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

;トムキラーの構え

[Statedef 3030]
type = S
ctrl = 0
anim = 198
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 3030]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,0
sparkno = -1
sparkxy = 999,999
hitsound = -1
p1stateno = 3031
p2stateno = 3032

[State 3030]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;全画面当身成功

[Statedef 3031]
type = S
ctrl = 0
anim = 200
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 3031]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,0
sparkno = -1
sparkxy = 999,999
hitsound = -1
p2stateno = 3033;ダメージステートへ

[State 3031, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 0
volume = 120
freqmul = 1

[State 3031, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1
volume = 60
freqmul = 1

[State 3031, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 2
volume = 1
freqmul = 1

[State 3031, 闇]
type = Explod
trigger1 = AnimElem = 1
anim = 8998
scale = 0.5, 0.5
postype = left
pos = 0, 0
sprpriority = -2
removetime = 128
supermovetime = 999999999
pausemovetime = 999999999
ownpal = 1
bindtime = -1

[state 3031,lifeadd]
type = targetlifeadd 
trigger1 = 1 
value = -2147483648
pausemovetime = 9990000 
supermovetime = 9990000 

[State 3031]
type = changestate
trigger1 = time > 41
trigger2 = p2stateno = 1114
value = 0
ctrl = 1
;-----------------------------------------------

;相手のステート

[Statedef 3032]
type    = U
movetype= I
physics = N
poweradd= 0
velset = 0,0
ctrl = 0

[State 3032];state脱出
type = selfstate
trigger1 = name = "God Stick Man"
trigger1 = !ishelper
value = 140
ctrl = 1
ignorehitpause = 1

[State 3032,selfstate]
type = changestate
trigger1 = !ishelper
value = 3033

[State 3032,varset]
type = varset
trigger1 = var(44) = 0
var(44) = anim

[State 3032,射撃]
type = Projectile
trigger1 = time = 0
projID = 202
projanim = ifelse(var(44) != 0,var(44),anim)
projscale = 1, 1
projremovetime = 3
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 2
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 2000
projstagebound = 2000
projheightbound = -9999, 9999
offset = 0, 5000
postype = p2
projshadow = 0, 0, 0
supermovetime = 99999
pausemovetime = 99999
attr = A, HT
affectteam = F
damage = 0,0
hitflag = MAFD
p1stateno = prevstateno
p2stateno = prevstateno

[State 3032,射撃]
type = Projectile
triggerall = var(44) != 0
trigger1 = time > 15
trigger1 = time%2 = 0
projID = 202
projanim = var(44)
projscale = 1, 1
projremove = 0
projremovetime = 50000
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 2000
projstagebound = 2000
projheightbound = -9999, 9999
offset = 0, 5000
postype = p2
projshadow = 0, 0, 0
supermovetime = 99999
pausemovetime = 99999
attr = A, HT
affectteam = F
damage = 0,0
hitflag = MAFD
p1stateno = 50
p2stateno = prevstateno

[State 3032,assertspecial]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 3032,Changeanim]
type = changeanim2
trigger1 = time = 1
value = 201

[State 3032,posadd]
type = posadd
trigger1 = time = 1
x = 365

[State 3032,posset]
type = posset
trigger1 = 1
y = 5000

[State 3032,destroyself]
type = destroyself
triggerall = ishelper
trigger1 = root,stateno = 3033 || root,stateno = 5050
trigger2 = time > 20

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

;ダメージステート

[Statedef 3033]
type    = U
movetype= H
physics = N
poweradd= 0
velset = -5,-3
ctrl = 0
facep2 = 1

[State 3033,palfx]
type = PalFX
trigger1 = time = 0
time = 45
add = 0,0,0
mul = 256,64,64
sinadd = 256,256,256,10
invertall = 0
color = 256

[State 3033,LifeSet]
type = LifeSet
triggerall = Name != "God Stick Man"|| PalNo != 12
trigger1 = Time > 5
value = 0

[State 3033,destroyself]
type = destroyself
trigger1 = ishelper

[State 3033,selfstate]
type = selfstate
triggerall = Time > 5
trigger1 = alive
value = 50

[State 3033,velset]
type = velset
trigger1 = !alive
x = 0
y = 0

[State 3033,velset]
type = posset
trigger1 = !alive
y = 0

[State 3033,changestate]
type = changestate
trigger1 = !alive
value = 5150

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

;3way気功波

[Statedef 210]
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     = 210                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 20                    ;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 210, →];12p以外
type = Projectile
triggerall = time = 7
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 601
projanim = 601
projhitanim = 602
projremanim = 602
projscale = 1, 1
projremove = 0
projremovetime = 5000
velocity = 3.8, 0
accel = 0, 0
velmul = 1, 1
projhits = 3
projmisstime = 1
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 55, -105
postype = p1
attr = S, NA
hitflag = MAF
guardflag = MA
damage = 15, 5
pausetime = 0,3
sparkno = S602
sparkxy = 0,0
hitsound = S210,1
guardsound = S210,1
ground.velocity = -1.5,-0.5
air.velocity = -1.5,-0.5
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,100,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,50,0;赤加算, 緑加算, 青加算 (int)

[State 210, ／]
type = Projectile
triggerall = time = 7
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 601
projanim = 601
projhitanim = 602
projremanim = 602
projscale = 1, 1
projremove = 0
projremovetime = 5000
velocity = 4, -2
accel = 0, 0
velmul = 1, 1
projhits = 999999
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 55, -105
postype = p1
attr = S, NA
hitflag = MAFD
guardflag = 
damage = 10,10
pausetime = 0,0
sparkno = S602
sparkxy = 0,0
hitsound = S210,1
ground.velocity = -1.5,-0.5
air.velocity = -1.5,-0.5
fall = 1
fall.recover = 0
givepower = -99999999
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,100,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,50,0;赤加算, 緑加算, 青加算 (int)

[State 210, →]
type = Projectile
triggerall = time = 7
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 601
projanim = 601
projhitanim = 602
projremanim = 602
projscale = 1, 1
projremove = 0
projremovetime = 5000
velocity = 4, 0
accel = 0, 0
velmul = 1, 1
projhits = 999999
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 55, -105
postype = p1
attr = S, NA
hitflag = MAFD
guardflag = 
damage = 10,10
pausetime = 0,0
sparkno = S602
sparkxy = 0,0
hitsound = S210,1
ground.velocity = -1.5,-0.5
air.velocity = -1.5,-0.5
fall = 1
fall.recover = 0
givepower = -99999999
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,100,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,50,0;赤加算, 緑加算, 青加算 (int)

[State 210, ＼]
type = Projectile
triggerall = time = 7
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 601
projanim = 601
projhitanim = 602
projremanim = 602
projscale = 1, 1
projremove = 0
projremovetime = 5000
velocity = 4, 2
accel = 0, 0
velmul = 1, 1
projhits = 999999
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 55, -105
postype = p1
attr = S, NA
hitflag = MAFD
guardflag = 
damage = 10,10
pausetime = 0,0
sparkno = S602
sparkxy = 0,0
hitsound = S210,1
ground.velocity = -1.5,-0.5
air.velocity = -1.5,-0.5
fall = 1
fall.recover = 0
givepower = -99999999
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,100,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,50,0;赤加算, 緑加算, 青加算 (int)

[State 210, 音を鳴らす]
type = PlaySnd
trigger1 = time = 7
value = 210, 0
volume = 1
freqmul = 1

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

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

;火炎

[Statedef 230]
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     = 210                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 20                    ;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 230,火炎の元]
type = Explod
trigger1 = Time = 7
anim = 231
ID = 231
pos = 55, -105
postype = p1
bindtime = 1;固定時間
vel = 0, 3;スプライトの初速度
removetime = 30;消滅時間
supermovetime = 0
pausemovetime = 0
scale = 1, 1;縮尺
sprpriority = 1;表示優先順位
ownpal = 1;独自パレットフラグ

[State 230, 火炎];12P以外
type = Projectile
triggerall = time = 31
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 232
projanim = 232
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 22
velocity = 2.2, 0
accel = 0, 0
velmul = 1, 1
projhits = 15
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 50, 7
postype = p1
attr = S, NA
hitflag = MAF
guardflag = MA
damage = 5, 2
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = S230,2
guardsound = S230,2
ground.velocity = -3,0
air.velocity = -3,0
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 60,0,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 20,0,0;赤加算, 緑加算, 青加算 (int)

[State 230, 火炎]
type = Projectile
triggerall = time = 31
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 232
projanim = 232
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 5000
velocity = 2.5, 0
accel = 0, 0
velmul = 1, 1
projhits = 999999
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 50, 7
postype = p1
attr = S, NA
hitflag = MAFD
guardflag = 
damage = 5,5
pausetime = 0,0
sparkno = -1
hitsound = S230,2
ground.velocity = -3,0
air.velocity = -3,0
fall = 1
givepower = -99999999
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 60,0,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 20,0,0;赤加算, 緑加算, 青加算 (int)

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = time = 7
value = 230, 0
volume = 30
freqmul = 1

[State 230, 音を鳴らす]
type = PlaySnd
trigger1 = time = 31
trigger2 = time = 53
trigger3 = time = 75
trigger4 = time = 97
trigger5 = time = 119
value = 230, 1
volume = 100
freqmul = 0.9

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

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

;落雷

[Statedef 240]
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     = 240                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 65                    ;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 240, →落雷];12P以外
type = Projectile
triggerall = time = 14
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 241
projanim = 241
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 28
velocity = 2.5, 0
accel = 0, 0
velmul = 1, 1
projhits = 5
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, 0
postype = p1
attr = S, NA
hitflag = MAF
guardflag = MA
damage = 20, 10
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = S240,1
guardsound = S240,1
ground.velocity = -2.2,0-1
air.velocity = -2.2,-1
fall = 1
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,0,100;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,0,50;赤加算, 緑加算, 青加算 (int)

[State 240, →落雷]
type = Projectile
triggerall = time = 14
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 241
projanim = 241
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 5000
velocity = 2.8, 0
accel = 0, 0
velmul = 1, 1
projhits = 999999
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, 0
postype = p1
attr = S, NA
hitflag = MAFD
guardflag = 
damage = 15,15
pausetime = 0,0
sparkno = -1
hitsound = S240,1
ground.velocity = -3.2,0
air.velocity = -3.2,0
fall = 1
givepower = -99999999
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,0,100;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,0,50;赤加算, 緑加算, 青加算 (int)

[State 240, →落雷];12P以外
type = Projectile
triggerall = time = 14
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 241
projanim = 241
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 28
velocity = -2.5, 0
accel = 0, 0
velmul = 1, 1
projhits = 5
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, 0
postype = p1
attr = S, NA
hitflag = MAF
guardflag = MA
damage = 20, 10
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = S240,1
guardsound = S240,1
ground.velocity = -2.2,0-1
air.velocity = -2.2,-1
fall = 1
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,0,100;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,0,50;赤加算, 緑加算, 青加算 (int)

[State 240, ←落雷]
type = Projectile
triggerall = time = 14
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 241
projanim = 241
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 5000
velocity = -2.8, 0
accel = 0, 0
velmul = 1, 1
projhits = 999999
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, 0
postype = p1
attr = S, NA
hitflag = MAFD
guardflag = 
damage = 15,15
pausetime = 0,0
sparkno = -1
hitsound = S240,1
ground.velocity = 3.2,0
air.velocity = 3.2,0
fall = 1
givepower = -99999999
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,0,100;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,0,50;赤加算, 緑加算, 青加算 (int)

[State 240, 音を鳴らす]
type = PlaySnd
trigger1 = time = 14
trigger2 = time = 28
trigger3 = time = 42
trigger4 = time = 56
trigger5 = time = 70
trigger6 = time = 84
value = 240, 0
volume = 70
freqmul = 1

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


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

;トゲ出現

[Statedef 400]
type     = C                     ;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  = C                     ;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     = 400                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 20                    ;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 400,←砂]
type = Explod
trigger1 = Time = 0
anim = 403
ID = 403
pos = 85, 0
postype = p1
facing = 1;左右の向き
bindtime = 1;固定時間
removetime = 32;消滅時間
supermovetime = 0
pausemovetime = 0
scale = 0.9, 0.9;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 400,→砂]
type = Explod
trigger1 = Time = 0
anim = 403
ID = 403
pos = 115, 0
postype = p1
facing = -1;左右の向き
bindtime = 1;固定時間
removetime = 32;消滅時間
supermovetime = 0
pausemovetime = 0
scale = 0.9, 0.9;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 400,光]
type = Explod
trigger1 = Time = 33
anim = 404
ID = 404
pos = 100, -125
postype = p1
facing = 1;左右の向き
bindtime = 1;固定時間
removetime = 20;消滅時間
supermovetime = 9999999
pausemovetime = 9999999
scale = 0.7, 0.7;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 400, トゲ];12p以外
type = Projectile
triggerall = time = 0
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 401
projanim = 401
projhitanim = -1
projremanim = 402
projscale = 1, 1
projremove = 0
projremovetime = 100
velocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 999999
projmisstime = 3
projpriority = 4
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 100, 0
postype = p1
attr = C, NA
hitflag = MAF
guardflag = MA
damage = 1, 1
pausetime = 0,1
sparkno = -1
guard.sparkno = -1
hitsound = S400,1
guardsound = S400,1
ground.velocity = -1.5,0
air.velocity = -1.5,0
givepower = -20

[State 400, トゲ]
type = Projectile
triggerall = time = 0
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 401
projanim = 401
projhitanim = -1
projremanim = 402
projscale = 1, 1
projremove = 0
projremovetime = 600
velocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 9999999
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 100, 0
postype = p1
attr = C, NA
hitflag = MAFD
guardflag = 
damage = 1,1
pausetime = 0,1
sparkno = -1
hitsound = S400,1
ground.velocity = 0,0
air.velocity = 0,0
givepower = -99999999

[State 400,画面を揺らす]
type = EnvShake
trigger1 = time = 0
time = 32
freq = 60
ampl = -4
phase = 0

[State 400, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 0
volume = 30
freqmul = 1

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

;地震

[Statedef 410]
type     = C                     ;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  = C                     ;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     = 410                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 40                    ;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 410,←砂]
type = Explod
trigger1 = AnimElem = 11
anim = 403
ID = 403
pos = 70, 0
postype = p1
facing = 1;左右の向き
bindtime = 1;固定時間
removetime = 16;消滅時間
supermovetime = 0
pausemovetime = 0
scale = 1.2, 1.2;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 410,→砂]
type = Explod
trigger1 = AnimElem = 11
anim = 403
ID = 403
pos = 90, 0
postype = p1
facing = -1;左右の向き
bindtime = 1;固定時間
removetime = 16;消滅時間
supermovetime = 0
pausemovetime = 0
scale = 1.2, 1.2;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 410,衝撃波]
type = Explod
trigger1 = AnimElem = 11
anim = 412
ID = 412
pos = 0, 0
postype = p1
facing = 1;左右の向き
bindtime = 1;固定時間
removetime = 14;消滅時間
supermovetime = 0
pausemovetime = 0
scale = 1, 1;縮尺
sprpriority = -1;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 410];12P以外
type = Projectile
triggerall = AnimElem = 11
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 411
projanim = 411
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 20
velocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, 0
postype = p1
attr = C, NA
hitflag = MAFD
guardflag = M
damage = 30, 20
pausetime = 0,1
sparkno = -1
guard.sparkno = -1
fall.animtype = Up
fall = 1
fall.recover = 1
fall.damage = 50
ground.velocity = 0,-10
air.velocity = 0,-10
fall.envshake.time = 10
fall.envshake.freq = 60
fall.envshake.ampl = -4
fall.envshake.phase = 0

[State 410]
type = Projectile
triggerall = AnimElem = 11
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 411
projanim = 411
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 20
velocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 9999999
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, 0
postype = p1
attr = C, NA
hitflag = MAFD
guardflag = 
damage = 5,5
pausetime = 0,1
sparkno = -1
fall.animtype = Up
fall = 1
fall.recover = 0
fall.damage = 500
ground.velocity = 0,-12
air.velocity = 0,-12
givepower = -99999999
fall.envshake.time = 10
fall.envshake.freq = 60
fall.envshake.ampl = -4
fall.envshake.phase = 0

[State 410,画面を揺らす]
type = EnvShake
trigger1 = AnimElem = 11
time = 20
freq = 100
ampl = -25
phase = 0

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 0
volume = 30
freqmul = 1

[State 410, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
value = 410, 0
volume = 90
freqmul = 1

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------

;スライディング

[Statedef 430]
type     = C                     ;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  = C                     ;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     = 430                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 20                    ;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 430,砂]
type = Explod
trigger1 = AnimElem = 3
anim = 403
ID = 403
pos = 5, 0
postype = p1
facing = 1;左右の向き
bindtime = 1;固定時間
removetime = 16;消滅時間
supermovetime = 0
pausemovetime = 0
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 430, 当たり判定];12p以外
type = Projectile
triggerall = Time >5
triggerall = Time <22
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 431
projanim = 431
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 1
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 5
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, 0
postype = p1
attr = C, NA
hitflag = MA
guardflag = L
damage = 10, 3
pausetime = 0,0
sparkno = 2
sparkxy = 80,-3
hitsound = 5,4
fall = 1
ground.velocity = -5,-1
air.velocity = -5,-1

[State 430, 当たり判定]
type = Projectile
triggerall = Time >5
triggerall = Time <22
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 431
projanim = 431
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 1
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 9999999
projmisstime = 0
projpriority = 6
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, 0
postype = p1
attr = C, NA
hitflag = MAFD
guardflag = 
damage = 30,30
pausetime = 0,0
sparkno = 2
sparkxy = 80,-3
hitsound = 5,4
fall = 1
fall.recover = 0
ground.velocity = -9,0
air.velocity = -9,0
givepower = -99999999

[State 430, 移動速度]
type = VelSet
trigger1 = Time = 5
trigger2 = Time = 8
x = 18

[State 430, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 430, 0
volume = 30
freqmul = 1

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------

;3way気功波

[Statedef 600]
type     = A                     ;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  = A                     ;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     = 600                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 20                    ;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 600, 1];速度変化
type = Velset
trigger1 = Vel X >= 0.5
trigger1 = time <= 43
X = 0.5

[State 600, 1];速度変化
type = Velset
trigger1 = Vel X <= -0.5
trigger1 = time <= 43
X = -0.5

[State 600, 1];速度変化
type = Velset
trigger1 = Vel Y >= 0.5
trigger1 = time <= 43
y = 0.5

[State 600, 1];速度変化
type = Velset
trigger1 = Vel Y <= -0.5
trigger1 = time <= 43
y = -0.5

[State 600, 1];速度変化
type = Veladd
trigger1 = time > 43
y = .44

[State 600, ↓気功波]
type = Projectile
triggerall = AnimElem = 9
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 601
projanim = 601
projhitanim = -1
projremanim = 602
projscale = 1, 1
projremove = 0
projremovetime = -1
velocity = 0, 6
accel = 0, 0
velmul = 1, 1
projhits = 999999
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 0
offset = 0, -85
postype = p1
attr = A, NA
hitflag = MAFD
guardflag = 
damage = 10,10
hitsound = S210,1
pausetime = 0,10
sparkno = -1
fall = 1
givepower = -99999999
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,120,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,50,0;赤加算, 緑加算, 青加算 (int)

[State 600, ＼気功波];12p以外
type = Projectile
triggerall = AnimElem = 9
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 601
projanim = 601
projhitanim = -1
projremanim = 602
projscale = 1, 1
projremove = 0
projremovetime = -1
velocity = 5, 6
accel = 0, 0
velmul = 1, 1
projhits = 5
projmisstime = 1
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 0
offset = 0, -85
postype = p1
attr = A, NA
hitflag = MAF
guardflag = MA
damage = 15, 10
hitsound = S210,1
guardsound = S210,1
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,120,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,50,0;赤加算, 緑加算, 青加算 (int)

[State 600, ＼気功波]
type = Projectile
triggerall = AnimElem = 9
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 601
projanim = 601
projhitanim = -1
projremanim = 602
projscale = 1, 1
projremove = 0
projremovetime = -1
velocity = 5, 6
accel = 0, 0
velmul = 1, 1
projhits = 999999
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 0
offset = 0, -85
postype = p1
attr = A, NA
hitflag = MAFD
guardflag = 
damage = 10,10
hitsound = S210,1
pausetime = 0,10
sparkno = -1
fall = 1
givepower = -99999999
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,120,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,50,0;赤加算, 緑加算, 青加算 (int)

[State 600, ／気功波];12p以外
type = Projectile
triggerall = AnimElem = 9
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 601
projanim = 601
projhitanim = -1
projremanim = 602
projscale = 1, 1
projremove = 0
projremovetime = -1
velocity = -5, 6
accel = 0, 0
velmul = 1, 1
projhits = 5
projmisstime = 1
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 0
offset = 0, -85
postype = p1
attr = A, NA
hitflag = MAF
guardflag = MA
damage = 15, 10
hitsound = S210,1
guardsound = S210,1
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,120,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,50,0;赤加算, 緑加算, 青加算 (int)

[State 600, ／気功波]
type = Projectile
triggerall = AnimElem = 9
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 601
projanim = 601
projhitanim = -1
projremanim = 602
projscale = 1, 1
projremove = 0
projremovetime = -1
velocity = -5, 6
accel = 0, 0
velmul = 1, 1
projhits = 999999
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 0
offset = 0, -85
postype = p1
attr = A, NA
hitflag = MAFD
guardflag = 
damage = 10,10
hitsound = S210,1
pausetime = 0,10
sparkno = -1
fall = 1
givepower = -99999999
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,120,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,50,0;赤加算, 緑加算, 青加算 (int)

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 0
volume = 30
freqmul = 1

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = 210, 0
volume = 10
freqmul = 1
;---------------------------------------------

;火柱

[Statedef 610]
type     = A                     ;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  = A                     ;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     = 600                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 20                    ;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 610, 1];速度変化
type = Velset
trigger1 = Vel X >= 0.5
trigger1 = time <= 43
X = 0.5

[State 610, 1];速度変化
type = Velset
trigger1 = Vel X <= -0.5
trigger1 = time <= 43
X = -0.5

[State 610, 1];速度変化
type = Velset
trigger1 = Vel Y >= 0.5
trigger1 = time <= 43
y = 0.5

[State 610, 1];速度変化
type = Velset
trigger1 = Vel Y <= -0.5
trigger1 = time <= 43
y = -0.5

[State 610, 1];速度変化
type = Veladd
trigger1 = time > 43
y = .44

[State 610, 真ん中火柱]
type = Projectile
triggerall = AnimElem = 9
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 611
projanim = 611
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 14
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 999999
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, -999999
offset = 0, 0
postype = p1
attr = A, NA
hitflag = MAFD
guardflag = 
damage = 5,5
hitsound = S230,2
pausetime = 0,5
sparkno = -1
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
givepower = -99999999
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 60,0,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 20,0,0;赤加算, 緑加算, 青加算 (int)

[State 610, →火柱];12P以外
type = Projectile
triggerall = AnimElem = 9
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 611
projanim = 611
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 14
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 10
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, -999999
offset = 100, 0
postype = p1
attr = A, NA
hitflag = MAF
guardflag = MA
damage = 5, 2
hitsound = S230,2
guardsound = S230,2
pausetime = 0,5
sparkno = -1
guard.sparkno = -1
ground.velocity = 0,-4
air.velocity = 0,-4
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 60,0,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 20,0,0;赤加算, 緑加算, 青加算 (int)

[State 610, →火柱]
type = Projectile
triggerall = AnimElem = 9
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 611
projanim = 611
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 14
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 999999
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, -999999
offset = 100, 0
postype = p1
attr = A, NA
hitflag = MAFD
guardflag = 
damage = 5,5
hitsound = S230,2
pausetime = 0,5
sparkno = -1
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
givepower = -99999999
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 60,0,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 20,0,0;赤加算, 緑加算, 青加算 (int)

[State 610, ←火柱];12P以外
type = Projectile
triggerall = AnimElem = 9
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 611
projanim = 611
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 14
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 10
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, -999999
offset = -100, 0
postype = p1
attr = A, NA
hitflag = MAF
guardflag = MA
damage = 5, 2
hitsound = S230,2
guardsound = S230,2
pausetime = 0,5
sparkno = -1
guard.sparkno = -1
ground.velocity = 0,-4
air.velocity = 0,-4
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 60,0,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 20,0,0;赤加算, 緑加算, 青加算 (int)

[State 610, ←火柱]
type = Projectile
triggerall = AnimElem = 9
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 611
projanim = 611
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 14
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 999999
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, -999999
offset = -100, 0
postype = p1
attr = A, NA
hitflag = MAFD
guardflag = 
damage = 5,5
hitsound = S230,2
pausetime = 0,5
sparkno = -1
ground.velocity = 0,-4
air.velocity = 0,-4
fall = 1
givepower = -99999999
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 60,0,0;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 20,0,0;赤加算, 緑加算, 青加算 (int)

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 0
volume = 60
freqmul = 1

[State 610, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = 610, 0
volume = 255
freqmul = 1
;---------------------------------------------

;落雷②

[Statedef 630]
type     = A                     ;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  = A                     ;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     = 600                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 65                    ;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 630, 1];速度変化
type = Velset
trigger1 = Vel X >= 0.5
trigger1 = time <= 43
X = 0.5

[State 630, 1];速度変化
type = Velset
trigger1 = Vel X <= -0.5
trigger1 = time <= 43
X = -0.5

[State 630, 1];速度変化
type = Velset
trigger1 = Vel Y >= 0.5
trigger1 = time <= 43
y = 0.5

[State 630, 1];速度変化
type = Velset
trigger1 = Vel Y <= -0.5
trigger1 = time <= 43
y = -0.5

[State 630, 1];速度変化
type = Veladd
trigger1 = time > 43
y = .44

[State 630, 真ん中落雷]
type = Projectile
triggerall = AnimElem = 9
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 241
projanim = 241
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 28
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 999999
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, -999999
offset = 0, 0
postype = p1
attr = A, NA
hitflag = MAFD
guardflag = 
damage = 15,15
hitsound = S240,1
pausetime = 0,5
sparkno = -1
ground.velocity = 0,-3.2
air.velocity = 0,-3.2
fall = 1
givepower = -99999999
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,0,100;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,0,50;赤加算, 緑加算, 青加算 (int)

[State 630, →落雷];12p以外
type = Projectile
triggerall = AnimElem = 9
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 241
projanim = 241
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 28
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 10
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, -999999
offset = 100, 0
postype = p1
attr = A, NA
hitflag = MAF
guardflag = MA
damage = 10, 5
hitsound = S240,1
guardsound = S240,1
pausetime = 0,5
sparkno = -1
guard.sparkno = -1
ground.velocity = 0,-3.2
air.velocity = 0,-3.2
fall = 1
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,0,100;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,0,50;赤加算, 緑加算, 青加算 (int)

[State 630, →落雷]
type = Projectile
triggerall = AnimElem = 9
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 241
projanim = 241
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 28
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 999999
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, -999999
offset = 100, 0
postype = p1
attr = A, NA
hitflag = MAFD
guardflag = 
damage = 15,15
hitsound = S240,1
pausetime = 0,5
sparkno = -1
ground.velocity = 0,-3.2
air.velocity = 0,-3.2
fall = 1
givepower = -99999999
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,0,100;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,0,50;赤加算, 緑加算, 青加算 (int)

[State 630, ←落雷];12p以外
type = Projectile
triggerall = AnimElem = 9
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 241
projanim = 241
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 28
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 10
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, -999999
offset = -100, 0
postype = p1
attr = A, NA
hitflag = MAF
guardflag = MA
damage = 10, 5
hitsound = S240,1
guardsound = S240,1
pausetime = 0,5
sparkno = -1
guard.sparkno = -1
ground.velocity = 0,-3.2
air.velocity = 0,-3.2
fall = 1
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,0,100;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,0,50;赤加算, 緑加算, 青加算 (int)

[State 630, ←落雷]
type = Projectile
triggerall = AnimElem = 9
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 241
projanim = 241
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 28
velocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 999999
projmisstime = 0
projpriority = 5
projsprpriority = 5
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, -999999
offset = -100, 0
postype = p1
attr = A, NA
hitflag = MAFD
guardflag = 
damage = 15,15
hitsound = S240,1
pausetime = 0,5
sparkno = -1
ground.velocity = 0,-3.2
air.velocity = 0,-3.2
fall = 1
givepower = -99999999
palfx.time = 50;パレット効果時間 (int)
palfx.mul = 0,0,100;赤乗算, 緑乗算, 青乗算 (int)
palfx.add = 0,0,50;赤加算, 緑加算, 青加算 (int)

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = 400, 0
volume = 30
freqmul = 1

[State 630, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = 240, 0
volume = 70
freqmul = 1

