;
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 3

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 0
channel = 1

[State 1300, 飛び道具];HitDefに飛び道具専用のパラメータを加えたようなものが「Projectile」
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 1
projmisstime = 0
projpriority = 9999               
projremovetime = 10
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = time = 0
attr = S, NA
damage = 3, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
hitsound = s1, 1
guardsound = s2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%30 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

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

[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 205

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 0
channel = 1

[State ]
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 1
projmisstime = 0
projpriority = 9999               
projremovetime = 10
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = AnimElem = 2
attr = S, NA
damage = 4, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s8031
sparkxy = -10, -76
hitsound = s1, 1
guardsound = s2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4
airguard.velocity = -3.8,-.8
air.type = High
air.velocity = -2.8,-3
air.hittime = 24
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%30 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

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

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 210

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 1
channel = 1

[State ]
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 1
projmisstime = 0
projpriority = 9999               
projremovetime = 10
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = AnimElem = 2
attr = S, NA
damage = 12, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = s8031
sparkxy = -10, -76
hitsound = s1, 2
guardsound = s2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4
airguard.velocity = -3.8,-.8
air.type = High
air.velocity = -2.8,-3
air.hittime = 24
envshake.time = 16
envshake.ampl = 12
envshake.freq = 100

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%15 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

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

[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 215

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 1
channel = 1

[State ]
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 1
projmisstime = 0
projpriority = 9999               
projremovetime = 10
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = AnimElem = 2
attr = S, NA
damage = 12, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = s8031
sparkxy = -10, -76
hitsound = s1, 2
guardsound = s2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4
airguard.velocity = -3.8,-.8
air.type = High
air.velocity = -2.8,-3
air.hittime = 24
envshake.time = 16
envshake.ampl = 12
envshake.freq = 100

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%15 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

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

;
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 230

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 3

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 0
channel = 1

[State 1300, 飛び道具];HitDefに飛び道具専用のパラメータを加えたようなものが「Projectile」
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 1
projmisstime = 0
projpriority = 9999               
projremovetime = 10
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = time = 0
attr = S, NA
damage = 3, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
hitsound = s1, 1
guardsound = s2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%30 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

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

[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 235

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 0
channel = 1

[State ]
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 1
projmisstime = 0
projpriority = 9999               
projremovetime = 10
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = AnimElem = 2
attr = S, NA
damage = 4, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s8031
sparkxy = -10, -76
hitsound = s1, 1
guardsound = s2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4
airguard.velocity = -3.8,-.8
air.type = High
air.velocity = -2.8,-3
air.hittime = 24
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%30 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

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

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 240

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 1
channel = 1

[State ]
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 1
projmisstime = 0
projpriority = 9999               
projremovetime = 10
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = AnimElem = 2
attr = S, NA
damage = 12, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = s8031
sparkxy = -10, -76
hitsound = s1, 2
guardsound = s2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4
airguard.velocity = -3.8,-.8
air.type = High
air.velocity = -2.8,-3
air.hittime = 24
envshake.time = 16
envshake.ampl = 12
envshake.freq = 100

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%15 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

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

[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 245

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 1
channel = 1

[State ]
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 1
projmisstime = 0
projpriority = 9999               
projremovetime = 10
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = AnimElem = 2
attr = S, NA
damage = 12, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = s8031
sparkxy = -10, -76
hitsound = s1, 2
guardsound = s2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4
airguard.velocity = -3.8,-.8
air.type = High
air.velocity = -2.8,-3
air.hittime = 24
envshake.time = 16
envshake.ampl = 12
envshake.freq = 100

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%15 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

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

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 400

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 3

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 0
channel = 1

[State 1300, 飛び道具];HitDefに飛び道具専用のパラメータを加えたようなものが「Projectile」
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 1
projmisstime = 0
projpriority = 9999               
projremovetime = 10
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = time = 0
attr = C, NA
damage = 3, 0
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
hitsound = s1, 1
guardsound = s2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%30 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

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

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 410

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 1
channel = 1

[State ]
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 3
projmisstime = 2
projpriority = 9999               
projremovetime = 15
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = AnimElem = 1
attr = C, NA
damage = 12, 0
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = s8031
sparkxy = -10, -76
hitsound = s1, 2
guardsound = s2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -1,-9
airguard.velocity = -3.8,-8.8
air.type = High
air.velocity = -2.8,-8
air.hittime = 24
envshake.time = 16
envshake.ampl = 12
envshake.freq = 100
yaccel = 0.5
fall = 1

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%15 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

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

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 430

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 3

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 0
channel = 1

[State 1300, 飛び道具];HitDefに飛び道具専用のパラメータを加えたようなものが「Projectile」
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 1
projmisstime = 0
projpriority = 9999               
projremovetime = 10
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = time = 0
attr = C, NA
damage = 3, 0
animtype = Light
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 8, 8
hitsound = s1, 1
guardsound = s2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%30 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

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

[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 440

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 1
channel = 1

[State ]
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 1
projmisstime = 0
projpriority = 9999               
projremovetime = 10
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = AnimElem = 2
attr = C, NA
damage = 12, 0
animtype = Light
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 12, 12
sparkno = s8031
sparkxy = -10, -76
hitsound = s1, 2
guardsound = s2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4
airguard.velocity = -3.8,-.8
air.type = High
air.velocity = -2.8,-3
air.hittime = 24
envshake.time = 16
envshake.ampl = 12
envshake.freq = 100
fall = 1

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%15 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

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

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 3

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 0
channel = 1

[State 1300, 飛び道具];HitDefに飛び道具専用のパラメータを加えたようなものが「Projectile」
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
velocity = vel x,vel y
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 1
projmisstime = 0
projpriority = 9999               
projremovetime = 10
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = time = 0
attr = A, NA
damage = 3, 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
hitsound = s1, 1
guardsound = s2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%30 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 1
channel = 1

[State ]
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
velocity = vel x,vel y
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 3
projmisstime = 2
projpriority = 9999               
projremovetime = 15
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = AnimElem = 1
attr = A, NA
damage = 12, 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = s8031
sparkxy = -10, -76
hitsound = s1, 2
guardsound = s2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -1,9
airguard.velocity = -3.8,8.8
air.type = High
air.velocity = -2.8,8
air.hittime = 24
envshake.time = 16
envshake.ampl = 12
envshake.freq = 100
yaccel = 0.5
fall = 1

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%15 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 630

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 3

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 0
channel = 1

[State 1300, 飛び道具];HitDefに飛び道具専用のパラメータを加えたようなものが「Projectile」
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
velocity = vel x,vel y
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 1
projmisstime = 0
projpriority = 9999               
projremovetime = 10
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = time = 0
attr = A, NA
damage = 3, 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
hitsound = s1, 1
guardsound = s2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%30 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 640

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random%2 = 0
value = 3, 1
channel = 1

[State ]
type = Projectile
;-----------------------------------Projectile専用のパラメータ
offset = 0,0
velocity = vel x,vel y
projID = anim
projanim = anim
projscale = 0,0
projshadow = 0,0,0
projhits = 1
projmisstime = 0
projpriority = 9999               
projremovetime = 10
sparkno = s8031
guard.sparkno = s8105
sparkxy = p2dist x, -76
;-----------------------------------
trigger1 = AnimElem = 2
attr = A, NA
damage = 12, 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = s8031
sparkxy = -10, -76
hitsound = s1, 2
guardsound = s2, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4
airguard.velocity = -3.8,-.8
air.type = High
air.velocity = -2.8,-3
air.hittime = 24
envshake.time = 16
envshake.ampl = 12
envshake.freq = 100
fall = 1

[State 200, ステート変更]
type = targetState
trigger1 = p2stateno != [5100,5150]
trigger1 = p2stateno != 299
trigger1 = random%15 = 1
trigger1 = p2movetype = H
trigger1 = p2statetype != A
value = 299

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[Statedef 299]
type    = S
movetype= H
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 5300 

[State 200, ステート変更]
type = selfState
trigger1 = Time > 30
trigger1 = Animtime = 0
value = 0
ctrl = 1


[Statedef 700]
type    = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 700

[State 200,]
type = nothitby
trigger1 = 1
value = SCA,AA,AP,AT

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 100, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
trigger1 = random%2 = 1
value = 1000, 7
channel = 1

[State 200,]
type = playerpush
trigger1 = Time > 6
value = 0

[State 200,]
type = velset
trigger1 = Time > 3
x = 10

[State 200, ステート変更]
type = ctrlset
trigger1 = time = 9
value = 1

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

[Statedef 701]
type    = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 701

[State 200,]
type = nothitby
trigger1 = 1
value = SCA,AA,AP,AT

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 100, 0

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
trigger1 = random%2 = 1
value = 1000, 7
channel = 1

[State 200,]
type = playerpush
trigger1 = Time > 6
value = 0

[State 200,]
type = velset
trigger1 = Time > 3
x = -10

[State 200, ステート変更]
type = ctrlset
trigger1 = time = 9
value = 1

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

; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 6]
type = ChangeState
trigger1 = var(59) =1
trigger1 = time = 0
value = 0
ctrl = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = var(59) =0
trigger1 = AnimTime = 0
value = 50
ctrl = 1