;-------------------------------------------------------------------------------
;armor
[Statedef 500]
type=U
movetype=U
physics=U
movehitpersist = 1
hitdefpersist = 1
persistent = 256

[State ]
type = Changestate
trigger1 = name != "dancing pumpkin man"
value = 1234567
persistent = 256
ignorehitpause = 1

[State 7]
type=CtrlSet
trigger1=1
value=0
ignorehitpause=1

[State 7]
type=ScreenBound
trigger1=1
value=0
ignorehitpause=1

[State 7]
type=PlayerPush
trigger1=1
value=0
ignorehitpause=1

[State 7]
type=LifeSet
trigger1=1
value=LifeMax
ignorehitpause=1

[State 7]
type=StateTypeSet
trigger1=1
statetype=A
movetype=I
physics=N
ignorehitpause=1

[State 0, BindToRoot]
type = bindtoroot
trigger1 = roundstate = 2
pos = 0,0
ignorehitpause = 1
persistent = 1

[State 0, BindToRoot]
type = posset
trigger1 = roundstate != 2
x = 0
y = 10
ignorehitpause = 1
persistent = 1

[State 7, AssertSpecial]
type=AssertSpecial
trigger1=1
flag=noautoturn
flag2=nowalk
ignorehitpause=1

[State 7, AssertSpecial]
type=AssertSpecial
trigger1=1
flag=NoShadow
ignorehitpause=1

[State 12000,アニメ固定]
type = Changeanim
triggerall = roundstate != 2
trigger1 = anim != 33004
value = 33004
ignorehitpause = 1

[State 12000,アニメ固定]
type = Changeanim
triggerall = roundstate = 2
trigger1 = anim != 566666
value = 566666
ignorehitpause = 1

[State 7]
type=HitOverride
trigger1=1
attr=SCA,AA,AP,AT
stateno=500
slot=1
time=1
ignorehitpause=1

[State 0, nothitby]
type=nothitby
trigger1=roundstate!=2
value=SCA
time=30
ignorehitpause=1

[State 0, nothitby]
type=nothitby
trigger1=GetHitVar(damage)
value=SCA
time=60+ifelse(root,sysfvar(1)>=2,random%5*root,sysfvar(1),0)
ignorehitpause=1

[State ]
type=parentvarset
trigger1 = ishelper(500)
var(45) = id
ignorehitpause=1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = ishelper(500)
text = "id:%d,damage:%d,r-life:%d"
params = root,var(45),gethitvar(damage),root,sysvar(3)
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1

;-------------------------------------------------------------------------------
;anti-pause
[Statedef 420]
type = U
movetype = U
physics = U
movehitpersist = 1
hitdefpersist = 1
persistent = 256

[State ]
type = Changestate
trigger1 = name != "dancing pumpkin man"
value = 1234567
persistent = 256
ignorehitpause = 1

[State ]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = I
physics = N
ignorehitpause = 1

[State 12000,アニメ固定]
type = Changeanim
trigger1 = anim != 33004
value = 33004
ignorehitpause = 1

[State , コントロール不可]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State , 透明化]
type = Assertspecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State , カメラ固定]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State , 無敵]
type = Nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, BindToRoot]
type = posset
trigger1 = 1
x = 0
y = 30
ignorehitpause = 1
persistent = 1

[State 12000, 時止め解除]
type = Pause
triggerall = ishelper
trigger1 = 1
time = var(0) := 0
movetime = 0
ignorehitpause = 1
[State 12000, 時止め解除]
type = Superpause
triggerall = ishelper
trigger1 = 1
anim = -1
time = var(0) := 0
movetime = 0
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 12000, アノマロカリスキラー]
type = Pause
triggerall = gametime % 7 != [2, 6]
triggerall = enemynear,movetype = A
triggerall = !root,var(6)
trigger1 = enemynear(numenemy > 1),movetype = A
time = var(0) := 2
movetime = 2
ignorehitpause = 1
[State 12000, アノマロカリスキラー]
type = Superpause
triggerall = gametime % 7 != [2, 6]
triggerall = enemynear,movetype = A
triggerall = !root,var(6)
trigger1 = enemynear(numenemy > 1),movetype = A
anim = -1
time = var(0) := ifelse(enemynear,name = "Hyper Kung Fu Man", 0, 2)
movetime = ifelse(enemynear,name = "Hyper Kung Fu Man", 0, 2)
darken = 0
p2defmul = 1
ignorehitpause = 1

[State 12000, 超即死＆死亡時時止め]
type = Pause
triggerall = ishelper(420)
trigger1 = !enemy,alive
trigger1 = !enemy(numenemy = 2),alive
trigger2 = roundstate > 2
trigger2 = root,var(6)
time = var(0) := 9999999999999
movetime = 9999999999999
ignorehitpause = 1
[State 12000, 超即死＆死亡時時止め]
type = Superpause
triggerall = ishelper(420)
trigger1 = !enemy,alive
trigger1 = !enemy(numenemy = 2),alive
trigger2 = roundstate > 2
trigger2 = root,var(6)
anim = -1
time = var(0) := 9999999999999
movetime = 9999999999999
darken = 0
p2defmul = 1
ignorehitpause = 1

[State , 強制死の宣告用時止め]
type = Pause
trigger1 = !root,alive
trigger2 = root,anim = [39500,39501]
trigger3 = root,stateno = 4040404
time = var(0) := 9999999999999
movetime = 9999999999999
ignorehitpause = 1
[State , 強制死の宣告用時止め]
type = Superpause
trigger1 = !root,alive
trigger2 = root,anim = [39500,39501]
trigger3 = root,stateno = 4040404
anim = -1
time = var(0) := 9999999999999
movetime = 9999999999999
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 12000,変数加算]
type = lifeset
trigger1 = ishelper(420)
trigger1 = RoundState = [3,4]
value = gametime%60 + 1
ignorehitpause = 1

[State 12000, 強制死の宣告用時止め解除]
type = Pause
triggerall = enemy,alive != 0
triggerall = enemy(numenemy = 2),alive != 0
triggerall = ishelper(420)
trigger1 = RoundState = [3,4]
trigger1 = life != gametime%60 + 1
time = var(0) := 0
movetime = 0
ignorehitpause = 1
[State 12000, 強制死の宣告用時止め解除]
type = Superpause
triggerall = enemy,alive != 0
triggerall = enemy(numenemy = 2),alive != 0
triggerall = ishelper(420)
trigger1 = RoundState = [3,4]
trigger1 = life != gametime%60 + 1
anim = -1
time = var(0) := 0
movetime = 0
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 12000, ヘルパー消去]
type = Destroyself
triggerall = !(enemynear,name = "assiette")
trigger1 = ishelper(12001)
trigger1 = 1
ignorehitpause = 1

[State 157, ヘルパー消去]
type = DestroySelf
triggerall = ishelper(420)
trigger1   = AnimElemTime(1) > 0
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1

;-------------------------------------------------------------------------------
;clsn2
[statedef 13001]
type = U
movetype= U
physics = N
velset = 0,0
ctrl = 0
anim = 33001
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State 13001, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "dancing pumpkin man" || !ishelper
value = 1234567
persistent = 256
ignorehitpause = 1

[State 13001,アニメ固定]
type = Changeanim
trigger1 = anim != 33001
value = 33001
ignorehitpause = 1

[State ]
type = Posset
trigger1 = !root,var(6)
X = 0
Y = 10000
ignorehitpause = 1

[State ]
type = Posset
trigger1 = root,var(6)
X = 0
y = 500
ignorehitpause = 1

[State 13001, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = C
movetype = I
physics = N
ignorehitpause = 1

[State 13001, コントロール不可]
type = Ctrlset
trigger1 = ishelper(13001)
value = 0
ignorehitpause = 1

[state 13001]
type = Hitby
trigger1 = 1
value = C,HA
ignorehitpause = 1

[State 13001]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 13001]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;marking(reversaldef)
[Statedef 1000111]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 10001, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "dancing pumpkin man" || !ishelper
value = 1234567
persistent = 256
ignorehitpause = 1

[State 10001,ターゲットを保持したら計測開始リセット]
type = Varset
trigger1 = !Numtarget
trigger2 = target,ishelper
sysvar(0) = 0
ignorehitpause = 1
[State 10001,ターゲットを保持したら計測開始]
type = Varadd
trigger1 = Numtarget
trigger1 = !target,ishelper
sysvar(0) = 1
ignorehitpause = 1

[State 10001, ステートタイプ変更]
type = Statetypeset
trigger1 = !(Numtarget&&root,var(6))
statetype = C
movetype = A
physics = N
ignorehitpause = 1

[State 10001, ステートタイプ変更]
type = Statetypeset
trigger1 = (root,var(6)&&!target,ishelper)
statetype = C
movetype = I
physics = N
ignorehitpause = 1

[State 10001,アニメ変更]
type = Changeanim
triggerall = !(enemynear,name = "scene"||enemy,name = "ArrangeMario")
trigger1 = !root,var(6)
value = 33000
ignorehitpause = 1

[State 10001,アニメ変更]
type = Changeanim
triggerall = !(enemynear,name = "scene"||enemy,name = "ArrangeMario")
trigger1 = root,var(6)
value = 33004
ignorehitpause = 1

[State 10001,アニメ変更]
type = Changeanim
triggerall = (enemynear,name = "scene")
trigger1 = anim != 33000
value = 33000
ignorehitpause = 1

[State 10001,アニメ変更]
type = Changeanim
triggerall = (enemy,name = "ArrangeMario")
trigger1 = anim != 33004
value = 33004
ignorehitpause = 1

[State ]
type = Posset
trigger1 = 1
X = 0
Y = 20
ignorehitpause = 1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "numtarget:%d,v6:%d,sv0:%d"
params = numtarget,root,var(6),sysvar(0)
ignorehitpause = 1

[State 10001,特殊効果]
type = AssertSpecial
trigger1 = ishelper
flag = Invisible
flag2 = Noshadow
flag3 = nojugglecheck
ignorehitpause = 1

[State 10001, コントロール不可]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 10001, カメラ固定]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State 10001, 押し戻し判定解除]
type = Playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 10001, 無敵]
type = Nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 10001, マーキングフラグリセット]
type = Parentvarset
triggerall = !ishelper
trigger1 = roundstate < 1
trigger2 = RoundState = 2
trigger2 = !Numtarget
var(6) = 0
ignorehitpause = 1

[State 10001, マーキングフラグセット]
type = ParentVarset
triggerall = playerIDexist(parent,ID)
triggerall = numtarget
trigger1 = !target,ishelper
var(6) = 1
ignorehitpause = 1

[State 10001, いらないターゲット削除]
type = Targetdrop
trigger1 = target,ishelper
ignorehitpause = 1

[State ]
type = reversaldef
triggerall = !(enemy, name="G Mizuchi")
trigger1 = !root,var(6)
trigger1 = gametime%10 = [5,10]
trigger2 = root,var(6)
reversal.attr = SCA,AA,AT,AP
priority = 7,dodge
pausetime = 0,0
hitonce = 1
sparkno = -1
hitsound = -1
p2stateno = 1234567
ignorehitpause = 1

[State ]
type = hitdef
triggerall = !(enemy, name="G Mizuchi")
triggerall = !root,var(6)
trigger1 = gametime%10 = [1,4]
attr = ,AA,AT,AP
hitflag = MAFDHL
guardflag = None
priority = 7,dodge
pausetime = 0,0
hitonce = 1
sparkno = -1
hitsound = -1
p2stateno = 1234567
ignorehitpause = 1

[State 300]
type = ReversalDef
triggerall = enemy, name="G Mizuchi"
trigger1 = ishelper
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
p2stateno = 13119 ;he die
p2getp1state = 0
ignorehitpause = 1
persistent = 1
ignorehitpause = 1

[State 10001, 死の宣告]
type = Targetlifeadd
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = !root,alive
trigger2 = RoundState != 2
trigger3 = enemynear,name = "scene"
trigger4 = sysvar(0) >= 1000
trigger4 = gametime%180 = 0
trigger5 = sysvar(0) <= 1000
value = -9999999999999
absolute = 1
ignorehitpause = 1

[State 10001, ゲージ封殺]
type = Targetpoweradd
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = !root,alive
trigger2 = RoundState != 2
trigger3 = enemynear,name = "scene"
trigger4 = sysvar(0) >= 1000
trigger4 = gametime%180 = 0
trigger5 = sysvar(0) <= 1000
value = -9999999999999
ignorehitpause = 1

[State 10001, 超即死投げ邪眼範囲内]
type = Targetstate
triggerall = !(enemynear,name = "G Mizuchi")
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = !root,alive
trigger2 = RoundState >= 3
trigger3 = enemynear,name = "scene"
trigger4 = sysvar(0) >= 1000
trigger4 = gametime%180 = 0
trigger5 = sysvar(0) <= 1000
value = 1234567
ignorehitpause = 1

[State 1002, 対シーン]
type = Targetvelset
triggerall = numtarget
triggerall = !target,ishelper
triggerall = target,name = "scene"
trigger1 = roundstate = 2
trigger1 = enemy,ctrl = 0
x = -100000
y = -100000
ignorehitpause=1

[State 10001, 速度弄り]
type = Targetvelset
triggerall = !(enemynear,name = "scene")
triggerall = numtarget
triggerall = !target,ishelper
triggerall = target,stateno != 1234567
trigger1 = roundstate != [2, 3]
x = -99
y = -99
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1

;-------------------------------------------------------------------------------
;pumpkin 1
[Statedef 69440000]
type = U
movetype = U
physics = U
movehitpersist = 1
hitdefpersist = 1
persistent = 256

[State ]
type=changestate
trigger1=name!="dancing pumpkin man"
value = 1234567
ignorehitpause = 1

[State ]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = I
physics = N
ignorehitpause = 1

[State 12000,アニメ固定]
type = Changeanim
triggerall = roundstate != 2
trigger1 = anim != 33004
value = 33004
ignorehitpause = 1

[State ]
type = Changeanim
triggerall = roundstate = 2
trigger1 = anim != 7777777
value = 7777777
ignorehitpause = 1

[State 10001, コントロール不可]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 10001, カメラ固定]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State 10001, 押し戻し判定解除]
type = Playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 10001, 無敵]
type = Nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State ]
type = AngleDraw
trigger1=1
scale = 1,1
ignorehitpause = 1
persistent = 1

[State ]
type = AngleAdd
trigger1=1
value = random
ignorehitpause = 1
persistent = 1

[State 10001,特殊効果]
type = AssertSpecial
trigger1 = roundstate != 2
flag = Invisible
ignorehitpause = 1

[State ]
type = posset
trigger1=roundstate != 2
x = 0
y = 30
ignorehitpause = 1
persistent = 1

[State ]
type = posset
trigger1=roundstate=2
x = -100+random%200
y = -100+random%200
ignorehitpause = 1
persistent = 1

[state ]
type=explod
triggerall = roundstate = 2
triggerall=ishelper
trigger1=gametime%14 = 0
id=694200000
anim=7777777
postype=p1
pos=0,0
sprpriority=ifelse(random%2,-random,random)
removetime=40
;bindtime=-1
scale=.5,.5
ontop=0
ownpal=0
vel=ifelse(random%2,-2,2),ifelse(random%2,-2,2)
;accel=ifelse(random%2,-2,2),ifelse(random%2,-2,2)
facing=1
vfacing=1
ignorehitpause=1
;angle = gametime%360
supermovetime=99999999
pausemovetime=99999999

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;no i dont want that
[Statedef 65001]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="dancing pumpkin man"
value =1234567
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=I
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=changeanim
triggerall = roundstate != 2
trigger1=anim!=33004
value = 33004
ignorehitpause = 1

[State ]
type=changeanim
triggerall = roundstate = 2
trigger1=anim!=323222
value = 323222
ignorehitpause = 1

[State 16050,無敵判定]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[state ]
type = posset
trigger1 = roundstate != 2
x = 0
y = 0
ignorehitpause = 1

[State ]
type=varset
triggerall = roundstate = 2
trigger1=Pos x < -120 && !(sysvar(3)&1)
trigger2=120 < Pos x && (sysvar(3)&1)
sysvar(3)=sysvar(3)^1
ignorehitpause=1

[State ]
type=varset
triggerall = roundstate = 2
trigger1=Pos y < -150 && (sysvar(3)&2)
trigger2=-10 < Pos y && !(sysvar(3)&2)
sysvar(3)=sysvar(3)^2
ignorehitpause=1

[State ]
type=PosAdd
triggerall = roundstate = 2
trigger1=(gametime&3)
X=Facing*((sysvar(3)&1)*2-1)
ignorehitpause=1
[State ]
type=PosAdd
triggerall = roundstate = 2
trigger1=(!(gametime%5) || gametime%5=3)
Y=1-(sysvar(3)&2)
ignorehitpause=1

[State ]
type = AngleDraw
trigger1 = roundstate = 2
scale = .8,.8
ignorehitpause = 1
persistent = 1

[State ]
type = AngleAdd
trigger1 = roundstate = 2
value = -9
ignorehitpause = 1
persistent = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = roundstate = 2
trigger1 = gametime%400 = 0
value = 444,2
volume = 255
channel = 4
ignorehitpause = 1

[state ];画面外に出られるようになる
type=screenbound
trigger1=1
value=0
movecamera=0,0
ignorehitpause=1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;spooky ghostie
[Statedef 1206]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1=name!="dancing pumpkin man"
value=1234567
persistent=256
ignorehitpause=1

[State 150]
type = StateTypeSet
triggerall = Ishelper(1206)
trigger1 = 1
statetype = S
movetype= I;A
physics = N
ignorehitpause = 1

[State 150];当たり判定のアニメを本体と同じに
type = ChangeAnim
triggerall = Ishelper(1206)
triggerall = roundstate != 2
trigger1 = anim != 33004
value = 33004
ignorehitpause = 1

[State 150];当たり判定のアニメを本体と同じに
type = ChangeAnim
triggerall = Ishelper(1206)
triggerall = roundstate = 2
trigger1 = anim != 1206
value = 1206
ignorehitpause = 1

[State 153, ヘルパーコントロール不可]
type = Ctrlset
trigger1 = Ishelper(1206)
value = 0
ignorehitpause = 1

[State 9601:	AssertSpecial]
type = AssertSpecial
triggerall = Ishelper(1206)
trigger1 = 1
flag = NoShadow
ignorehitpause=1

[State 9601:	NotHitBy]
type = NotHitBy
triggerall = Ishelper(1206)
trigger1 = 1
value = SCA
ignorehitpause=1

[State 9601:	VelAdd]
type  = PosSet
triggerall = Ishelper(1206)
trigger1 = roundstate != 2
x = 0
y = -10
ignorehitpause = 1

[State 9601:	VelAdd]
type  = VelSet
triggerall = Ishelper(1206)
trigger1 = roundstate != 2
x = 0
y = 0
ignorehitpause = 1

[State ]
type = VarSet
triggerall = roundstate = 2
triggerall = Ishelper(1206)
trigger1 = Sysvar(1) >= 375
sysvar(1) = 0
persistent = 0
ignorehitpause = 1

[State ]
type = VarAdd
triggerall = roundstate = 2
triggerall = Ishelper(1206)
trigger1 = 1
sysvar(1) = 1
persistent = 0
ignorehitpause = 1

[State 9601:	VarRandom]
type = VarRandom
triggerall = roundstate = 2
triggerall = Ishelper(1206)
trigger1 = (!sysvar(1))
v = 0
range = -1,1
ignorehitpause = 1

[State 9601:	VelSet]
type = VelSet
triggerall = roundstate = 2
triggerall = Ishelper(1206)
trigger1 = (!sysvar(1))
x = 10
y = (Var(0))
ignorehitpause = 1

[State 9601:	VelAdd]
type  = VelAdd
triggerall = roundstate = 2
triggerall = Ishelper(1206)
trigger1 = (sysvar(1) > 115) && (P2Dist X < 0) && (Vel X > -10)
x = -0.5
ignorehitpause = 1

[State 9601:	VelAdd]
type  = VelAdd
triggerall = roundstate = 2
triggerall = Ishelper(1206)
trigger1 = (sysvar(1) > 1) && (P2Dist X > 0) && (Vel X < 10)
x = 0.5
ignorehitpause=1

[State 9601:	VelAdd]
type  = VelAdd
triggerall = roundstate = 2
triggerall = Ishelper(1206)
trigger1 = (sysvar(1) > 1) && (EnemyNear, Pos Y > Pos Y) && (Vel Y < 10)
y = 0.5
ignorehitpause = 1

[State 9601:	VelAdd]
type  = VelAdd
triggerall = roundstate = 2
triggerall = Ishelper(1206)
trigger1  = (sysvar(1) > 1) && (EnemyNear, Pos Y <= Pos Y) && (Vel Y > -10)
y = -0.5
ignorehitpause = 1

[State -3]
type = assertspecial
triggerall = roundstate = 2
triggerall = Ishelper(1206)
trigger1 = pos x-enemy,pos x>0
trigger1 = facing=-1
trigger2 = pos x-enemy,pos x<0
trigger2 = facing=1
flag = noautoturn
ignorehitpause = 1

[State -3]
type = turn
triggerall = roundstate = 2
triggerall = Ishelper(1206)
trigger1 = pos x-enemy,pos x>0
trigger1 = facing=1
trigger2 = pos x-enemy,pos x<0
trigger2 = facing=-1
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 25
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = roundstate = 2
trigger1 = gametime%200 = 0
value = S444,4
channel = 4
ignorehitpause = 1

[State 200]
type = Projectile
triggerall = roundstate = 2
trigger1 = Ishelper(1206)
Trigger1 = numprojID(12062)=0
attr = SCA,AT,AP,AA
projanim = 33000
projhitanim = -1
projid = 12062
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 1
postype = p1
offset = 0,0
animtype  = Light
damage    = 25,20
animtype = hard
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 1, 1
sparkno = -1
guard.sparkno = -1
sparkxy = (random % 30), -(random % 30)
hitsound = -1
;sparkscale=0.5,0.5
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -9,-6
air.velocity = -6,-6
fall = 1
fall.damage = lifemax
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1031]
type = SelfState
trigger1 = 1
value = 5150
ignorehitpause = 1
;-------------------------------------------------------------------------------
;copy n paste bone
[Statedef 400003]
type=U
movetype=U
physics=U
sprpriority = 999999
hitdefpersist=1
movehitpersist=1

[State ]
type=changestate
trigger1 = name != "dancing pumpkin man"
value = 1234567
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=changeanim
trigger1=anim!=400003
value = 400003
ignorehitpause = 1

[state 195]
type = varadd
trigger1 = 1
sysvar(1) = 1

[State ]
type = projectile
trigger1 = 1
attr = SCA,AA,AT,AP
projid = 1000
projanim = 33000
projpriority = 7
projremove = 1
damage = 1+random%99
projremovetime = 5
projmisstime = 1
postype = p2
pausetime = 0, 2
sparkno = 1+random%3
fall = 1
p2stateno = ifelse(random%2,110,ifelse(random%2,5110,115))
p2getp1state = 0
fall.damage = ifelse(random%4=0,2147483647,-2147483647)
pausemovetime = 999999999
supermovetime = 999999999
ignorehitpause = 1

[state 195]
type = velset
trigger1 = sysvar(1) >= 4
trigger1 = sysvar(1) <= 28
x = 3
ignorehitpause = 1

[state 195]
type = velset
trigger1 = sysvar(1) >= 29
x = 0
ignorehitpause = 1

[state ];画面外に出られるようになる
type=screenbound
trigger1=1
value=0
movecamera=0,0
ignorehitpause=1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
