var(0) != 3
x = 1.95
persistent = 0

[State 2611, 音を鳴らす:蛙]
type = PlaySnd
value = 4, 0
channel = 4
triggerall = var(0) = 2
triggerall = anim = 6512
trigger1 = animelemtime(1) = 0
persistent = 0

[State 2611, 音を鳴らす:蛙]
type = PlaySnd
value = 4, 0
channel = -1
triggerall = var(0) = 2
triggerall = anim = 6512
trigger1 = animelemtime(6) = 0
persistent = 0

[State 2611, 音を鳴らす:豚]
type = PlaySnd
value = 4, 1
channel = 4
triggerall = var(0) = 0
triggerall = anim = 6492
trigger1 = animelemtime(1) = 0
persistent = 0

[State 2611, 音を鳴らす:豚]
type = PlaySnd
value = 4, 1
channel = -1
triggerall = var(0) = 0
triggerall = anim = 6492
trigger1 = animelemtime(6) = 0
persistent = 0

[State 2611, 向き]
type = Turn
trigger1 = facing != playerID(var(59)),facing

[State 2610, ヒット数リセット]
type = HitAdd
trigger1 = time = 0
value = -playerID(var(59)),gethitvar(hitcount)

[State 2610, 相手のライフ増減]
type = null;TargetLifeAdd
trigger1 = playerID(var(59)),stateno != [2650,2661]
value = -200*const(data.attack)/100
absolute = 1
persistent = 0
ignorehitpause = 1

[State 2610, destroyself]
type = DestroySelf
trigger1 = playerID(var(59)),stateno != [2650,2661]

;変数
;var(0)			動物の種類
;0 豚
;1 狐
;2 蛙
;3 鳥
;var(59)		相手のID

;---------------------------------------------------------------------------
;ポリモーフアザー:相手やられ処理1_1(豚・狐・蛙)
[Statedef 2650]
type    = U
movetype= H
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0

[State 2650, ぶつかり判定]
type = PlayerPush
trigger1 = 1
value = 0

[State 2650, 無敵]
type = nothitby
trigger1 = 1
value = SCA

[State 2650, アニメ変更]
type = ChangeAnim
trigger1 = time <= 81
value = 5010
elem = 2

[State 2650, 位置固定]
type = PosFreeze
trigger1 = time <= 81
value = 1

[State 2650, 透明化]
type = AssertSpecial
trigger1 = time >= 81
flag = invisible

[State 2650, アニメ変更]
type = ChangeAnim2
trigger1 = time = 81
value = 2620

[State 2650, 落下位置セット]
type = PosSet
trigger1 = time = 81
y = -50
persistent = 0

[State 2650, 重力]
type = veladd
trigger1 = time >= 81
y = 0.35

[State 2650, 位置セット]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 2650, タイプセット]
type = statetypeset
trigger1 = Pos Y >= 0
statetype = S
physics = S

[State 2650, ステート変更]
type = ChangeState
trigger1 = time >= 81
trigger1 = Pos Y >= 0
trigger1 = statetype = S
value = 2651

;---------------------------------------------------------------------------
;ポリモーフアザー:相手やられ処理1_2(豚・狐・蛙)
[Statedef 2651]
type    = S
movetype= H
physics = S
ctrl = 0
sprpriority = 2
velset = 0,0

[State 2651, ぶつかり判定]
type = PlayerPush
trigger1 = 1
value = 0

[State 2651, 位置セット]
type = PosSet
trigger1 = time = 0
y = 1

[State 2651, 無敵]
type = nothitby
trigger1 = 1;vel X = 0
value = SCA

[State 2651, 無敵]
type = null;nothitby
trigger1 = vel X != 0
value = ,AT

[State 2651, 透明化]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 2620, 速度セット]
type = VelSet
trigger1 = vel X > 0
x = 1.95

[State 2651, 位置セット]
type = PosSet
trigger1 = time > 60*5
y = 0

[State 2651, 待機状態]
type = statetypeset
trigger1 = time > 60*5-1
movetype = I

[State 2651, 相手ステートに戻す]
type = SelfState
trigger1 = time > 60*5
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ポリモーフアザー:相手やられ処理2_1(鳥)
[Statedef 2660]
type    = U
movetype= H
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0

[State 2660, ぶつかり判定]
type = PlayerPush
trigger1 = 1
value = 0

[State 2660, 無敵]
type = nothitby
trigger1 = 1
value = SCA

[State 2660, アニメ変更]
type = ChangeAnim
trigger1 = time <= 81
value = 5010
elem = 2

[State 2660, 位置固定]
type = PosFreeze
trigger1 = time <= 81
value = 1

[State 2660, 透明化]
type = AssertSpecial
trigger1 = time >= 81
flag = invisible

[State 2660, アニメ変更]
type = ChangeAnim2
trigger1 = time = 81
value = 2620

[State 2660, 落下位置セット]
type = PosSet
trigger1 = time = 81
y = -50
persistent = 0

[State 2660, タイプセット]
type = statetypeset
trigger1 = time = 81
statetype = A

[State 2660, ステート変更]
type = ChangeState
trigger1 = time >= 81+19
trigger1 = statetype = A
value = 2661

;---------------------------------------------------------------------------
;ポリモーフアザー:相手やられ処理2_2(鳥)
[Statedef 2661]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0

[State 2661, ぶつかり判定]
type = PlayerPush
trigger1 = 1
value = 0

[State 2661, 画面固定]
type = ScreenBound
trigger1 = 1

[State 2661, 無敵]
type = nothitby
trigger1 = 1;time < 18
value = SCA

[State 2661, 無敵]
type = null;nothitby
trigger1 = time >= 18
value = ,AT

[State 2661, 透明化]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 2661, 位置セット1]
type = velset
trigger1 = time >= 18
trigger1 = (time-18)*6 <= 450
x =  5.5*cos(pi/180*(time-18)*6)
y = -5.5*sin(pi/180*(time-18)*6)

[State 2661, 速度セット]
type = velset
trigger1 = (time-18)*6 > 450
x = -2.95
y = -2.95
persistetnt = 0

[State 2661, 待機状態]
type = statetypeset
trigger1 = time > 60*5-1
movetype = I

[State 2661, 相手ステートに戻す]
type = SelfState
trigger1 = time > 60*5
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地
[Statedef 2700]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
anim = 2700
poweradd = 0
sprpriority = 1

[State 2700, 使用回数-1]
type = varadd
trigger1 = time = 0
var(32) = -1

;対ビホルダー用
[State 2700, ステート変更]
type = ChangeState
trigger1 = enemy(0),name = "beholder"
trigger1 = enemy(0),facing = 1
trigger1 = enemy(0),movetype != H
trigger1 = pos X > enemy(0),pos X
trigger2 = enemy(0),name = "beholder"
trigger2 = enemy(0),facing = -1
trigger2 = enemy(0),movetype != H
trigger2 = pos X < enemy(0),pos X
trigger3 = NumEnemy = 2
trigger3 = enemy(1),name = "beholder"
trigger3 = enemy(1),facing = 1
trigger3 = enemy(1),movetype != H
trigger3 = pos X > enemy(1),pos X
trigger4 = NumEnemy = 2
trigger4 = enemy(1),name = "beholder"
trigger4 = enemy(1),facing = -1
trigger4 = enemy(1),movetype != H
trigger4 = pos X < enemy(1),pos X
value = 2701

[State 2700, ポーズ]
type = SuperPause
trigger1 = time = 0
time = 432
anim = -1
movetime = 432
darken = 0
p2defmul = 1

[State 2700, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2700, 背景を暗くする]
type = BGPalFX
trigger1 = time < 144
time = 1
add = -16,-8,0

[State 2700, 背景を暗くする]
type = BGPalFX
trigger1 = time >= 144
time = 1
add = 16,32,32

[State 2700, 攻撃認識距離変更]
type = AttackDist
trigger1 = 1
value = 0

[State 2700, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

[State 2700, 音を鳴らす]
type = PlaySnd
value = 0, 16
channel = 0
trigger1 = time = 0

[State 2700, 音を鳴らす]
type = PlaySnd
value = 5, 15
channel = 5
trigger1 = time = 0

[State 2700, 音を鳴らす]
type = PlaySnd
value = 0, 24
channel = 0
trigger1 = time = 177

[State 2700, 音を鳴らす]
type = PlaySnd
value = 5, 16
channel = 5
trigger1 = time = 177

[State 2700, 音を鳴らす]
type = PlaySnd
value = 5, 17
channel = -1
trigger1 = time = [182,272]
trigger1 = (time-182)%6=0

[State 2700, 音を鳴らす]
type = PlaySnd
value = 5, 18
channel = -1
trigger1 = time = 272

[State 2700, アニメ変更]
type = ChangeAnim
trigger1 = time = 177
trigger1 = anim = 2700
value = 2701

[State 2700, アニメ変更]
type = ChangeAnim
trigger1 = time = 331
trigger1 = anim = 2701
value = 2702

[State 2700, 画面の揺れ]
type = EnvShake
trigger1 = time = 146
time = 286

[State 2700, エフェクト1]
type = Explod
trigger1 = time = 146
Anim = 6530
id = 6530
Pos = -3, 0
SprPriority = -3
BindTime = 125			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_0]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_0"
ID = 2700
pos = -213, 2
postype = p1
facing = 1
stateno = 2710
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_1]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_1"
ID = 2701
pos = -143, -18
postype = p1
facing = 1
stateno = 2711
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_2]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_2"
ID = 2702
pos = -88, -23
postype = p1
facing = 1
stateno = 2712
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_3]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_3"
ID = 2703
pos = -73, -25
postype = p1
facing = 1
stateno = 2713
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_4]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_4"
ID = 2704
pos = -88, -29
postype = p1
facing = 1
stateno = 2714
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_5]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_5"
ID = 2705
pos = -18, -22
postype = p1
facing = 1
stateno = 2715
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_6]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_6"
ID = 2706
pos = 2, -25
postype = p1
facing = 1
stateno = 2716
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_7]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_7"
ID = 2707
pos = 21, -4
postype = p1
facing = 1
stateno = 2717
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_8]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_8"
ID = 2708
pos = -5, 10
postype = p1
facing = 1
stateno = 2718
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_9]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_9"
ID = 2709
pos = -3, 27
postype = p1
facing = 1
stateno = 2719
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_10]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_10"
ID = 2710
pos = -54, 39
postype = p1
facing = 1
stateno = 2720
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_11]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_11"
ID = 2711
pos = 59, 1
postype = p1
facing = 1
stateno = 2721
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_12]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_12"
ID = 2712
pos = 92, 27
postype = p1
facing = 1
stateno = 2722
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_13]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_13"
ID = 2713
pos = 97, 18
postype = p1
facing = 1
stateno = 2723
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_14]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_14"
ID = 2714
pos = 182, -13
postype = p1
facing = 1
stateno = 2724
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー2_15]
type = Helper
trigger1 = time = 180
helpertype = normal
name = "CE_effect2_15"
ID = 2715
pos = 191, -26
postype = p1
facing = 1
stateno = 2725
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト3]
type = Explod
trigger1 = time = 270
Anim = 6540
ID = 6540
Pos = 0, 0
SprPriority = 0
BindTime = 162			;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー4_0]
type = Helper
trigger1 = time = 270
helpertype = normal
name = "CE_effect4_0"
ID = 2740
pos = -50, 18
postype = p1
facing = 1
stateno = 2740
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー4_1]
type = Helper
trigger1 = time = 270
helpertype = normal
name = "CE_effect4_1"
ID = 2741
pos = -51, -150
postype = p1
facing = 1
stateno = 2741
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー4_2]
type = Helper
trigger1 = time = 270
helpertype = normal
name = "CE_effect4_2"
ID = 2742
pos = 77, -110
postype = p1
facing = 1
stateno = 2742
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, エフェクト用ヘルパー4_3]
type = Helper
trigger1 = time = 270
helpertype = normal
name = "CE_effect4_3"
ID = 2743
pos = -19, -26
postype = p1
facing = 1
stateno = 2743
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 2700, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 32, 32
animtype = back
fall = 1
;guardflag = MA
hitflag = MFD
priority = 7, Hit
pausetime = 1, 1
sparkno = -1
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = -1
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-3
air.velocity = -2,-3
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
yaccel = .25
guard.dist = 0
p2facing = 1
getpower = 0, 0
givepower = 0, 0
id = 2700
nochainID = 2700
;p2stateno = 2705

[State 2700, 音を止める]
type = StopSnd
trigger1 = time = 432
channel = 5

[State 2700, エフェクト消去]
type = RemoveExplod
trigger1 = numexplod(6540)
trigger1 = time = 432
ID = 6540

[State 2700, ステート変更]
type = ChangeState
trigger1 = time = 432
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地 打ち消し
[Statedef 2701]
type    = S		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 2701, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2701, 背景を暗くする]
type = BGPalFX
trigger1 = time < 144
time = 1
add = -16,-8,0

[State 2701, 背景を暗くする]
type = BGPalFX
trigger1 = time >= 144
time = 1
add = 16,32,32

[State 2701, 音を鳴らす]
type = PlaySnd
value = 0, 16
channel = 0
trigger1 = time = 0

[State 2701, 音を鳴らす]
type = PlaySnd
value = 5, 15
channel = 5
trigger1 = time = 0

[State 2701, 音を鳴らす]
type = PlaySnd
value = 0, 24
channel = 0
trigger1 = time = 177

[State 2701, アニメ変更]
type = ChangeAnim
trigger1 = time = 177
trigger1 = anim = 2700
value = 2701

[State 2401, サウンド停止]
type = StopSnd
triggerall = Anim = 2701
trigger1 = AnimElemTime(1) = 0
channel = 5

[State 2701, 失敗エフェクト]
type = Explod
triggerall = Anim = 2701
trigger1 = AnimElemTime(1) = 0
Anim = 6630
ID = 6630
Pos = -6, -85
SprPriority = 4
ownpal = 1
persistent = 0

[State 2701, ステート変更]
type = ChangeState
triggerall = Anim = 2701
trigger1 = AnimElemTime(1) >= 0
trigger1 = !numexplod(6630)
value = 0
ctrl =1

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:相手ダメージ処理
[Statedef 2705]
type    = U
movetype= H
physics = U
ctrl = 0

[State 2705, 相手のライフ増減]
type = LifeAdd
trigger1 = time = 0
value = -300*const(data.attack)/100
absolute = 1
persistent = 0
ignorehitpause = 1

[State 2705, 相手ステートへ戻す]
type = SelfState
trigger1 = time = 0
trigger1 = ishelper
value = 5000

[State 2705, 相手ステートへ戻す]
type = SelfState
trigger1 = time = 0
trigger1 = !ishelper
value = 5000

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_0
[Statedef 2710]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6532
sprpriority = -1

;無敵
[State 2710, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2710, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2710, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2710, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2710, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2710, プライオリティ]
type = SprPriority
trigger1 = time >= 36
value = 1

[State 2710, 位置固定]
type = BindToRoot
trigger1 = time >= 36
time = 1
facing = 0
pos = 21, -59

[State 2710, アニメ固定]
type = ChangeAnim
trigger1 = time >= 36
value = 6532
elem = 2

[State 2710, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_1
[Statedef 2711]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6532
sprpriority = -1

;無敵
[State 2711, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2711, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2711, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2711, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2711, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2711, 速度変更]
type = VelSet
trigger1 = time = 34
y = -3

[State 2711, 速度変更]
type = VelSet
trigger1 = time = 49
y = 0

[State 2711, プライオリティ]
type = SprPriority
trigger1 = time >= 49
value = 1

[State 2711, 位置固定]
type = BindToRoot
trigger1 = time >= 49
time = 1
facing = 0
pos = -19, -83

[State 2711, アニメ固定]
type = ChangeAnim
trigger1 = time >= 49
value = 6532
elem = 5

[State 2620, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_2
[Statedef 2712]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6531
sprpriority = -1

;無敵
[State 2712, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2712, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2712, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2712, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2712, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2712, 速度変更]
type = VelSet
trigger1 = time = 34
y = -3

[State 2712, 速度変更]
type = VelSet
trigger1 = time = 56
y = 0

[State 2712, プライオリティ]
type = SprPriority
trigger1 = time >= 56
value = 1

[State 2712, 位置固定]
type = BindToRoot
trigger1 = time >= 56
time = 1
facing = 0
pos = -3, -98

[State 2712, アニメ固定]
type = ChangeAnim
trigger1 = time >= 56
value = 6531
elem = 5

[State 2712, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_3
[Statedef 2713]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6531
sprpriority = -1

;無敵
[State 2713, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2713, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2713, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2713, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2713, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2713, 速度変更]
type = VelSet
trigger1 = time = 34
y = -3

[State 2713, 速度変更]
type = VelSet
trigger1 = time = 49
y = 0

[State 2713, プライオリティ]
type = SprPriority
trigger1 = time >= 49
value = 1

[State 2713, 位置固定]
type = BindToRoot
trigger1 = time >= 49
time = 1
facing = 0
pos = 21, -83

[State 2713, アニメ固定]
type = ChangeAnim
trigger1 = time >= 49
value = 6531
elem = 3

[State 2713, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_4
[Statedef 2714]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6531
sprpriority = -1

;無敵
[State 2714, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2714, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2714, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2714, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2714, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2714, 速度変更]
type = VelSet
trigger1 = time = 34
y = -3

[State 2714, 速度変更]
type = VelSet
trigger1 = time = 45
y = 0

[State 2714, プライオリティ]
type = SprPriority
trigger1 = time >= 45
value = 1

[State 2714, 位置固定]
type = BindToRoot
trigger1 = time >= 45
time = 1
facing = 0
pos = 5, -87

[State 2714, アニメ固定]
type = ChangeAnim
trigger1 = time >= 45
value = 6531
elem = 2

[State 2714, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_5
[Statedef 2715]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6531
sprpriority = -1

;無敵
[State 2715, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2715, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2715, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2715, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2715, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2715, 速度変更]
type = VelSet
trigger1 = time = 34
y = -3

[State 2715, 速度変更]
type = VelSet
trigger1 = time = 43
y = 0

[State 2715, プライオリティ]
type = SprPriority
trigger1 = time >= 43
value = 1

[State 2715, 位置固定]
type = BindToRoot
trigger1 = time >= 43
time = 1
facing = 0
pos = 1, -79

[State 2715, アニメ固定]
type = ChangeAnim
trigger1 = time >= 43
value = 6531
elem = 1

[State 2715, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_6
[Statedef 2716]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6532
sprpriority = -1

;無敵
[State 2716, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2716, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2716, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2716, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2716, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2716, プライオリティ]
type = SprPriority
trigger1 = time >= 35
value = 1

[State 2716, 位置固定]
type = BindToRoot
trigger1 = time >= 35
time = 1
facing = 0
pos = -27, -63

[State 2716, アニメ固定]
type = ChangeAnim
trigger1 = time >= 35
value = 6532
elem = 1

[State 2716, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_7
[Statedef 2717]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6531
sprpriority = -1

;無敵
[State 2717, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2717, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2717, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2717, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2717, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2717, プライオリティ]
type = SprPriority
trigger1 = time >= 7
value = 1

[State 2717, 位置固定]
type = BindToRoot
trigger1 = time >= 7
time = 1
facing = 0
pos = -3, -31

[State 2717, アニメ固定]
type = ChangeAnim
trigger1 = time >= 7
value = 6531
elem = 2

[State 2717, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_8
[Statedef 2718]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6532
sprpriority = -1

;無敵
[State 2718, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2718, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2718, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2718, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2718, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2718, プライオリティ]
type = SprPriority
trigger1 = time >= 22
value = 1

[State 2718, 位置固定]
type = BindToRoot
trigger1 = time >= 22
time = 1
facing = 0
pos = -19, -40

[State 2718, アニメ固定]
type = ChangeAnim
trigger1 = time >= 22
value = 6532
elem = 6

[State 2718, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_9
[Statedef 2719]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6531
sprpriority = 2

;無敵
[State 2719, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2719, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2719, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2719, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2719, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2719, 速度変更]
type = VelSet
trigger1 = time = 20
y = -3

[State 2719, 速度変更]
type = VelSet
trigger1 = time = 40
y = 0

[State 2719, プライオリティ]
type = SprPriority
trigger1 = time >= 40
value = 1

[State 2719, 位置固定]
type = BindToRoot
trigger1 = time >= 40
time = 1
facing = 0
pos = 21, -71

[State 2719, アニメ固定]
type = ChangeAnim
trigger1 = time >= 40
value = 6531
elem = 1

[State 2719, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_10
[Statedef 2720]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6531
sprpriority = 2

;無敵
[State 2720, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2720, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2720, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2720, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2720, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2720, 速度変更]
type = VelSet
trigger1 = time = 20
y = -3

[State 2720, 速度変更]
type = VelSet
trigger1 = time = 57
y = 0

[State 2720, プライオリティ]
type = SprPriority
trigger1 = time >= 57
value = 1

[State 2720, 位置固定]
type = BindToRoot
trigger1 = time >= 57
time = 1
facing = 0
pos = -19, -106

[State 2720, アニメ固定]
type = ChangeAnim
trigger1 = time >= 57
value = 6531
elem = 5

[State 2720, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_11
[Statedef 2721]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6532
sprpriority = -1

;無敵
[State 2721, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2721, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2721, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2721, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2721, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2721, プライオリティ]
type = SprPriority
trigger1 = time >= 12
value = 1

[State 2721, 位置固定]
type = BindToRoot
trigger1 = time >= 12
time = 1
facing = 0
pos = 13, -45

[State 2721, アニメ固定]
type = ChangeAnim
trigger1 = time >= 12
value = 6532
elem = 4

[State 2621, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_12
[Statedef 2722]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6532
sprpriority = 2

;無敵
[State 2722, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2722, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2722, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2722, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2722, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2722, 速度変更]
type = VelSet
trigger1 = time = 20
y = -3

[State 2722, 速度変更]
type = VelSet
trigger1 = time = 56
y = 0

[State 2722, プライオリティ]
type = SprPriority
trigger1 = time >= 56
value = 1

[State 2722, 位置固定]
type = BindToRoot
trigger1 = time >= 56
time = 1
facing = 0
pos = 21, -93

[State 2722, アニメ固定]
type = ChangeAnim
trigger1 = time >= 56
value = 6532
elem = 7

[State 2722, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_13
[Statedef 2723]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6531
sprpriority = 2

;無敵
[State 2723, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2723, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2723, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2723, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2723, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2723, 速度変更]
type = VelSet
trigger1 = time = 20
y = -3

[State 2723, 速度変更]
type = VelSet
trigger1 = time = 34
y = 0

[State 2723, プライオリティ]
type = SprPriority
trigger1 = time >= 34
value = 1

[State 2723, 位置固定]
type = BindToRoot
trigger1 = time >= 34
time = 1
facing = 0
pos = -3, -55

[State 2723, アニメ固定]
type = ChangeAnim
trigger1 = time >= 34
value = 6531
elem = 4

[State 2723, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_14
[Statedef 2724]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6531
sprpriority = 2

;無敵
[State 2724, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2724, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2724, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2724, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2724, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2724, 速度変更]
type = VelSet
trigger1 = time = 20
y = -3

[State 2724, 速度変更]
type = VelSet
trigger1 = time = 38
y = 0

[State 2724, プライオリティ]
type = SprPriority
trigger1 = time >= 38
value = 1

[State 2724, 位置固定]
type = BindToRoot
trigger1 = time >= 38
time = 1
facing = 0
pos = -27, -74

[State 2724, アニメ固定]
type = ChangeAnim
trigger1 = time >= 38
value = 6531
elem = 5

[State 2724, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー2_15
[Statedef 2725]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 6532
sprpriority = 2

;無敵
[State 2725, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2725, 速度セット]
type = VelSet
trigger1 = time = 0
x = ifelse(RootDist X > 0 , 6, -6)

[State 2725, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X > 0
trigger1 = RootDist X <= 0
x = 0

[State 2725, 速度変更]
type = VelSet
trigger1 = time >= 1
trigger1 = vel X < 0
trigger1 = RootDist X >= 0
x = 0

[State 2725, 位置固定]
type = BindToRoot
trigger1 = time >= 1
trigger1 = vel X = 0
time = 1
facing = 0
pos = 0, Pos Y
persistent = 0

[State 2725, 速度変更]
type = VelSet
trigger1 = time = 20
y = -3

[State 2725, 速度変更]
type = VelSet
trigger1 = time = 51
y = 0

[State 2725, プライオリティ]
type = SprPriority
trigger1 = time >= 51
value = 1

[State 2725, 位置固定]
type = BindToRoot
trigger1 = time >= 51
time = 1
facing = 0
pos = -43, -91

[State 2725, アニメ固定]
type = ChangeAnim
trigger1 = time >= 51
value = 6532
elem = 5

[State 2725, destroyself]
type = DestroySelf
trigger1 = time > 91
trigger2 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー4_0
[Statedef 2740]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = -1

;無敵
[State 2740, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2740, アニメ固定]
type = ChangeAnim
trigger1 = 1
value = 6533
elem = 1

[State 2740, プライオリティ]
type = SprPriority
trigger1 = var(11) = [60,240]
value = -1

[State 2740, プライオリティ]
type = SprPriority
trigger1 = var(11) != [60,240]
value = 3

[State 2740, 初期X座標セット]
type = varset
fvar(0) = -RootDist X
trigger1 = time = 0

[State 2740, 初期Y座標セット]
type = varset
fvar(1) = RootDist Y
trigger1 = time = 0

[State 2740, 初期角度セット]
type = varset
var(10) = 120
trigger1 = time = 0

[State 2740, 初期角度セット]
type = varset
var(11) = 60
trigger1 = time = 0

[State 2740, X座標]
type = varadd
fvar(0) = -5*cos(pi/180*var(10))
trigger1 = 1

[State 2740, Y座標]
type = varadd
fvar(1) = -4*sin(pi/180*var(11))
trigger1 = 1

[State 2740, 位置固定]
type = BindToRoot
trigger1 = 1
time = 1
facing = 0
pos = fvar(0), fvar(1)

;角度:3度ずつ増加
[State 2740, varadd]
type = varadd
var(10) = 3
trigger1 = 1

;角度リセット
[State 2740, varset]
type = varset
var(10) = 0
trigger1 = var(10) >= 360

;角度:3度ずつ増加
[State 2740, varadd]
type = varadd
var(11) = 3
trigger1 = 1

;角度リセット
[State 2740, varset]
type = varset
var(11) = 0
trigger1 = var(11) >= 360

[State 2740, destroyself]
type = DestroySelf
trigger1 = root,stateno != 2700

;変数
;var(10)		X角度
;var(11)		Y角度
;fvar(0)		X座標
;fvar(1)		Y座標

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー4_1
[Statedef 2741]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = -1

;無敵
[State 2741, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2741, アニメ固定]
type = ChangeAnim
trigger1 = 1
value = 6531
elem = 1

[State 2741, プライオリティ]
type = SprPriority
trigger1 = var(11) = [0,180]
value = -1

[State 2741, プライオリティ]
type = SprPriority
trigger1 = var(11) != [0,180]
value = 3

[State 2741, 初期X座標セット]
type = varset
fvar(0) = -RootDist X
trigger1 = time = 0

[State 2741, 初期Y座標セット]
type = varset
fvar(1) = -RootDist Y
trigger1 = time = 0

[State 2741, 初期角度セット]
type = varset
var(10) = 300
trigger1 = time = 0

[State 2741, 初期角度セット]
type = varset
var(11) = 0
trigger1 = time = 0

[State 2741, X座標]
type = varadd
fvar(0) = 5*cos(pi/180*var(10))
trigger1 = 1

[State 2741, Y座標]
type = varadd
fvar(1) = 4*sin(pi/180*var(11))
trigger1 = 1

[State 2741, 位置固定]
type = BindToRoot
trigger1 = 1
time = 1
facing = 0
pos = fvar(0), fvar(1)

;角度増加:3度ずつ増加
[State 2741, varadd]
type = varadd
var(10) = 3
trigger1 = 1

;角度リセット
[State 2741, varset]
type = varset
var(10) = 0
trigger1 = var(10) >= 360

;角度増加:3度ずつ増加
[State 2741, varadd]
type = varadd
var(11) = 3
trigger1 = 1

;角度リセット
[State 2741, varset]
type = varset
var(11) = 0
trigger1 = var(11) >= 360

[State 2741, destroyself]
type = DestroySelf
trigger1 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー4_2
[Statedef 2742]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = -1

;無敵
[State 2742, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2742, アニメ固定]
type = ChangeAnim
trigger1 = 1
value = 6532
elem = 1

[State 2742, プライオリティ]
type = SprPriority
trigger1 = var(11) = [180,360]
value = -1

[State 2742, プライオリティ]
type = SprPriority
trigger1 = var(11) != [180,360]
value = 3

[State 2742, 初期X座標セット]
type = varset
fvar(0) = -RootDist X
trigger1 = time = 0

[State 2742, 初期Y座標セット]
type = varset
fvar(1) = -RootDist Y
trigger1 = time = 0

[State 2742, 初期角度セット]
type = varset
var(10) = 90
trigger1 = time = 0

[State 2742, 初期角度セット]
type = varset
var(11) = 30
trigger1 = time = 0

[State 2742, X座標]
type = varadd
fvar(0) = 5*cos(pi/180*var(10))
trigger1 = 1

[State 2742, Y座標]
type = varadd
fvar(1) = 4*sin(pi/180*var(11))
trigger1 = 1

[State 2742, 位置固定]
type = BindToRoot
trigger1 = 1
time = 1
facing = 0
pos = fvar(0), fvar(1)

;角度増加:3度ずつ増加
[State 2742, varadd]
type = varadd
var(10) = 3
trigger1 = 1

;角度リセット
[State 2742, varset]
type = varset
var(10) = 0
trigger1 = var(10) >= 360

;角度増加:3度ずつ増加
[State 2742, varadd]
type = varadd
var(11) = 3
trigger1 = 1

;角度リセット
[State 2742, varset]
type = varset
var(11) = 0
trigger1 = var(11) >= 360

[State 2742, destroyself]
type = DestroySelf
trigger1 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・地:エフェクト用ヘルパー4_3
[Statedef 2743]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = -1

;無敵
[State 2743, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2743, アニメ固定]
type = ChangeAnim
trigger1 = 1
value = 6532
elem = 5

[State 2743, プライオリティ]
type = SprPriority
trigger1 = var(11) = [120,300]
value = -1

[State 2743, プライオリティ]
type = SprPriority
trigger1 = var(11) != [120,300]
value = 3

[State 2743, 初期X座標セット]
type = varset
fvar(0) = -RootDist X
trigger1 = time = 0

[State 2743, 初期Y座標セット]
type = varset
fvar(1) = RootDist Y
trigger1 = time = 0

[State 2743, 初期角度セット]
type = varset
var(10) = 0
trigger1 = time = 0

[State 2743, 初期角度セット]
type = varset
var(11) = 30
trigger1 = time = 0

[State 2743, X座標]
type = varadd
fvar(0) = -5*cos(pi/180*var(10))
trigger1 = 1

[State 2743, Y座標]
type = varadd
fvar(1) = -4*sin(pi/180*var(11))
trigger1 = 1

[State 2743, 位置固定]
type = BindToRoot
trigger1 = 1
time = 1
facing = 0
pos = fvar(0), fvar(1)

;角度増加:3度ずつ増加
[State 2743, varadd]
type = varadd
var(10) = 3
trigger1 = 1

;角度リセット
[State 2743, varset]
type = varset
var(10) = 0
trigger1 = var(10) >= 360

;角度増加:3度ずつ増加
[State 2743, varadd]
type = varadd
var(11) = 3
trigger1 = 1

;角度リセット
[State 2743, varset]
type = varset
var(11) = 0
trigger1 = var(11) >= 360

[State 2743, destroyself]
type = DestroySelf
trigger1 = root,stateno != 2700

;---------------------------------------------------------------------------
;コンジュアエレメンタル・風
[Statedef 2800]
type    = S		;S,C,A,L=ダウン
movetype= A		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
anim = 2800
poweradd = 0
sprpriority = 1

[State 2800, 使用回数-1]
type = varadd
trigger1 = time = 0
var(32) = -1

;対ビホルダー用
[State 2800, ステート変更]
type = ChangeState
trigger1 = enemy(0),name = "beholder"
trigger1 = enemy(0),facing = 1
trigger1 = enemy(0),movetype != H
trigger1 = pos X > enemy(0),pos X
trigger2 = enemy(0),name = "beholder"
trigger2 = enemy(0),facing = -1
trigger2 = enemy(0),movetype != H
trigger2 = pos X < enemy(0),pos X
trigger3 = NumEnemy = 2
trigger3 = enemy(1),name = "beholder"
trigger3 = enemy(1),facing = 1
trigger3 = enemy(1),movetype != H
trigger3 = pos X > enemy(1),pos X
trigger4 = NumEnemy = 2
trigger4 = enemy(1),name = "beholder"
trigger4 = enemy(1),facing = -1
trigger4 = enemy(1),movetype != H
trigger4 = pos X < enemy(1),pos X
value = 2801

[State 2800, ポーズ]
type = SuperPause
trigger1 = time = 0
time = 332
anim = -1
movetime = 332
darken = 0
p2defmul = 1

[State 2800, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2800, 背景を暗くする]
type = BGPalFX
trigger1 = time < 144
time = 1
add = -16,-8,0

[State 2800, 背景を暗くする]
type = BGPalFX
trigger1 = time >= 144
time = 1
add = -32,48,80

[State 2800, 攻撃認識距離変更]
type = AttackDist
trigger1 = 1
value = 0

[State 2800, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck

[State 2800, 音を鳴らす]
type = PlaySnd
value = 0, 16
channel = 0
trigger1 = time = 0

[State 2800, 音を鳴らす]
type = PlaySnd
value = 5, 15
channel = 5
trigger1 = time = 0

[State 2800, 音を鳴らす]
type = PlaySnd
value = 5, 19
channel = 5
trigger1 = time = 144

[State 2800, 音を鳴らす]
type = PlaySnd
value = 0, 24
channel = 0
trigger1 = time = 177

[State 2800, アニメ変更]
type = ChangeAnim
trigger1 = time = 177
trigger1 = anim = 2800
value = 2801

[State 2800, エフェクト1_1]
type = Explod
trigger1 = time = 146
Anim = 6550
Pos = 0, 0
SprPriority = 0
BindTime = 159			;基準位置からの相対位置で表示する時間
RemoveTime = 159		;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2800, エフェクト1_2]
type = Explod
trigger1 = time = 146
Anim = 6560
Pos = 0, 0
SprPriority = 2
BindTime = 159			;基準位置からの相対位置で表示する時間
RemoveTime = 159		;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2800, エフェクト2_1]
type = Explod
trigger1 = time = 146
Anim = 6570
id = 6570
Pos = 0, 0
SprPriority = 1
BindTime = 23			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2800, エフェクト2_2]
type = Explod
trigger1 = time = 146+23
Anim = 6571
Pos = 0, 0
SprPriority = 1
BindTime = 126			;基準位置からの相対位置で表示する時間
RemoveTime = 126		;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2800, エフェクト2_3]
type = Explod
trigger1 = time = 146+23+126
Anim = 6572
id = 6572
Pos = 0, 0
SprPriority = 1
BindTime = 24			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2800, エフェクト3_1]
type = Explod
trigger1 = time = 185
Anim = 6580
Pos = 0, 0
SprPriority = 2
BindTime = 120			;基準位置からの相対位置で表示する時間
RemoveTime = 120		;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2800, エフェクト3_1]
type = Explod
trigger1 = time = 185+120
Anim = 6581
id = 6581
Pos = 0, 0
SprPriority = 2
BindTime = 28			;基準位置からの相対位置で表示する時間
RemoveTime = -2			;消えるまでの時間-1で永久,省略時は-2
RemoveOnGetHit = 1		;くらい状態になったら消える
ownpal = 1				;独自パレットを持つ
supermovetime = 9999
pausemovetime = 9999

[State 2800, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 32, 32
animtype = back
fall = 1
;guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 150
sparkno = -1
guard.sparkno = s6020
sparkxy = 20, -80
hitsound = -1
guardsound = s2, 8
ground.type = low
ground.slidetime = 4
ground.hittime  = 8
guard.pausetime = 4, 8
guard.slidetime = 27
guard.hittime  = 27
guard.velocity = -5
ground.velocity = -2,-3
air.velocity = -2,-3
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
yaccel = .25
guard.dist = 320
p2facing = 1
getpower = 0, 0
givepower = 54, 0
id = 2800
nochainID = 2800
p2stateno = 2811

[State 2800, ステート変更]
type = ChangeState
trigger1 = time = 332
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;コンジュアエレメンタル・風 打ち消し
[Statedef 2801]
type    = S		;S,C,A,L=ダウン
movetype= I		;A=攻撃状態,H=ダメージ状態,I=どちらでもない
physics = S		;N,A,S,C物理状態,摩擦
juggle  = 0
ctrl = 0
poweradd = 0
sprpriority = 1

[State 2801, nothitby]
type = nothitby
trigger1 = 1
value = SCA

[State 2801, 背景を暗くする]
type = BGPalFX
trigger1 = time < 144
time = 1
add = -16,-8,0

[State 2801, 背景を暗くする]
type = BGPalFX
trigger1 = time >= 144
time = 1
add = -32,48,80

[State 2801, 音を鳴らす]
type = PlaySnd
value = 0, 16
channel = 0
trigger1 = time = 0

[State 2801, 音を鳴らす]
type = PlaySnd
value = 5, 15
channel = 5
trigger1 = time = 0

[State 2801, 音を鳴らす]
type = PlaySnd
value = 0, 24
channel = 0
trigger1 = time = 177

[State 2801, アニメ変更]
type = ChangeAnim
trigger1 = time = 177
trigger1 = anim = 2800
value = 2801

[State 2801, サウンド停止]
type = StopSnd
triggerall = Anim = 2801
trigger1 = AnimElemTime(4) = 0
channel = 5

[State 2801, 失敗エフェクト]
type = Explod
triggerall = Anim = 2801
trigger1 = AnimElemTime(4) = 0
Anim = 6630
ID = 6630
Pos = -6, -85
SprPriority = 4
ownpal = 1
persistent = 0

[State 2801, ステート変更]
type = ChangeState
triggerall = Anim = 2801
trigger1 = AnimElemTime(4) >= 0
trigger1 = !numexplod(6630)
value = 0
ctrl =1

;---------------------------------------------------------------------------
;コンジュアエレメンタル・風:相手やられ処理1
[Statedef 2811]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 1

[State 2811, ヘルパーなら戻す]
type = SelfState
trigger1 = IsHelper
value = PrevStateNo

[State 2811, アニメ変更]
type = ChangeAnim2
trigger1 = time = 0
value = 2810

[State 2811, 画面固定]
type = ScreenBound
trigger1 = 1

[State 2811, 無敵]
type = nothitby
trigger1 = 1
value = SCA

[State 2811, 当たり判定無し]
type = PlayerPush
trigger1 = 1
value = 0

[State 2811, 位置セット]
type = velset
trigger1 = time >= 0
x =  15*cos(pi/180*time*18)
y = -5.5*sin(pi/180*time*18)

[State 2811, 上昇]
type = posadd
trigger1 = 1
y = -1

[State 2811, プライオリティ]
type = SprPriority
trigger1 = time = 0
trigger2 = time = 15
trigger3 = time = 35
trigger4 = time = 55
value = -1

[State 2811, プライオリティ]
type = SprPriority
trigger1 = time = 5
trigger2 = time = 25
trigger3 = time = 45
trigger4 = time = 65
value = 4

[State 2811, ステート変更]
type = ChangeState
trigger1 = time = 20*3.5
value = 2812

;---------------------------------------------------------------------------
;コンジュアエレメンタル・風:相手やられ処理2
[Statedef 2812]
type    = A
movetype= H
physics = N
ctrl = 0

[State 2812, アニメ変更]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State 2812, アニメ変更]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 2812, アニメ変更]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger2 = !SelfAnimExist(5035)
trigger2 = animtime = 0
trigger2 = anim = 5030
value = 5050

;重力
[State 2812, 速度加算]
type = VelAdd
trigger1 = HitShakeOver
y = .35

[State 2812, 相手ステートに戻す]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100







;===========================================================================
;---------------------------------------------------------------------------
; カンフーマンのこのコンスタンツファイルをそのまま使う場合は、
; ここからステートを追加すると整理しやすいでしょう。
;
; ・・・ってエレクバイト先生が言ってるけど、正直使いにくいかも（ﾏﾃｺﾗ
; 冗談です(´・ω:;.:...
;---------------------------------------------------------------------------


;===========================================================================
; 常時監視ステート（－２）
;===========================================================================
[Statedef -2]
;---------------------------------------------------------------------------
; 通常の食らい状態（Statedef 5000～5199間）でも、
; 相手に（「P2StateNo」や「TargetState」等で）制御を奪われても、
; 常に登録したステートコントローラが有効になります。
; サブシステム等を制御する時に重宝するでしょう。
;---------------------------------------------------------------------------
;==============================================================================
; AI用
;==============================================================================
;---------------------------------------------------------------------------
; 中段対策(AI)
;---------------------------------------------------------------------------
;1-1.中段記憶
;下段ガードを貫通されたStateNoを保存しておき、次からは中段ガードする方法
;ついでに発生フレームも記憶しておくと便利です
;座り中段、立ち下段のみ。空中下段は対応できません

;利用VAR
;51/52/53		AI - 中段技StateNo&発生フレーム
;	 0-14(32767)	StateNo	(最大32767)
;	15-20(2064384)	発生F	(最大63)
;57				AI - 中段記憶用一時保管
;	 0-14(32767)	StateNo	(最大32767)
;	15-20(2064384)	発生F	(最大63)
;	21(2097152)	ガード中
[STATE -2,座りガード中]
type = VarSet
triggerall = var(59) != 0
triggerall = StateType=C
trigger1 = stateno=120
trigger2 = stateno=140
trigger3 = stateno=131
trigger4 = stateno=[152,153]
var(57) = var(57)|2097152
ignorehitpause = 1

[STATE -2,座りガード中、発生F記憶]
type = VarSet
triggerall = var(59) != 0
trigger1 = var(57)&2097152
trigger1 = !gethitvar(guarded)
trigger1 = EnemyNear,Time<63
trigger1 = var(57):=(var(57)|2064384)-2064384||1
var(57) = var(57)|EnemyNear,Time*32768
ignorehitpause = 1

[STATE -2,座りガー不記憶]
type = VarSet
triggerall = var(59) != 0
trigger1 = !time
trigger1 = ifelse(enemynear,time,enemynear,stateno,enemynear,prevstateno)<=32767
trigger1 = enemynear,movehit||(enemynear,numtarget&&enemynear,projhit=0)
trigger1 = movetype=H&&!gethitvar(guarded)
trigger1 = var(57)&2097152
var(57) = var(57)|ifelse(enemynear,time,enemynear,stateno,enemynear,prevstateno)
ignorehitpause = 1

[STATE -2,座りガード終了]
type = VarSet
triggerall = var(59) != 0
triggerall = var(57)&2097152
trigger1 = StateType!=C
trigger2 = stateno!=[120,155]
var(57) = (var(57)|2097152)-2097152
ignorehitpause = 1

[STATE -2,格納&リセット];一時記憶を保存用VARに移し、一時記憶を初期化する
type = VarSet
triggerall = var(59) != 0
triggerall = (Enemy,TeamMode=Single)||(Enemy,TeamMode=Turns)	;タッグには対応しない
triggerall = !(var(57)&2097152)&&var(57)&32767
trigger1 = var(51)=0
trigger1 = var(51):=var(57)
trigger2 = var(52)=0
trigger2 = var(51)!=var(57)
trigger2 = var(52):=var(57)
trigger3 = var(53)=0
trigger3 = var(51)!=var(57)
trigger3 = var(52)!=var(57)
trigger3 = var(53):=var(57)
var(57) = 0
ignorehitpause = 1


;1-2.中段発生フレーム
;発生が20フレーム以上でStateNoが200-399の間にある攻撃は大体中段技です。
;時々例外もありますが、下段技の可能性は低く、VARに保管してある発生フレームを利用して
;中段ガードに移行すれば大抵ガードできます。

;3.ガード不可
;ついでに流用して中段でもガード不可ならガード不可として記憶しとく。

;利用VAR
;54/55/56		AI - 中段技StateNo&発生フレーム
;		 0-14(32767)	StateNo	(最大32767)
;		15-20(2064384)	発生F	(最大63)
;58				AI - 中段記憶用一時保管
;		 0-14(32767)	StateNo	(最大32767)
;		15-20(2064384)	発生F	(最大63)
;		21(2097152)		ガード中

[STATE -2,ガード中]
type = VarSet
triggerall = var(59) != 0
triggerall = StateType=S||StateType=A
trigger1 = stateno=120
trigger2 = stateno=140
trigger3 = stateno=130
trigger4 = stateno=132
trigger5 = stateno=[150,151]
trigger6 = stateno=[154,155]
var(58) = var(58)|2097152
ignorehitpause = 1

[STATE -2,発生F記憶]
type = VarSet
triggerall = var(59) != 0
trigger1 = var(58)&2097152
trigger1 = !gethitvar(guarded)
trigger1 = EnemyNear,Time<63
trigger1 = var(58):=(var(58)|2064384)-2064384||1
var(58) = var(58)|EnemyNear,Time*32768
ignorehitpause = 1

[STATE -2,ガード不可記憶]
type = VarSet
triggerall = var(59) != 0
trigger1 = ifelse(enemynear,time,enemynear,stateno,enemynear,prevstateno)<=32767
trigger1 = !time
trigger1 = enemynear,movehit||(enemynear,numtarget&&enemynear,projhit=0)
trigger1 = movetype=H&&!gethitvar(guarded)
trigger1 = var(58)&2097152
var(58) = var(58)|ifelse(enemynear,time,enemynear,stateno,enemynear,prevstateno)
ignorehitpause = 1

[STATE -2,ガード終了]
type = VarSet
triggerall = var(59) != 0
triggerall = var(58)&2097152
trigger1 = StateType=C
trigger2 = stateno!=[120,155]
var(58) = (var(58)|2097152)-2097152
ignorehitpause = 1

[STATE -2,格納&リセット]
type = VarSet
triggerall = var(59) != 0
triggerall = (Enemy,TeamMode=Single)||(Enemy,TeamMode=Turns)	;タッグには対応しない
triggerall = !(var(58)&2097152)&&var(58)&32767
trigger1 = var(54)=0
trigger1 = var(54):=var(58)
trigger2 = var(55)=0
trigger2 = var(54)!=var(58)
trigger2 = var(55):=var(58)
trigger3 = var(56)=0
trigger3 = var(54)!=var(58)
trigger3 = var(55)!=var(58)
trigger3 = var(56):=var(58)
var(58) = 0
ignorehitpause = 1

[STATE -2,ガード不可の優越]
type = NULL
triggerall = var(59) != 0
trigger1 = var(51)=var(54)||var(51)=var(55)||var(51)=var(56)
trigger1 = var(51):=0
trigger2 = var(52)=var(54)||var(52)=var(55)||var(52)=var(56)
trigger2 = var(52):=0
trigger3 = var(53)=var(54)||var(53)=var(55)||var(52)=var(56)
trigger3 = var(53):=0
ignorehitpause = 1

;3.ガード(120-155)

;中段下段の切り替えは、コモンのガードステートで行うと記述量が冗長になってしまうので、
;ガードの中段下段をVARで切り替えられるようにしておきます。ついでにめくり対策付き。
;var(50) = 1					中段ガード優先
;!helper(887700),InGuardDist	背面のガード可能トリガー
;------------------------------------------------------------------------------


;---------------------------------------------------------------------------
; システム・その他
;---------------------------------------------------------------------------

;ジャンプ下突き回数リセット
[State -2, カウントリセット]
type = varset
trigger1 = Pos Y >= 0
trigger2 = stateno = 5210
var(0) = 0

;クリティカル判定リセット
[State -2, 判定リセット]
type = varset
trigger1 = movetype != A
var(3) = 0

;マジックミサイルID番号リセット
[State -2, ID番号リセット]
type = VarRangeSet
trigger1 = !numhelper(2000+var(5)) && !numhelper(3000+var(6)) && !numhelper(4000+var(7))
trigger1 = var(5) != 0 && var(6) != 0 && var(7) != 0
trigger1 = stateno != 2000
value = 0
first = 5
last = 7

;インビジビリティ:透明化
[State -2, 透明化]
type = AssertSpecial
trigger1 = var(15)
trigger1 = var(15)%2 = 0
flag = invisible

;インビジビリティタイムカウント
[State -2, カウント]
type = varadd
trigger1 = var(15)
var(15) = 1

;インビジビリティ:透明化解除
[State -2, 透明化]
type = varset
trigger1 = var(15) > 60*30
trigger2 = movetype = A
trigger3 = projhit = 1
var(15) = 0

;ヘースト中パレット変更
[State -2, パレット変更1]
type = PalFX
trigger1 = var(16)%32=[8,15]
trigger2 = var(16)%32=[24,31]
time = 1
add = 64,16,0

;ヘースト中パレット変更
[State -2, パレット変更2]
type = PalFX
trigger1 = var(16)%32=[16,23]
time = 1
add = 128,48,0

;ヘースト中重力
[State -2, 重力]
type = Gravity
trigger1 = var(16)
trigger1 = statetype = A
trigger1 = movetype != H

;ヘーストタイムカウント
[State -2, カウント]
type = varadd
triggerall = stateno != [2000,3000]
trigger1 = var(16)
var(16) = 1

;ヘースト終了
[State -2, カウントリセット]
type = varset
trigger1 = var(16) > 60*8
trigger1 = statetype != A
var(16) = 0

[State -2, 近くの相手生死判別]
type = varset
var(49) = !(EnemyNear,Alive||NumEnemy=1)
trigger1 = 1


;---------------------------------------------------------------------------
; コンフィグ用ヘルパー
;---------------------------------------------------------------------------
[State -2, コンフィグ用ヘルパー]
type = Helper
trigger1 = roundstate = [0,2]
trigger1 = !NumHelper(99999)
helpertype = normal
name = "config"
ID = 99999
pos = -80, 0
postype = p1
facing = 1
stateno = 99999
keyctrl = 0
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 連続攻撃
;---------------------------------------------------------------------------
[State -2, リセット]
type = varset
trigger1 = stateno = 0
trigger2 = movetype = H
var(9) = 0


;---------------------------------------------------------------------------
; 攻撃力補正、防御力補正
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;防御力
[State -2, 防御力]
type = DefenceMulSet
trigger1 = life <= lifemax * 0.25
value = .5


;---------------------------------------------------------------------------
; アイテム・魔法 関連
;---------------------------------------------------------------------------
[State -2, アイテム・魔法切り替え]
type = varadd
triggerall = var(59) = 0
trigger1 = command = "y"
trigger1 = command != "スライディング"
trigger1 = command != "メガクラッシュ"
var(23) = 1

[State -2, 一周したらリセット]
type = varset
trigger1 = var(23) > 2
var(23) = 0

;0 アイテム
;1 魔法1
;2 魔法2

[State -2, アイテム:初期値セット]
type = null;VarRangeSet
trigger1 = roundstate = 0
value = 9
first = 24
last = 27

[State -2, Lv2魔法:初期値]
type = null;varset
trigger1 = roundstate = 0
var(29) = helper(99999),var(0)

[State -2, Lv3魔法:初期値]
type = null;varset
trigger1 = roundstate = 0
var(30) = 3

[State -2, Lv4魔法:初期値]
type = null;varset
trigger1 = roundstate = 0
var(31) = 2

[State -2, Lv5魔法:初期値]
type = null;varset
trigger1 = roundstate = 0
var(32) = 1

;Var(24) = オイル個数
;Var(25) = ダガー個数
;Var(26) = 大オイル個数
;Var(27) = ハンマー個数
;Var(28) = Lv1魔法残り回数
;Var(29) = Lv2魔法残り回数
;Var(30) = Lv3魔法残り回数
;Var(31) = Lv4魔法残り回数
;Var(32) = Lv5魔法残り回数

;---------------------------------------------------------------------------
; アイテム管理
;---------------------------------------------------------------------------
[State -2, アイテム変更]
type = varadd
triggerall = var(59) = 0
trigger1 = command = "z"
trigger1 = !var(23)
var(20) = 1

[State -2, 一周したらリセット]
type = varset
trigger1 = var(20) > 4
trigger1 = !var(23)
var(20) = 0

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8000)
trigger1 = var(20) != 0
trigger1 = !var(23)
trigger2 = var(23)
ID = 8000

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8001)
trigger1 = var(20) != 1
trigger1 = !var(23)
trigger2 = var(23)
trigger3 = var(24) = 0
ID = 8001

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8002)
trigger1 = var(20) != 2
trigger1 = !var(23)
trigger2 = var(23)
trigger3 = var(25) = 0
ID = 8002

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8003)
trigger1 = var(20) != 3
trigger1 = !var(23)
trigger2 = var(23)
trigger3 = var(26) = 0
ID = 8003

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8004)
trigger1 = var(20) != 4
trigger1 = !var(23)
trigger2 = var(23)
trigger3 = var(27) = 0
ID = 8004

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8005)
trigger1 = var(20) != 0
trigger1 = var(var(20)+23) != 0
trigger2 = var(23)
ID = 8005

;1P側
[State -2, 選択アイテム表示]
type = Explod
triggerall = TeamSide = 1
triggerall = !var(23)
trigger1 = !NumExplod(8000+var(20))
trigger1 = var(20) = 0
trigger2 = !NumExplod(8000+var(20))
trigger2 = var(20) != 0
trigger2 = var(var(20)+23) != 0
Anim = 8000+var(20)
ID = 8000+var(20)
Pos = 5, 220
postype = left
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;1P側
[State -2, アイテム無し]
type = Explod
triggerall = TeamSide = 1
triggerall = !var(23)
trigger1 = !NumExplod(8005)
trigger1 = var(20) != 0
trigger1 = var(var(20)+23) = 0
Anim = 8005
ID = 8005
Pos = 5, 220
postype = left
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999


;2P側
[State -2, 選択アイテム表示]
type = Explod
triggerall = TeamSide = 2
triggerall = !var(23)
trigger1 = !NumExplod(8000+var(20))
trigger1 = var(20) = 0
trigger2 = !NumExplod(8000+var(20))
trigger2 = var(20) != 0
trigger2 = var(var(20)+23) != 0
Anim = 8000+var(20)
ID = 8000+var(20)
Pos = -52, 220
postype = right
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;2P側
[State -2, アイテム無し]
type = Explod
triggerall = TeamSide = 2
triggerall = !var(23)
trigger1 = !NumExplod(8005)
trigger1 = var(20) != 0
trigger1 = var(var(20)+23) = 0
Anim = 8005
ID = 8005
Pos = -52, 220
postype = right
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;---------------------------------------------------------------------------
; 魔法管理1
;---------------------------------------------------------------------------
[State -2, 魔法変更]
type = varadd
triggerall = var(59) = 0
trigger1 = command = "z"
trigger1 = var(23) = 1
var(21) = 1

[State -2, 一周したらリセット]
type = varset
trigger1 = var(21) > 3
trigger1 = var(23) = 1
var(21) = 0

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8010)
trigger1 = var(21) != 0
trigger1 = var(23) = 1
trigger2 = var(23) != 1
trigger3 = !var(28)
ID = 8010

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8011)
trigger1 = var(21) != 1
trigger1 = var(23) = 1
trigger2 = var(23) != 1
trigger3 = !var(30)
ID = 8011

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8012)
trigger1 = var(21) != 2
trigger1 = var(23) = 1
trigger2 = var(23) != 1
trigger3 = !var(30)
ID = 8012

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8013)
trigger1 = var(21) != 3
trigger1 = var(23) = 1
trigger2 = var(23) != 1
trigger3 = !var(31)
ID = 8013

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8020)
trigger1 = var(21) != 0
trigger1 = var(23) = 1
trigger2 = var(23) != 1
trigger3 = var(28)
ID = 8020

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8021)
trigger1 = var(21) != 1
trigger1 = var(23) = 1
trigger2 = var(23) != 1
trigger3 = var(30)
ID = 8021

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8022)
trigger1 = var(21) != 2
trigger1 = var(23) = 1
trigger2 = var(23) != 1
trigger3 = var(30)
ID = 8022

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8023)
trigger1 = var(21) != 3
trigger1 = var(23) = 1
trigger2 = var(23) != 1
trigger3 = var(31)
ID = 8023

;1P側
[State -2, 選択魔法表示1]
type = Explod
triggerall = TeamSide = 1
triggerall = !NumExplod(8010+var(21))
triggerall = var(23) = 1
trigger1 = var(21) = 0
trigger1 = var(28) != 0
trigger2 = var(21) = [1,2]
trigger2 = var(30) != 0
trigger3 = var(21) = 3
trigger3 = var(31) != 0
Anim = 8010+var(21)
ID = 8010+var(21)
Pos = 5, 220
postype = left
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;1P側
[State -2, 選択魔法使用不可表示1]
type = Explod
triggerall = TeamSide = 1
triggerall = !NumExplod(8020+var(21))
triggerall = var(23) = 1
trigger1 = var(21) = 0
trigger1 = var(28) = 0
trigger2 = var(21) = [1,2]
trigger2 = var(30) = 0
trigger3 = var(21) = 3
trigger3 = var(31) = 0
Anim = 8020+var(21)
ID = 8020+var(21)
Pos = 5, 220
postype = left
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;2P側
[State -2, 選択魔法表示1]
type = Explod
triggerall = TeamSide = 2
triggerall = !NumExplod(8010+var(21))
triggerall = var(23) = 1
trigger1 = var(21) = 0
trigger1 = var(28) != 0
trigger2 = var(21) = [1,2]
trigger2 = var(30) != 0
trigger3 = var(21) = 3
trigger3 = var(31) != 0
Anim = 8010+var(21)
ID = 8010+var(21)
Pos = -52, 220
postype = right
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;2P側
[State -2, 選択魔法使用不可表示1]
type = Explod
triggerall = TeamSide = 2
triggerall = !NumExplod(8020+var(21))
triggerall = var(23) = 1
trigger1 = var(21) = 0
trigger1 = var(28) = 0
trigger2 = var(21) = [1,2]
trigger2 = var(30) = 0
trigger3 = var(21) = 3
trigger3 = var(31) = 0
Anim = 8020+var(21)
ID = 8020+var(21)
Pos = -52, 220
postype = right
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;---------------------------------------------------------------------------
; 魔法管理2
;---------------------------------------------------------------------------
[State -2, 魔法変更]
type = varadd
triggerall = var(59) = 0
trigger1 = command = "z"
trigger1 = var(23) = 2
var(22) = 1

[State -2, 一周したらリセット]
type = varset
trigger1 = var(22) > 3
trigger1 = var(23) = 2
var(22) = 0

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8014)
trigger1 = var(22) != 0
trigger1 = var(23) = 2
trigger2 = var(23) != 2
trigger3 = !var(29)
ID = 8014

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8015)
trigger1 = var(22) != 1
trigger1 = var(23) = 2
trigger2 = var(23) != 2
trigger3 = !var(30)
ID = 8015

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8016)
trigger1 = var(22) != 2
trigger1 = var(23) = 2
trigger2 = var(23) != 2
trigger3 = !var(31)
ID = 8016

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8017)
trigger1 = var(22) != 3
trigger1 = var(23) = 2
trigger2 = var(23) != 2
trigger3 = !var(32)
ID = 8017

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8024)
trigger1 = var(22) != 0
trigger1 = var(23) = 2
trigger2 = var(23) != 2
trigger3 = var(29)
ID = 8024

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8025)
trigger1 = var(22) != 1
trigger1 = var(23) = 2
trigger2 = var(23) != 2
trigger3 = var(30)
ID = 8025

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8026)
trigger1 = var(22) != 2
trigger1 = var(23) = 2
trigger2 = var(23) != 2
trigger3 = var(31)
ID = 8026

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8027)
trigger1 = var(22) != 3
trigger1 = var(23) = 2
trigger2 = var(23) != 2
trigger3 = var(32)
ID = 8027

;1P側
[State -2, 選択魔法表示2]
type = Explod
triggerall = TeamSide = 1
triggerall = !NumExplod(8014+var(22))
triggerall = var(23) = 2
trigger1 = var(22) = 0
trigger1 = var(29) != 0
trigger2 = var(22) = 1
trigger2 = var(30) != 0
trigger3 = var(22) = 2
trigger3 = var(31) != 0
trigger4 = var(22) = 3
trigger4 = var(32) != 0
Anim = 8014+var(22)
ID = 8014+var(22)
Pos = 5, 220
postype = left
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;1P側
[State -2, 選択魔法使用不可表示2]
type = Explod
triggerall = TeamSide = 1
triggerall = !NumExplod(8024+var(22))
triggerall = var(23) = 2
trigger1 = var(22) = 0
trigger1 = var(29) = 0
trigger2 = var(22) = 1
trigger2 = var(30) = 0
trigger3 = var(22) = 2
trigger3 = var(31) = 0
trigger4 = var(22) = 3
trigger4 = var(32) = 0
Anim = 8024+var(22)
ID = 8024+var(22)
Pos = 5, 220
postype = left
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;2P側
[State -2, 選択魔法表示2]
type = Explod
triggerall = TeamSide = 2
triggerall = !NumExplod(8014+var(22))
triggerall = var(23) = 2
trigger1 = var(22) = 0
trigger1 = var(29) != 0
trigger2 = var(22) = 1
trigger2 = var(30) != 0
trigger3 = var(22) = 2
trigger3 = var(31) != 0
trigger4 = var(22) = 3
trigger4 = var(32) != 0
Anim = 8014+var(22)
ID = 8014+var(22)
Pos = -52, 220
postype = right
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;2P側
[State -2, 選択魔法使用不可表示2]
type = Explod
triggerall = TeamSide = 2
triggerall = !NumExplod(8024+var(22))
triggerall = var(23) = 2
trigger1 = var(22) = 0
trigger1 = var(29) = 0
trigger2 = var(22) = 1
trigger2 = var(30) = 0
trigger3 = var(22) = 2
trigger3 = var(31) = 0
trigger4 = var(22) = 3
trigger4 = var(32) = 0
Anim = 8024+var(22)
ID = 8024+var(22)
Pos = -52, 220
postype = right
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;---------------------------------------------------------------------------
; 使用回数管理
;---------------------------------------------------------------------------
[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8030)
trigger1 = var(23) = 0
trigger1 = var(var(20)+23) != 1 || var(20) = 0
trigger2 = var(23) = 1
trigger2 = var(28) != 1
trigger3 = var(23) = 2
trigger3 = var(29) != 1
trigger4 = var(23) = [1,2]
trigger4 = var(30) != 1
trigger5 = var(23) = [1,2]
trigger5 = var(31) != 1
trigger6 = var(23) = 2
trigger6 = var(32) != 1
ID = 8030

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8031)
trigger1 = var(23) = 0
trigger1 = var(var(20)+23) != 2 || var(20) = 0
trigger2 = var(23) = 1
trigger2 = var(28) != 2
trigger3 = var(23) = 2
trigger3 = var(29) != 2
trigger4 = var(23) = [1,2]
trigger4 = var(30) != 2
trigger5 = var(23) = [1,2]
trigger5 = var(31) != 2
trigger6 = var(23) = 2
trigger6 = var(32) != 2
ID = 8031

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8032)
trigger1 = var(23) = 0
trigger1 = var(var(20)+23) != 3 || var(20) = 0
trigger2 = var(23) = 1
trigger2 = var(28) != 3
trigger3 = var(23) = 2
trigger3 = var(29) != 3
trigger4 = var(23) = [1,2]
trigger4 = var(30) != 3
trigger5 = var(23) = [1,2]
trigger5 = var(31) != 3
trigger6 = var(23) = 2
trigger6 = var(32) != 3
ID = 8032

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8033)
trigger1 = var(23) = 0
trigger1 = var(var(20)+23) != 4 || var(20) = 0
trigger2 = var(23) = 1
trigger2 = var(28) != 4
trigger3 = var(23) = 2
trigger3 = var(29) != 4
trigger4 = var(23) = [1,2]
trigger4 = var(30) != 4
trigger5 = var(23) = [1,2]
trigger5 = var(31) != 4
trigger6 = var(23) = 2
trigger6 = var(32) != 4
ID = 8033

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8034)
trigger1 = var(23) = 0
trigger1 = var(var(20)+23) != 5 || var(20) = 0
trigger2 = var(23) = 1
trigger2 = var(28) != 5
trigger3 = var(23) = 2
trigger3 = var(29) != 5
trigger4 = var(23) = [1,2]
trigger4 = var(30) != 5
trigger5 = var(23) = [1,2]
trigger5 = var(31) != 5
trigger6 = var(23) = 2
trigger6 = var(32) != 5
ID = 8034

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8035)
trigger1 = var(23) = 0
trigger1 = var(var(20)+23) != 6 || var(20) = 0
trigger2 = var(23) = 1
trigger2 = var(28) != 6
trigger3 = var(23) = 2
trigger3 = var(29) != 6
trigger4 = var(23) = [1,2]
trigger4 = var(30) != 6
trigger5 = var(23) = [1,2]
trigger5 = var(31) != 6
trigger6 = var(23) = 2
trigger6 = var(32) != 6
ID = 8035

[State -2, 表示変更の為消去]
type = RemoveExplod
triggerall = NumExplod(8036)
trigger1 = var(23) = 0
trigger1 = var(var(20)+23) != 7 || var(20) = 0
trigger2 = var(23) = 1
trigger2 = var(28) != 7
trigger3 = var(23) = 2
trigger3 = var(29) != 7
trigger4 = var(23) = [1,2]
trigger4 = var(30) != 7
trigger5 = var(23) = [1,2]
trigger5 = var(31) != 7
trigger6 = var(23) = 2
trigger6 = var(32) != 7
ID = 8036

[State -2, 表示変更の為消去]
trigger1 = var(23)=0
type = RemoveExplod
triggerall = NumExplod(8037)
trigger1 = var(23) = 0
trigger1 = var(var(20)+23) != 8 || var(20) = 0
trigger2 = var(23) = 1
trigger2 = var(28) != 8
trigger3 = var(23) = 2
trigger3 = var(29) != 8
trigger4 = var(23) = [1,2]
trigger4 = var(30) != 8
trigger5 = var(23) = [1,2]
trigger5 = var(31) != 8
trigger6 = var(23) = 2
trigger6 = var(32) != 8
ID = 8037

[State -2, 表示変更の為消去]
trigger1 = var(23)=0
type = RemoveExplod
triggerall = NumExplod(8038)
trigger1 = var(23) = 0
trigger1 = var(var(20)+23) < 9 || var(20) = 0
trigger2 = var(23) = 1
trigger2 = var(28) < 9
trigger3 = var(23) = 2
trigger3 = var(29) < 9
trigger4 = var(23) = [1,2]
trigger4 = var(30) < 9
trigger5 = var(23) = [1,2]
trigger5 = var(31) < 9
trigger6 = var(23) = 2
trigger6 = var(32) < 9
ID = 8038

;1P側
[State -2, アイテム残り回数表示]
type = Explod
triggerall = TeamSide = 1
triggerall = ifelse(var(var(20)+23)-1>=9,!NumExplod(8038),!NumExplod(8030+var(var(20)+23)-1))
triggerall = var(var(20)+23) != 0
trigger1 = var(23) = 0
trigger1 = var(20) = [1,4]
Anim = ifelse(var(var(20)+23)-1>=9, 8038, 8030+var(var(20)+23)-1)
ID = ifelse(var(var(20)+23)-1>=9, 8038, 8030+var(var(20)+23)-1)
Pos = 40, 228
postype = left
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;1P側
[State -2, Lv1魔法残り回数表示]
type = Explod
triggerall = TeamSide = 1
triggerall = ifelse(var(28)-1>=9,!NumExplod(8038),!NumExplod(8030+var(28)-1))
triggerall = var(28) != 0
trigger1 = var(23) = 1
trigger1 = var(21) = 0
Anim = ifelse(var(28)-1>=9,8038,8030+var(28)-1)
ID = ifelse(var(28)-1>=9,8038,8030+var(28)-1)
Pos = 40, 228
postype = left
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;1P側
[State -2, Lv2魔法残り回数表示]
type = Explod
triggerall = TeamSide = 1
triggerall = ifelse(var(29)-1>=9,!NumExplod(8038),!NumExplod(8030+var(29)-1))
triggerall = var(29) != 0
trigger1 = var(23) = 2
trigger1 = var(22) = 0
Anim = ifelse(var(29)-1>=9,8038,8030+var(29)-1)
ID = ifelse(var(29)-1>=9,8038,8030+var(29)-1)
Pos = 40, 228
postype = left
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;1P側
[State -2, Lv3魔法残り回数表示]
type = Explod
triggerall = TeamSide = 1
triggerall = ifelse(var(30)-1>=9,!NumExplod(8038),!NumExplod(8030+var(30)-1))
triggerall = var(30) != 0
trigger1 = var(23) = 1
trigger1 = var(21) = 1 || var(21) = 2
trigger2 = var(23) = 2
trigger2 = var(22) = 1
Anim = ifelse(var(30)-1>=9,8038,8030+var(30)-1)
ID = ifelse(var(30)-1>=9,8038,8030+var(30)-1)
Pos = 40, 228
postype = left
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;1P側
[State -2, Lv4魔法残り回数表示]
type = Explod
triggerall = TeamSide = 1
triggerall = ifelse(var(31)-1>=9,!NumExplod(8038),!NumExplod(8030+var(31)-1))
triggerall = var(31) != 0
trigger1 = var(23) = 1
trigger1 = var(21) = 3
trigger2 = var(23) = 2
trigger2 = var(22) = 2
Anim = ifelse(var(31)-1>=9,8038,8030+var(31)-1)
ID = ifelse(var(31)-1>=9,8038,8030+var(31)-1)
Pos = 40, 228
postype = left
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;1P側
[State -2, Lv5魔法残り回数表示]
type = Explod
triggerall = TeamSide = 1
triggerall = ifelse(var(32)-1>=9,!NumExplod(8038),!NumExplod(8030+var(32)-1))
triggerall = var(32) != 0
trigger1 = var(23) = 2
trigger1 = var(22) = 3
Anim = ifelse(var(32)-1>=9,8038,8030+var(32)-1)
ID = ifelse(var(32)-1>=9,8038,8030+var(32)-1)
Pos = 40, 228
postype = left
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999


;2P側
[State -2, アイテム残り回数表示]
type = Explod
triggerall = TeamSide = 2
triggerall = ifelse(var(var(20)+23)-1>=9,!NumExplod(8038),!NumExplod(8030+var(var(20)+23)-1))
triggerall = var(var(20)+23) != 0
trigger1 = var(23) = 0
trigger1 = var(20) = [1,4]
Anim = ifelse(var(var(20)+23)-1>=9, 8038, 8030+var(var(20)+23)-1)
ID = ifelse(var(var(20)+23)-1>=9, 8038, 8030+var(var(20)+23)-1)
Pos = -18, 228
postype = right
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;2P側
[State -2, Lv1魔法残り回数表示]
type = Explod
triggerall = TeamSide = 2
triggerall = ifelse(var(28)-1>=9,!NumExplod(8038),!NumExplod(8030+var(28)-1))
triggerall = var(28) != 0
trigger1 = var(23) = 1
trigger1 = var(21) = 0
Anim = ifelse(var(28)-1>=9,8038,8030+var(28)-1)
ID = ifelse(var(28)-1>=9,8038,8030+var(28)-1)
Pos = -18, 228
postype = right
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;2P側
[State -2, Lv2魔法残り回数表示]
type = Explod
triggerall = TeamSide = 2
triggerall = ifelse(var(29)-1>=9,!NumExplod(8038),!NumExplod(8030+var(29)-1))
triggerall = var(29) != 0
trigger1 = var(23) = 2
trigger1 = var(22) = 0
Anim = ifelse(var(29)-1>=9,8038,8030+var(29)-1)
ID = ifelse(var(29)-1>=9,8038,8030+var(29)-1)
Pos = -18, 228
postype = right
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;2P側
[State -2, Lv3魔法残り回数表示]
type = Explod
triggerall = TeamSide = 2
triggerall = ifelse(var(30)-1>=9,!NumExplod(8038),!NumExplod(8030+var(30)-1))
triggerall = var(30) != 0
trigger1 = var(23) = 1
trigger1 = var(21) = 1 || var(21) = 2
trigger2 = var(23) = 2
trigger2 = var(22) = 1
Anim = ifelse(var(30)-1>=9,8038,8030+var(30)-1)
ID = ifelse(var(30)-1>=9,8038,8030+var(30)-1)
Pos = -18, 228
postype = right
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;2P側
[State -2, Lv4魔法残り回数表示]
type = Explod
triggerall = TeamSide = 2
triggerall = ifelse(var(31)-1>=9,!NumExplod(8038),!NumExplod(8030+var(31)-1))
triggerall = var(31) != 0
trigger1 = var(23) = 1
trigger1 = var(21) = 3
trigger2 = var(23) = 2
trigger2 = var(22) = 2
Anim = ifelse(var(31)-1>=9,8038,8030+var(31)-1)
ID = ifelse(var(31)-1>=9,8038,8030+var(31)-1)
Pos = -18, 228
postype = right
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;2P側
[State -2, Lv5魔法残り回数表示]
type = Explod
triggerall = TeamSide = 2
triggerall = ifelse(var(32)-1>=9,!NumExplod(8038),!NumExplod(8030+var(32)-1))
triggerall = var(32) != 0
trigger1 = var(23) = 2
trigger1 = var(22) = 3
Anim = ifelse(var(32)-1>=9,8038,8030+var(32)-1)
ID = ifelse(var(32)-1>=9,8038,8030+var(32)-1)
Pos = -18, 228
postype = right
SprPriority = 2
BindTime = 999999		;基準位置からの相対位置で表示する時間
RemoveTime = -1			;消えるまでの時間-1で永久,省略時は-2
ownpal = 1				;独自パレットを持つ
supermovetime = 999999
pausemovetime = 999999

;---------------------------------------------------------------------------
; エフェクト
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;対空必殺技:相手地面激突
[State -2, エフェクト1:ヘルパー1]
type = Helper
triggerall = NumTarget >= 1
triggerall = enemy(0),stateno = 1010 || enemy(0),stateno = 2812
triggerall = enemy(0),Vel Y > 0
triggerall = enemy(0),Pos Y >= 0
trigger1 = NumEnemy = 1
trigger1 = !numhelper(1020)
trigger2 = NumEnemy = 2
trigger2 = !numhelper(1020)
helpertype = normal
name = "crash_1"
ID = 1020
pos = 9999,9999
postype = p1
facing = -1
stateno = 1020
keyctrl = 0
ownpal = 1

[State -2, エフェクト2:ヘルパー1]
type = Helper
triggerall = NumTarget >= 1
triggerall = enemy(0),stateno = 1010 || enemy(0),stateno = 2812
triggerall = enemy(0),Vel Y > 0
triggerall = enemy(0),Pos Y >= 0
trigger1 = NumEnemy = 1
trigger1 = !numhelper(1021)
trigger2 = NumEnemy = 2
trigger2 = !numhelper(1021)
helpertype = normal
name = "crash_2"
ID = 1021
pos = 9999,9999
postype = p1
facing = -1
stateno = 1021
keyctrl = 0
ownpal = 1

[State -2, エフェクト1:ヘルパー2]
type = Helper
triggerall = NumTarget >= 1
triggerall = NumEnemy = 2
triggerall = enemy(1),stateno = 1010 || enemy(1),stateno = 2812
triggerall = enemy(1),Vel Y > 0
triggerall = enemy(1),Pos Y >= 0
trigger1 = NumEnemy = 2
trigger1 = !numhelper(1022)
helpertype = normal
name = "crash_3"
ID = 1022
pos = 9999,9999
postype = p1
facing = -1
stateno = 1022
keyctrl = 0
ownpal = 1

[State -2, エフェクト2:ヘルパー2]
type = Helper
triggerall = NumTarget >= 1
triggerall = NumEnemy = 2
triggerall = enemy(1),stateno = 1010 || enemy(1),stateno = 2812
triggerall = enemy(1),Vel Y > 0
triggerall = enemy(1),Pos Y >= 0
trigger1 = NumEnemy = 2
trigger1 = !numhelper(1023)
helpertype = normal
name = "crash_4"
ID = 1023
pos = 9999,9999
postype = p1
facing = -1
stateno = 1023
keyctrl = 0
ownpal = 1

;---------------------------------------------------------------------------
; サウンド
;---------------------------------------------------------------------------
[State -2, 音を鳴らす]
type = PlaySnd
value = 0, 5
channel = 0
triggerall = time = 0
trigger1 =  stateno = 5000 || stateno = 5010 || stateno = 5020 

[State -2, 音を鳴らす(止め)]
type = PlaySnd
value = 2, 9
channel = 2
trigger1 = winko
trigger1 = !var(8)
trigger1 = var(8) := 1
ignorehitpause = 1

;-----------------------------------
[State -2, クリップボード]
type = DisplayToClipboard
trigger1 = 1
text = "var(59)=%d, front=%d, back=%d, Body-Distance X=%d,Y=%d \n"
params = var(59),frontedgebodydist,backedgebodydist,floor(P2BodyDist X),floor(P2BodyDist Y)
;text = "AI=%d, Guard=%d, Counter=%d, Body-Distance X=%d,Y=%d \n"
;params = var(59)&32767,var(42)&32767,var(43)&32767,floor(P2BodyDist X),floor(P2BodyDist Y)
;text = "var(59)=%d, var(25)=%d, var(26)=%d, var(27)=%d,var(28)=%d \n"
;params = var(59), var(25), var(26), var(27),var(28)

[State -2, クリップボード（追加専用）]
type = AppendToClipboard
trigger1 = 1
text = "Position X=%d,Y=%d, Velocity X=%f,Y=%f, Hit=%d \n"
params = floor(Pos X),floor(Pos Y),(Vel X),(Vel Y),(MoveHit)
;text = "var(29)=%d, var(30)=%d, var(31)=%d, var(32)=%d,var(23)=%d \n"
;params = var(29), var(30), var(31), var(32),var(23)



