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

;どでかいビーム

[Statedef 3000]
type     = S                     ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = A                     ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = S                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
anim     = 3000                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 0                    ;パワーゲージの増加量を設定
sprpriority = 1                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます

[State 3000,VS 痛]
type = AssertSpecial
trigger1 = P2name ="tuu"
trigger1 = 1
flag = intro

[State 3000,瞬間移動]
type = PosAdd
trigger1 = Time = 38
x = -310
y = 0

[State 3000,演出]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 3000,演出②]
type = SuperPause
trigger1 = AnimElem = 13
time = 30
anim = S3002
sound = S3000,0
pos = 82,-99
movetime = 1
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000,ワープ]
type = Explod
trigger1 = Time = 15
trigger2 = Time = 39
anim = 261
ID = 261
pos = 0, -85
postype = p1
facing = 1;左右の向き
bindtime = 1;固定時間
removetime = 18;消滅時間
supermovetime = 9999999
pausemovetime = 9999999
scale = 0.8, 0.8;縮尺
sprpriority = 1;表示優先順位
ontop = 1;手前表示フラグ
ownpal = 1;独自パレットフラグ
removeongethit = 0;やられ消滅フラグ

[State 3000,砂]
type = Explod
trigger1 = AnimElem = 14
anim = 403
ID = 403
pos = -15, 0
postype = p1
facing = 1;左右の向き
bindtime = 1;固定時間
removetime = 190;消滅時間
supermovetime = 99999999
pausemovetime = 99999999
scale = 1, 1;縮尺
sprpriority = 4;表示優先順位
ontop = 0;手前表示フラグ
ownpal = 1;独自パレットフラグ
removeongethit = 0;やられ消滅フラグ

[State 3000,後ろのエフェクト]
type = Explod
trigger1 = AnimElem = 14
anim = 3004
ID = 3004
pos = 0, 0
postype = back
facing = 1;左右の向き
bindtime = -1;固定時間
removetime = 190;消滅時間
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5;縮尺
sprpriority = -4;表示優先順位
ontop = 0;手前表示フラグ
ownpal = 1;独自パレットフラグ
removeongethit = 0;やられ消滅フラグ

[State 3000, ビーム]
type = Projectile
trigger1 = AnimElem = 14
projID = 3001
projanim = 3001
projhitanim = -1
projscale = 0.4, 0.4
projremove = 0
projremovetime = 190
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 9999999
projmisstime = 0
projpriority = 4
projsprpriority = 6
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 45, -70
postype = p1
supermovetime = 9999999
pausemovetime = 9999999
attr = S, HA
hitflag = MAFDP
guardflag = 
damage = 99999999,99999999
sparkno = -1
hitsound = S240,1
pausetime = 0,5
fall = 1
fall.recover = 0
fall.damage = 99999999
ground.velocity = -5,-1
air.velocity = -5,-1
givepower = -99999999

[State 3000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time >65
trigger1 = Time <250
value = -99999999
kill = 1

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 37
value = 260, 0
volume = 70
freqmul = 1

[State 3000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 14
value = 410, 0
volume = 70
freqmul = 1

[State 3000, アニメ変更]
type = ChangeAnim
trigger1 = Time = 250
value = 3003

[State 3000, ステート変更]
type = ChangeState
trigger1 = Time = 272
value = 0
ctrl = 1
;---------------------------------------------

;バリア

[Statedef 3010]
type     = S                     ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = A                     ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = S                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
anim     = 3011                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 0                    ;パワーゲージの増加量を設定
sprpriority = 1                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます

[State 3010,演出]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 3010,演出②]
type = SuperPause
trigger1 = AnimElem = 8
time = 72
anim = S3002
sound = S3000,0
pos = 0,-90
movetime = 72
darken = 1
p2defmul = 1
poweradd = -2000
unhittable = 1

[State 3010,バリア]
type = Helper
trigger1 = time = 20
helpertype = player
name = "barrier"
ID = 3011
pos = 0, -80
postype = p1
facing = 1
stateno = 3011
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
size.xscale = 1.5
size.yscale = 1.5

[State 3010, 無敵]
type = NotHitBy
trigger1 = Time = 20
value = SCA
time = 600

[State 3010, 音を鳴らす]
type = PlaySnd
trigger1 = time = 20
value = 3010, 0
volume = 150
freqmul = 1

[State 3010, 音を鳴らす]
type = PlaySnd
trigger1 = time = 45
value = 3010, 1
volume = 170
freqmul = 1

[State 3010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------

;バリア(ヘルパーステート)

[Statedef 3011]
type     = S                     ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = A                     ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = S                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
anim     = 3010                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 0                    ;パワーゲージの増加量を設定
sprpriority = 2                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます

[State 3011, 位置を固定]
type = BindToParent
trigger1 = 1
time = 610
facing = 0
pos = 0, -80

[State 3011, 当たり判定]
type = Projectile
trigger1 = 1
projID = 3013
projanim = 3013
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 1
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 9999999
projmisstime = 0
projpriority = 4
projsprpriority = 6
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, 0
postype = p1
supermovetime = 9999999
pausemovetime = 9999999
attr = S, HA
hitflag = MAFDP
hitsound = 5,1
sparkno = -1
guardflag = 
damage = 15
pausetime = 0, 100
givepower = -99999999

[State 3011, 音を鳴らす]
type = PlaySnd
trigger1 = time = 600
value = 260, 0
volume = 255
freqmul = 1.4

[State 3011, アニメ変更]
type = ChangeAnim
trigger1 = time = 600
value = 3012
elem = 1

[State 3011, ステート抜け]
type = SelfState
triggerall = stateno != 3011
triggerall = Anim != 3010
triggerall = !AnimExist(3010)
trigger1 = !IsHelper
value = 3011
ctrl = 1
anim = 3010

[State 3011, ヘルパー消滅]
type = DestroySelf
trigger1 = Time = 610

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

;無に還ろう

[Statedef 3040]
type     = S                     ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = A                     ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = S                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
anim     = 3040                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 0                    ;パワーゲージの増加量を設定
sprpriority = 3                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます

[State 3040,演出]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG

[State 3040,演出②]
type = SuperPause
trigger1 = AnimElem = 9
time = 25
anim = S3002
sound = S3000,0
pos = 0,-120
movetime = 0
darken = 1
p2defmul = 1
poweradd = -1500
unhittable = 1

[State 3040,後ろのエフェクト]
type = Explod
trigger1 = Time = 25
anim = 3041
ID = 3041
pos = 0, 0
postype = back
facing = 1;左右の向き
bindtime = -1;固定時間
removetime = 118;消滅時間
supermovetime = 9999999
pausemovetime = 9999999
scale = 0.78, 1.01;縮尺
sprpriority = -4;表示優先順位
ontop = 0;手前表示フラグ
ownpal = 1;独自パレットフラグ
removeongethit = 0;やられ消滅フラグ

[State 3040, 当たり判定];1～6P専用
type = Projectile
triggerall = Time = 25
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 202
projanim = 202
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 79
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 9999999
projmisstime = 0
projpriority = 4
projsprpriority = 6
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, 0
postype = p2
supermovetime = 9999999
pausemovetime = 9999999
attr = S, HA
hitflag = MAF
guardflag = MA
damage = 5, 0
sparkno = 3
sparkxy = 0,-85
fall = 1
fall.recover = 1
ground.velocity = -2.2,-4
air.velocity = -2.2,-4

[State 3040, 当たり判定]
type = Projectile
triggerall = Time = 25
trigger1 = PalNo = 12
projID = 202
projanim = 202
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 79
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 9999999
projmisstime = 0
projpriority = 4
projsprpriority = 6
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, 0
postype = p2
supermovetime = 9999999
pausemovetime = 9999999
attr = S, HA
hitflag = MAFD
guardflag = 
damage = 0,0
pausetime = 0, 0
sparkno = 3
sparkxy = 0,-85
fall = 1
fall.recover = 0
fall.damage = 999999
ground.velocity = -2.5,-5
air.velocity = -2.5,-5
givepower = -99999999

[State 3040, TargetLifeAdd]
type = TargetLifeAdd
triggerall = 1
trigger1 = PalNo = 12
value = -49
kill = 1

[State 3040, 音を鳴らす]
type = PlaySnd
trigger1 = time = 25
value = 3040, 0
volume = 250
freqmul = 1

[State 3040, 音を鳴らす]
type = PlaySnd
trigger1 = time = 25
value = 3040, 1
volume = 120
freqmul = 1.3

[State 3040, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;乱舞技

[Statedef 3050]
type     = S                     ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = A                     ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = S                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
anim     = 3050                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 0                    ;パワーゲージの増加量を設定
sprpriority = 2                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます

[State 3050,演出②]
type = SuperPause
trigger1 = AnimElem = 7
time = 25
anim = S3002
sound = S3000,0
pos = 5,-105
movetime = 0
darken = 1
p2defmul = 1
poweradd = -500
unhittable = 1

[State 3050, ヒット定義]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 16
trigger3 = AnimElem = 17
trigger4 = AnimElem = 23
trigger5 = AnimElem = 29
attr = S, HA
animtype  = light
damage    = 30,5
guardflag = MA
pausetime = 0,1
sparkno = 2
sparkxy = -5,-70
hitsound   = 5,2
guardsound = 6,0
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3,0
air.velocity = -3,0
air.hittime = 12

[State 3050, ヒット定義]
type = HitDef
trigger1 = AnimElem = 35
trigger2 = AnimElem = 36
attr = S, HA
animtype  = up
damage    = 70,10
guardflag = MA
pausetime = 0,5
sparkno = 3
sparkxy = -5,-70
hitsound   = 5,4
guardsound = 6,0
ground.velocity = -0.1,-10.5
ground.slidetime = 5
ground.hittime  = 12
air.velocity = -0.1,-10.5
air.hittime = 12
fall = 1
envshake.time = 5
envshake.freq = 5
envshake.ampl = 3
envshake.phase = 5

[State 3050, 移動]
type = VelSet
trigger1 = AnimElem = 8
trigger2 = AnimElem = 14
trigger3 = AnimElem = 21
trigger4 = AnimElem = 27
x = 6

[State 3050, 移動]
type = VelSet
trigger1 = AnimElem = 36
x = 3
y = -5

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 16
trigger3 = AnimElem = 23
trigger4 = AnimElem = 29
value = 0, 2
volume = 256
freqmul = 1

[State 3050, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 35
value = 0, 3
volume = 256
freqmul = 1

[State 3050, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1
anim = 41
;---------------------------------------------

;ボールペン

[Statedef 3060]
type     = S                     ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = A                     ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = S                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
anim     = 3011                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 0                    ;パワーゲージの増加量を設定
sprpriority = 1                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます

[State 3060,演出]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 3060,演出②]
type = SuperPause
trigger1 = AnimElem = 8
time = 72
anim = S3002
sound = S3000,0
pos = 0,-80
movetime = 72
darken = 1
p2defmul = 1
poweradd = -2000
unhittable = 1

[State 3060,ボールペン]
type = Helper
trigger1 = time = 30
helpertype = player
name = "ballpoint pen"
ID = 3061
pos = 0, -75
postype = p1
facing = 1
stateno = 3061
keyctrl = 0
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 3060, 音を鳴らす]
type = PlaySnd
trigger1 = time = 30
value = 191, 0
volume = 255
freqmul = 1.5

[State 3060, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;ボールペン(ヘルパーステート)

[Statedef 3061]
type     = S                     ;キャラの状態を指定（S=立ち・C=しゃがみ・A=空中・L=横に倒れている・U=前のステートの状態を引き継ぐ）
movetype = A                     ;キャラの行動内容を指定（I=何もしない・A=攻撃している・H=攻撃を食らっている）
physics  = S                     ;キャラの物理的な体勢（S=立ち・C=しゃがみ・A=空中・N=重力や摩擦の影響を受けない・U=前のステートの体勢を引き継ぐ）
ctrl     = 0                     ;コントロールの可否（0=キー操作不可・1=キー操作可能）
anim     = 3061                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 0                    ;パワーゲージの増加量を設定
sprpriority = 4                  ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます

[State 3061]
type = Velset
trigger1 =P2BodyDist X > -150
x= 2.5

[State 3061]
type = Velset
trigger1 =P2BodyDist X < -150
x= -2.5

[State 3061]
type = Velset
trigger1 =P2BodyDist Y > 75
y= 2.5

[State 3061]
type = Velset
trigger1 =P2BodyDist Y < 75
y= -2.5

[State 3061]
type = turn
trigger1 = P2dist X < -95

[State 3061, インク]
type = Projectile
trigger1 = (GameTime%100)=0
projID = 3062
projanim = 3062
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = -1
velocity = 3, 0
accel = 0, 0
velmul = 1, 1
projhits = 10
projmisstime = 0
projpriority = 7
projsprpriority = 6
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 75, 0
postype = p1
supermovetime = 9999999
pausemovetime = 9999999
attr = S, NA
hitflag = MAFDP
hitsound = S3060,1
sparkno = -1
guardflag = 
damage = 5
pausetime = 0, 150
givepower = -99999999
p2stateno = 3062

[State 3061, タゲステ]
type = TargetState
trigger1 = 1
value = 3062
ID = -1

[State 3061, 音を鳴らす]
type = PlaySnd
trigger1 = (GameTime%100)=0
value = 3060, 0
volume = 255
freqmul = 1.2

[State 3061, 音を鳴らす]
type = PlaySnd
trigger1 = (GameTime%100)=0
value = 3010, 2
volume = 255
freqmul = 1

[State 3061, ステート抜け]
type = SelfState
triggerall = stateno != 3061
triggerall = Anim != 3061
triggerall = !AnimExist(3061)
trigger1 = !IsHelper
value = 3061
ctrl = 0
anim = 3061

[State 3061, ヘルパー消滅]
type = DestroySelf
trigger1 = Time = 900
;----------------------------------------------

;ボールペン(相手のステート)

[Statedef 3062]
type     = U
movetype = H
physics  = N
ctrl     = 0;コントロールの可否（0=キー操作不可・1=キー操作可能)

[State 3062, 状態]
type = VelMul
trigger1 = 1
x = 0
y = 0

[State 3062, 状態]
type = PalFX
trigger1 = 1
time = 300
add = 0,0,0
mul = 256,256,256
invertall = 0
color = 256

[State 3062, ライフを減らす]
type = lifeadd
trigger1 = 1
value = -14
kill = 1
absolute = 1

[State 3062, パワーを減らす]
type = poweradd
trigger1 = 1
value = -999999999       ;増減させたいパワー

[State 3062, パワーを0にする]
type = powerset
trigger1 = 1
value = 0

[State 3062, 操作不可能]
type = ctrlset
trigger1 = 1
value = 0       ;1で操作可能 0で不可能

[State 3062, 攻撃力をを0にする]
type = AttackMulSet
trigger1 = 1
value = 0

[State 3062, 防御力をを0にする]
type = DefenceMulSet
trigger1 = 1
value = 0

[State 3062, ステート変更]
type = ChangeState
trigger1 = Time = 600
value = 0
ctrl = 1
anim = 0
;-----------------------------------------

;？

[Statedef 3070]
type = S
ctrl = 0
anim = 3070
velset = 0,0
movetype = A
physics = S
sprpriority = 2

[State 3070,演出]
type = SuperPause
trigger1 = AnimElem = 6
time = 30
anim = S3002
sound = S3000,0
pos = -2,-90
movetime = 1
darken = 1
p2defmul = 1
poweradd = -2500
unhittable = 1

[State 3070,よく分からんモノ]
type = Explod
trigger1 = Time = 35
anim = 3071
ID = 3071
pos = 160, 120
postype = back
bindtime = -1;固定時間
removetime = 27;消滅時間
supermovetime = 99999999
pausemovetime = 99999999
scale = 1.75, 1.75;縮尺
sprpriority = 7;表示優先順位
ownpal = 1;独自パレットフラグ

[State 3070, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 35
value = 3070, 0
volume = 255
freqmul = 2

[State 3070, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 35
value = 3070, 0
volume = 255
freqmul = 2

[State 3070, 時を止める]
type = SuperPause
trigger1 = Time = 61
time = 539
anim = -1
sound = -1,-1
pos = 0,0
movetime = 539
darken = 0
p2defmul = 1
unhittable = 0

[State 3070, 背景]
type = BGPalFX
trigger1 = Time = 61
time = 539
add = 0,0,0
mul = 256,256,256
invertall = 0
color = 0

[State 3070,後ろのエフェクト]
type = Explod
trigger1 = Time = 70
anim = 3072
ID = 3072
pos = 0, 0
postype = back
bindtime = -1;固定時間
removetime = 530;消滅時間
supermovetime = 99999999
pausemovetime = 99999999
scale = 0.5, 0.5;縮尺
sprpriority = -2;表示優先順位
ownpal = 1;独自パレットフラグ

[State 3070, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 70
trigger2 = Time = 200
trigger3 = Time = 330
trigger4 = Time = 460
value = 3070, 1
volume = 255
freqmul = 1

[State 3070, 当たり判定]
type = Projectile
trigger1 = Time >70
trigger1 = Time <600
projID = 202
projanim = 202
projhitanim = -1
projremanim = 202
projscale = 1, 1
projremove = 0
projremovetime = 15
velocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 9999999
projmisstime = 0
projpriority = 7
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, 0
postype = p1
supermovetime = 9999999
pausemovetime = 9999999
attr = S, HA
priority = 7,Hit
hitflag = MAFPD
guardflag = 
damage = 25,25
pausetime = 0,99999999
ground.hittime = 999999
air.hittime = 999999
guard.dist = 99999999
fall.recover = 0
sparkno = -1
ground.velocity = 0,0
air.velocity = 0,0
givepower = -99999999

[State 3070]
type = TargetLifeAdd
trigger1 = Time >70
trigger1 = Time <600
value = -25
ID = -1
kill = 1
absolute = 1

[State 3070,オーラを消す]
type = RemoveExplod
trigger1 = Time >70
trigger1 = Time <600
ID = 8999

[State 3070]
type = changestate
trigger1 = Time = 600
value = 0
ctrl = 1

