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

;火柱のようなもの

[Statedef 1000]
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     = 1000                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 85                    ;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 1000, 火柱のようなもの];12P以外
type = Projectile
triggerall = Time = 19
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 1001
projanim = 1001
projremanim = 1002
projscale = 0.75, 0.75
projremove = 0
projremovetime = 10
velocity = 1, 0
accel = 0, 0
velmul = 1, 1
projhits = 15
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 90, -25
postype = p1
attr = S, SA
hitflag = MAF
guardflag = MA
damage = 12, 3
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
hitsound = S1000,0
animtype = back
ground.velocity = -3,-4
air.velocity = -3,-4

[State 1000, 火柱のようなもの];12P
type = Projectile
triggerall = Time = 19
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 1001
projanim = 1001
projremanim = 1002
projscale = 0.75, 0.75
projremove = 0
projremovetime = 20
velocity = 1, 0
accel = 0, 0
velmul = 0, 0
projhits = 999999
projmisstime = 0
projpriority = 7
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 90, -25
postype = p1
attr = S, SA
hitflag = MAFDP
priority = 7,Hit
guardflag = 
damage = 17,17
pausetime = 0,10
sparkno = -1
hitsound = S1000,1
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
givepower = -99999999

[State 1000, 火柱のようなもの];12P
type = Projectile
triggerall = Time = 24
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 1001
projanim = 1001
projremanim = 1002
projscale = 0.75, 0.75
projremove = 0
projremovetime = 20
velocity = 1, 0
accel = 0, 0
velmul = 0, 0
projhits = 999999
projmisstime = 0
projpriority = 7
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 150, -25
postype = p1
attr = S, SA
hitflag = MAFDP
priority = 7,Hit
guardflag = 
damage = 17,17
pausetime = 0,10
sparkno = -1
hitsound = S1000,1
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
givepower = -99999999

[State 1000, 火柱のようなもの];12P
type = Projectile
triggerall = Time = 29
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 1001
projanim = 1001
projremanim = 1002
projscale = 0.75, 0.75
projremove = 0
projremovetime = 20
velocity = 1, 0
accel = 0, 0
velmul = 0, 0
projhits = 999999
projmisstime = 0
projpriority = 7
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 210, -25
postype = p1
attr = S, SA
hitflag = MAFDP
priority = 7,Hit
guardflag = 
damage = 17,17
pausetime = 0,10
sparkno = -1
hitsound = S1000,1
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
givepower = -99999999

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 19
trigger2 = Time = 24
trigger3 = Time = 29
value = 1000, 0
volume = 255
freqmul = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------

;マスタードボム

[Statedef 1010]
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     = 1010                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 85                    ;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 1010,光]
type = Explod
trigger1 = AnimElem = 9
anim = 404
ID = 404
pos = 50, -98
postype = p1
bindtime = 1;固定時間
removetime = 10;消滅時間
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5;縮尺
sprpriority = 7;表示優先順位
ownpal = 1;独自パレットフラグ

[State 1010, 爆発];12P以外
type = Projectile
triggerall = Time = 35
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
projID = 1011
projanim = 1011
projscale = 1, 1
projremove = 0
projremovetime = 35
velocity = 0, 0
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, -70
postype = p2
attr = S, SA
hitflag = MAF
guardflag = MA
damage = 100, 0
pausetime = 0,5
sparkno = -1
guard.sparkno = -1
hitsound = S1000,0
animtype = back
fall = 1
ground.velocity = 0,-8
air.velocity = 0,-8

[State 1000, 爆発];12P
type = Projectile
triggerall = Time = 35
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 1011
projanim = 1011
projscale = 1, 1
projremove = 0
projremovetime = 35
velocity = 0, 0
projhits = 999999
projmisstime = 0
projpriority = 7
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, -70
postype = p2
attr = S, SA
hitflag = MAFDP
priority = 7,Hit
guardflag = 
damage = 49,49
pausetime = 0,15
sparkno = -1
hitsound = S1000,1
ground.velocity = 0,-9
air.velocity = 0,-9
fall = 1
fall.recover = 0
givepower = -99999999

[State 1000, 爆発];12P
type = Projectile
triggerall = Time = 55
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 1011
projanim = 1011
projscale = 1, 1
projremove = 0
projremovetime = 35
velocity = 0, 0
projhits = 999999
projmisstime = 0
projpriority = 7
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, -70
postype = p2
attr = S, SA
hitflag = MAFDP
priority = 7,Hit
guardflag = 
damage = 49,49
pausetime = 0,15
sparkno = -1
hitsound = S1000,1
ground.velocity = 0,-9
air.velocity = 0,-9
fall = 1
fall.recover = 0
givepower = -99999999

[State 1000, 爆発];12P
type = Projectile
triggerall = Time = 75
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
projID = 1011
projanim = 1011
projscale = 1, 1
projremove = 0
projremovetime = 35
velocity = 0, 0
projhits = 999999
projmisstime = 0
projpriority = 7
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, -70
postype = p2
attr = S, SA
hitflag = MAFDP
priority = 7,Hit
guardflag = 
damage = 49,49
pausetime = 0,15
sparkno = -1
hitsound = S1000,1
ground.velocity = 0,-9
air.velocity = 0,-9
fall = 1
fall.recover = 0
givepower = -99999999

[State 1010, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1010, 0
volume = 255
freqmul = 1

[State 1010, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 35
value = 1010, 1
volume = 255
freqmul = 1

[State 1010, 音を鳴らす]
type = PlaySnd
triggerall = Time = 55
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
value = 1010, 1
volume = 255
freqmul = 1

[State 1010, 音を鳴らす]
type = PlaySnd
triggerall = Time = 75
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
value = 1010, 1
volume = 255
freqmul = 1

[State 1010, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------

;ボールペン車輪

[Statedef 1020]
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     = 1020                   ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 95                    ;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 1020,ワープ]
type = Explod
trigger1 = AnimElem = 11
anim = 261
ID = 261
pos = 3, -160
postype = p1
bindtime = 1;固定時間
removetime = 18;消滅時間
supermovetime = 0
pausemovetime = 0
scale = 0.8, 0.8;縮尺
sprpriority = 3;表示優先順位
ownpal = 1;独自パレットフラグ

[State 1020,ボールペン]
type = Helper
triggerall = AnimElem = 11
trigger1 = PalNo = 1
trigger2 = PalNo = 2
trigger3 = PalNo = 3
trigger4 = PalNo = 4
trigger5 = PalNo = 5
trigger6 = PalNo = 6
helpertype = normal
name = "ballpoint pen"
ID = 1021
pos = 15, -150
postype = p1
facing = 1
stateno = 1021
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1020,ボールペン]
type = Helper
triggerall = AnimElem = 11
trigger1 = PalNo = 7
trigger2 = PalNo = 8
trigger3 = PalNo = 9
trigger4 = PalNo = 10
trigger5 = PalNo = 11
trigger6 = PalNo = 12
helpertype = player
name = "ballpoint pen"
ID = 1022
pos = 15, -150
postype = p1
facing = 1
stateno = 1022
keyctrl = 0
ownpal = 1

[State 1020, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
value = 191, 0
volume = 0
freqmul = 1

[State 1020, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 11
value = 260, 0
volume = 255
freqmul = 1

[State 1020, 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 1021]
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  = N                     ;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     = 1021                   ;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 1021, 回転]
type = AngleDraw
trigger1 = 1

[State 1021, 回転]
type = AngleAdd
trigger1 = 1
value = -15

[State 1021,ランダム]
type = VarRandom
trigger1 = Time = 0
v = 25
range = 0,4

[State 1021]
type = VelSet
trigger1 = Time = 0
trigger1 = var(25) = 0
x = 4
y = -2

[State 1021]
type = VelSet
trigger1 = Time = 0
trigger1 = var(25) = 1
x = 4
y = -1

[State 1021]
type = VelSet
trigger1 = Time = 0
trigger1 = var(25) = 2
x = 4
y = 0

[State 1021]
type = VelSet
trigger1 = Time = 0
trigger1 = var(25) = 3
x = 4
y = 1

[State 1021]
type = VelSet
trigger1 = Time = 0
trigger1 = var(25) = 4
x = 4
y = 2

[State 1021,重力をかける]
type = VelAdd
trigger1 = 1
y = 0.08

[State 1021,跳ね返り]
type = VelMul
trigger1 = Vel X > 0
trigger1 = FrontEdgeDist < 1
trigger2 = Vel X < 0
trigger2 = BackEdgeDist < 1
x = -1

[State 1021,跳ね返り]
type = VelMul
trigger1 = Pos Y >= -25
trigger1 = Vel Y >= 0
x = 1
y = -1

[State 1021, カメラ追わない]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1021, 当たり判定];12p以外
type = Projectile
trigger1 = (GameTime%7)=0
projID = 1022
projanim = 1022
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 1
velocity = 0, 0
accel = 0, 0
velmul = 0, 0
projhits = 999999
projmisstime = 0
projpriority = 4
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, 0
postype = p1
attr = S, SA
hitflag = MAF
guardflag = MA
damage = 5, 1
pausetime = 0,0
sparkno = 10
sparkxy = 0,0
guard.sparkno = 10
hitsound = S1020,1
guardsound = S1020,1
ground.velocity = -1.5,0
air.velocity = -1.5,0

[State 1021, 音を鳴らす]
type = PlaySnd
trigger1 = (GameTime%5)=0
value = 1020, 0
volume = 100
freqmul = 1

[State 1021,ワープ]
type = Explod
trigger1 = Time = 299
anim = 261
ID = 261
pos = 0, 0
postype = p1
bindtime = 5;固定時間
removetime = 18;消滅時間
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5;縮尺
sprpriority = 5;表示優先順位
ownpal = 1;独自パレットフラグ

[State 1021, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 299
value = 260, 0
volume = 255
freqmul = 1

[State 1021, ヘルパー消滅]
type = DestroySelf
trigger1 = Time = 300

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

;ボールペン(ヘルパーステート・7P〜12P)

[Statedef 1022]
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  = N                     ;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     = 1021                   ;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 1022, 回転]
type = AngleDraw
trigger1 = 1

[State 1022, 回転]
type = AngleAdd
trigger1 = 1
value = -15

[State 1022,ランダム]
type = VarRandom
trigger1 = Time = 0
v = 25
range = 0,4

[State 1022]
type = VelSet
trigger1 = Time = 0
trigger1 = var(25) = 0
x = 4
y = -2

[State 1022]
type = VelSet
trigger1 = Time = 0
trigger1 = var(25) = 1
x = 4
y = -1

[State 1022]
type = VelSet
trigger1 = Time = 0
trigger1 = var(25) = 2
x = 4
y = 0

[State 1022]
type = VelSet
trigger1 = Time = 0
trigger1 = var(25) = 3
x = 4
y = 1

[State 1022]
type = VelSet
trigger1 = Time = 0
trigger1 = var(25) = 4
x = 4
y = 2

[State 1022,重力をかける]
type = VelAdd
trigger1 = 1
y = 0.15

[State 1022,跳ね返り]
type = VelMul
trigger1 = Vel X > 0
trigger1 = FrontEdgeDist < 1
trigger2 = Vel X < 0
trigger2 = BackEdgeDist < 1
x = -1

[State 1022,跳ね返り]
type = VelMul
trigger1 = Pos Y >= -50
trigger1 = Vel Y >= 0
x = 1
y = -1

[State 1022, カメラ追わない]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1022, 当たり判定]
type = Projectile
trigger1 = 1
projID = 1023
projanim = 1023
projhitanim = -1
projscale = 1, 1
projremove = 0
projremovetime = 1
projhits = 999999
projmisstime = 0
projpriority = 7
projsprpriority = 3
projedgebound = 999999
projstagebound = 40
projheightbound = -999999, 999999
offset = 0, 0
postype = p1
attr = S, SA
hitflag = MAFDP
priority = 7,Hit
guardflag = 
damage = 10, 10
pausetime = 0,20
sparkno = 12
hitsound = S1020,1
ground.velocity = -0.5,-3
air.velocity = -0.5,-3
fall = 1
fall.recover = 0
givepower = -99999999

[State 1022, ステート抜け]
type = SelfState
triggerall = stateno != 1022
triggerall = Anim != 1021
triggerall = !AnimExist(1021)
trigger1 = !IsHelper
value = 1022
ctrl = 1
anim = 1021

[State 1022, 音を鳴らす]
type = PlaySnd
trigger1 = (GameTime%7)=0
value = 1020, 0
volume = 100
freqmul = 0.7

[State 1022,ワープ]
type = Explod
trigger1 = Time = 299
anim = 261
ID = 261
pos = 0, 0
postype = p1
bindtime = 5;固定時間
removetime = 18;消滅時間
supermovetime = 0
pausemovetime = 0
scale = 1, 1;縮尺
sprpriority = 5;表示優先順位
ownpal = 1;独自パレットフラグ

[State 1022, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 299
value = 260, 0
volume = 255
freqmul = 1

[State 1022, ヘルパー消滅]
type = DestroySelf
trigger1 = Time = 300
