
;---------------------------------------------------------------------------
;しゃいにんぐるはねぱんち(LV1)
[Statedef 3000]
type = S
movetype = A
physics = N
ctrl = 0

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0

[State -1]
type = VarAdd
trigger1 = 1
var(21) = 1

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(21) = 0

[State 3000, 0]
type = ChangeAnim
trigger1 = Var(21) = 0
value = 3000

[State 3000, 1]
type = VelSet
trigger1 = Var(21) = 0
x = 0
y = 0

[State 3000, 2]
type = AfterImage
trigger1 = Var(21) = 0
time = -1
timeGap = 1
trameGap = 3
trans = Add1
length = 12
paladd = 0,0,0
palmul = 1,1,1
removeongethit = 1

[State 3000, 2]
type = PowerAdd
triggerall = !IsHelper
triggerall = PalNo <= 10
trigger1 = Var(21) = 6
value = -1000

[State 3000, 3]
type = SuperPause
triggerall = !IsHelper
trigger1 = Var(21) = 6
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 50
darken = 0

[State 3000, 4]
type = BGPalFX
trigger1 = Var(21) = [6,56]
time = 1
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 3000, 5]
type = Explod
trigger1 = Var(21) = 6
anim = 8000
ID = 8000
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3000, 6]
type = PlaySnd
trigger1 = Var(21) = 6
value = S5,0
channel = 7

[State 3000, 7]
type = ChangeAnim
trigger1 = Var(21) >= 56
trigger1 = Anim = 3000
value = 3100

[State 3000, 8]
type = VelSet
trigger1 = Anim = 3100
trigger1 = Animelem = 2
x = 7
y = 0

[State 3000, 9]
type = Explod
trigger1 = Anim = 3100
trigger1 = Animelem = 4
anim = 3400
ID = 3400
sprpriority = 3
postype = p1
pos = 60,Const(size.mid.pos.y)-30
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0

[State 3000, 10]
type = Hitdef
triggerall = Anim = 3100
trigger1 = Animelem = 4
trigger2 = Animelem = 5
trigger3 = Animelem = 6
trigger4 = Animelem = 7
trigger5 = Animelem = 8
attr = S,HA
damage = ifelse(Animelemtime(8)>=0,100,30),3
animtype = hard
hitflag = MAF
guardflag = MA
priority = 3,Hit
pausetime = 6,6
guard.pausetime = 6,6
sparkno = s6600
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = ifelse(Animelemtime(8)>=0,-2.6,-1.8),ifelse(Animelemtime(8)>=0,-1.1,0)
guard.velocity = -2.2
air.velocity = ifelse(Animelemtime(8)>=0,-2.2,-1.4),ifelse(Animelemtime(8)>=0,-1.9,0)
airguard.velocity = -2.2,-4.5
fall = ifelse(Animelemtime(8)>=0,1,0)
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(83*Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = -2.2
guard.cornerpush.veloff = -2.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 3000, 11]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 3000, 11]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 3000, 11]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 3000, 12]
type = PlaySnd
trigger1 = MoveHit
value = S2,2
channel = 4
ignorehitpause = 1

[State 3000, 13]
type = PlaySnd
trigger1 = MoveGuarded
value = S3,2
channel = 4
ignorehitpause = 1

[State 3000, 14]
type = VarSet
triggerall = MoveHit
triggerall = Animelemtime(8) < 0
trigger1 = Animelemtime(4) >= 0
trigger2 = Animelemtime(5) >= 0
trigger3 = Animelemtime(6) >= 0
trigger4 = Animelemtime(7) >= 0
fv = 0
value = Fvar(0)-(Fvar(0)*0.01)
ignorehitpause = 1

[State 3000, 15]
type = VarSet
trigger1 = MoveHit
trigger1 = Animelemtime(8) >= 0
fv = 0
value = Fvar(0)-(Fvar(0)*0.03)
ignorehitpause = 1

[State 3000, 16]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 3000, 17]
type = VelAdd
triggerall = Vel X > 0
trigger1 = Animelemtime(9) >= 0
trigger2 = Animelemtime(10) >= 0
trigger3 = Animelemtime(11) >= 0
trigger4 = Animelemtime(12) >= 0
x = -0.7

[State 3000, 18]
type = VelSet
trigger1 = Anim = 3100
trigger1 = Vel X < 0
x = 0

[State 3000, 19]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Var(50) >= 1000 || Var(51) = 1
trigger1 = Var(3) = [1,3]
trigger1 = command = "IC"
value = 900

[State 3000, 19]
type = ChangeState
triggerall = Var(59) != 0
triggerall = Var(50) >= 1000 || Var(51) = 1
triggerall = Animelemtime(9) > 0
trigger1 = Var(3) = 1
trigger1 = Var(57) = [0,39]
trigger2 = Var(3) = [2,3]
trigger2 = Var(57) = [0,99]
value = 900

[State 3000, 20]
type = ChangeState
trigger1 = Anim = 3100
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;しゃいにんぐるはねぱんち(LV2)
[Statedef 3100]
type = S
movetype = A
physics = N
ctrl = 0

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0

[State -1]
type = VarAdd
trigger1 = 1
var(21) = 1

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(21) = 0

[State 3100, 0]
type = ChangeAnim
trigger1 = Var(21) = 0
value = 3000

[State 3100, 1]
type = VelSet
trigger1 = Var(21) = 0
x = 0
y = 0

[State 3100, 2]
type = AfterImage
trigger1 = Var(21) = 0
time = -1
timeGap = 1
trameGap = 3
trans = Add1
length = 12
paladd = 0,0,0
palmul = 1,1,1
removeongethit = 1

[State 3100, 2]
type = PowerAdd
triggerall = !IsHelper
triggerall = PalNo <= 10
trigger1 = Var(21) = 6
value = -2000

[State 3100, 3]
type = SuperPause
triggerall = !IsHelper
trigger1 = Var(21) = 6
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 50
darken = 0

[State 3100, 4]
type = BGPalFX
trigger1 = Var(21) = [6,56]
time = 1
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 3100, 5]
type = Explod
trigger1 = Var(21) = 6
anim = 8100
ID = 8100
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3100, 6]
type = PlaySnd
trigger1 = Var(21) = 6
value = S5,1
channel = 7

[State 3100, 7]
type = ChangeAnim
trigger1 = Var(21) >= 56
trigger1 = Anim = 3000
value = 3200

[State 3100, 8]
type = VelSet
trigger1 = Anim = 3200
trigger1 = Animelem = 2
x = 7
y = 0

[State 3100, 9]
type = Explod
trigger1 = Anim = 3200
trigger1 = Animelem = 4
anim = 3400
ID = 3400
sprpriority = 3
postype = p1
pos = 60,Const(size.mid.pos.y)-30
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0

[State 3100, 10]
type = Hitdef
triggerall = Anim = 3200
trigger1 = Animelemtime(4) = 0
trigger2 = Animelemtime(5) = 0
trigger3 = Animelemtime(6) = 0
trigger4 = Animelemtime(7) = 0
trigger5 = Animelemtime(8) = 0
trigger6 = Animelemtime(9) = 0
trigger7 = Animelemtime(10) = 0
attr = S,HA
damage = 30,ifelse(Animelemtime(10)=0,25,3)
animtype = hard
hitflag = MAF
guardflag = MA
priority = 3,Hit
pausetime = 6,6
guard.pausetime = 6,6
sparkno = s6600
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = -1.8,0
guard.velocity = -2.2
air.velocity = -1.8,0
airguard.velocity = -2.2,-2.5
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(83*Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = -2.2
guard.cornerpush.veloff = -2.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 3100, 11]
type = PlaySnd
triggerall = Anim = 3200
triggerall = MoveHit
triggerall = Animelemtime(11) < 0
trigger1 = Animelemtime(4) >= 0
trigger2 = Animelemtime(5) >= 0
trigger3 = Animelemtime(6) >= 0
trigger4 = Animelemtime(7) >= 0
trigger5 = Animelemtime(8) >= 0
trigger6 = Animelemtime(9) >= 0
trigger7 = Animelemtime(10) >= 0
value = S2,2
channel = 4
ignorehitpause = 1

[State 3100, 12]
type = Hitdef
triggerall = Anim = 3200
trigger1 = Animelemtime(11) = 0
attr = S,HA
damage = 120,3
animtype = hard
hitflag = MAF
guardflag = MA
priority = 3,Hit
pausetime = 6,6
guard.pausetime = 6,6
sparkno = s6400
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = -2.6,-1.1
guard.velocity = -2.2
air.velocity = -1.8,-2.2
airguard.velocity = -2.2,-4.5
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(83*Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = -2.2
guard.cornerpush.veloff = -2.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 3100, 13]
type = PlaySnd
triggerall = Anim = 3200
triggerall = MoveHit
trigger1 = Animelemtime(11) >= 0
value = S4,1
channel = 4
ignorehitpause = 1

[State 3100, 14]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 3100, 14]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 3100, 14]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 3100, 15]
type = PlaySnd
trigger1 = MoveGuarded
value = S3,2
channel = 4
ignorehitpause = 1

[State 3100, 16]
type = VarSet
triggerall = MoveHit
triggerall = Animelemtime(10) < 0
trigger1 = Animelemtime(4) >= 0
trigger2 = Animelemtime(5) >= 0
trigger3 = Animelemtime(6) >= 0
trigger4 = Animelemtime(7) >= 0
trigger5 = Animelemtime(8) >= 0
trigger6 = Animelemtime(9) >= 0
fv = 0
value = Fvar(0)-(Fvar(0)*0.01)
ignorehitpause = 1

[State 3100, 17]
type = VarSet
triggerall = MoveHit
trigger1 = Animelemtime(10) >= 0
trigger2 = Animelemtime(11) >= 0
fv = 0
value = Fvar(0)-(Fvar(0)*0.03)
ignorehitpause = 1

[State 3100, 18]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 3100, 19]
type = VelAdd
triggerall = Vel X > 0
trigger1 = Animelemtime(12) >= 0
trigger2 = Animelemtime(13) >= 0
trigger3 = Animelemtime(14) >= 0
trigger4 = Animelemtime(15) >= 0
x = -0.7

[State 3100, 20]
type = VelSet
trigger1 = Anim = 3200
trigger1 = Vel X < 0
x = 0

[State 3100, 21]
type = NotHitBy
trigger1 = Animelemtime(5) < 0
time = 2
value = SCA
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3100, 22]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3100, 23]
type = ChangeState
triggerall = Var(59) = 0
triggerall = Var(50) >= 1000 || Var(51) = 1
trigger1 = Var(3) = [1,3]
trigger1 = command = "IC"
value = 900

[State 3100, 23]
type = ChangeState
triggerall = Var(59) != 0
triggerall = Var(50) >= 1000 || Var(51) = 1
triggerall = Animelemtime(11) > 0
trigger1 = Var(3) = 1
trigger1 = Var(57) = [0,39]
trigger2 = Var(3) = [2,3]
trigger2 = Var(57) = [0,99]
value = 900

[State 3100, 24]
type = ChangeState
trigger1 = Anim = 3200
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;しゃいにんぐるはねぱんち(LV3)
[Statedef 3200]
type = S
movetype = A
physics = N
ctrl = 0

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0

[State -1]
type = VarAdd
trigger1 = 1
var(21) = 1

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(21) = 0

[State 3200, 0]
type = ChangeAnim
trigger1 = Var(21) = 0
value = 3000

[State 3200, 1]
type = VelSet
trigger1 = Var(21) = 0
x = 0
y = 0

[State 3200, 2]
type = AfterImage
trigger1 = Var(21) = 0
time = -1
timeGap = 1
trameGap = 3
trans = Add1
length = 12
paladd = 0,0,0
palmul = 1,1,1
removeongethit = 1

[State 3200, 2]
type = PowerAdd
triggerall = !IsHelper
triggerall = PalNo <= 10
trigger1 = Var(21) = 3
value = -3000

[State 3200, 3]
type = SuperPause
triggerall = !IsHelper
trigger1 = Var(21) = 3
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 50
darken = 0

[State 3200, 3]
type = BGPalFX
trigger1 = Var(21) = [3,53]
time = 1
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 3200, 4]
type = Explod
trigger1 = Var(21) = 3
anim = 8200
ID = 8200
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3200, 5]
type = PlaySnd
trigger1 = Var(21) = 3
value = S5,2
channel = 7

[State 3200, 6]
type = PlaySnd
trigger1 = Var(21) = 3
value = S5,3
channel = 9

[State 3200, 7]
type = ChangeAnim
trigger1 = Var(21) >= 53
trigger1 = Anim = 3000
value = 3300

[State 3200, 8]
type = BGPalFX
trigger1 = Anim = 3300
time = 15
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256

[State 3200, 9]
type = VelSet
trigger1 = Anim = 3300
trigger1 = Animelem = 2
x = 7
y = 0

[State 3200, 10]
type = Explod
trigger1 = Anim = 3300
trigger1 = Animelem = 4
anim = 3400
ID = 3400
sprpriority = 3
postype = p1
pos = 60,Const(size.mid.pos.y)-30
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 0

[State 3200, 10]
type = Hitdef
triggerall = Anim = 3300
trigger1 = Animelemtime(4) = 0
trigger2 = Animelemtime(5) = 0
trigger3 = Animelemtime(6) = 0
trigger4 = Animelemtime(7) = 0
trigger5 = Animelemtime(8) = 0
trigger6 = Animelemtime(9) = 0
trigger7 = Animelemtime(10) = 0
trigger8 = Animelemtime(11) = 0
trigger9 = Animelemtime(12) = 0
attr = S,HA
damage = 30,ifelse(Animelemtime(10)=0,25,ifelse(Animelemtime(12)=0,25,3))
animtype = hard
hitflag = MAF
guardflag = MA
priority = 3,Hit
pausetime = 6,6
guard.pausetime = 6,6
sparkno = s6600
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = -1.8,0
guard.velocity = -2.2
air.velocity = -1.8,0
airguard.velocity = -2.2,-2.5
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(83*Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = -2.2
guard.cornerpush.veloff = -2.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 3200, 11]
type = PlaySnd
triggerall = Anim = 3300
triggerall = MoveHit
triggerall = Animelemtime(13) < 0
trigger1 = Animelemtime(4) >= 0
trigger2 = Animelemtime(5) >= 0
trigger3 = Animelemtime(6) >= 0
trigger4 = Animelemtime(7) >= 0
trigger5 = Animelemtime(8) >= 0
trigger6 = Animelemtime(9) >= 0
trigger7 = Animelemtime(10) >= 0
trigger8 = Animelemtime(11) >= 0
trigger9 = Animelemtime(12) >= 0
value = S2,2
channel = 4
ignorehitpause = 1

[State 3200, 12]
type = Hitdef
triggerall = Anim = 3300
trigger1 = Animelemtime(13) = 0
attr = S,HA
damage = 300,3
animtype = hard
hitflag = MAF
guardflag = MA
priority = 3,Hit
pausetime = 6,6
guard.pausetime = 6,6
sparkno = s6400
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = -2.6,-1.1
guard.velocity = -2.2
air.velocity = -1.8,-2.2
airguard.velocity = -2.2,-4.5
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(83*Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = -2.2
guard.cornerpush.veloff = -2.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 3200, 13]
type = PlaySnd
triggerall = Anim = 3300
triggerall = MoveHit
trigger1 = Animelemtime(13) >= 0
value = S4,1
channel = 4
ignorehitpause = 1

[State 3200, 14]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 3200, 14]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 3200, 14]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 3200, 15]
type = PlaySnd
trigger1 = MoveGuarded
value = S3,2
channel = 4
ignorehitpause = 1

[State 3200, 16]
type = VarSet
triggerall = MoveHit
triggerall = Animelemtime(12) < 0
trigger1 = Animelemtime(4) >= 0
trigger2 = Animelemtime(5) >= 0
trigger3 = Animelemtime(6) >= 0
trigger4 = Animelemtime(7) >= 0
trigger5 = Animelemtime(8) >= 0
trigger6 = Animelemtime(9) >= 0
trigger7 = Animelemtime(10) >= 0
trigger8 = Animelemtime(11) >= 0
fv = 0
value = Fvar(0)-(Fvar(0)*0.01)
ignorehitpause = 1

[State 3200, 17]
type = VarSet
triggerall = MoveHit
triggerall = Animelemtime(13) < 0
trigger1 = Animelemtime(12) >= 0
fv = 0
value = Fvar(0)-(Fvar(0)*0.03)
ignorehitpause = 1

[State 3200, 17]
type = VarSet
triggerall = MoveHit
trigger1 = Animelemtime(13) >= 0
fv = 0
value = Fvar(0)-(Fvar(0)*0.15)
ignorehitpause = 1

[State 3200, 18]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 3200, 19]
type = VelAdd
triggerall = Vel X > 0
trigger1 = Animelemtime(14) >= 0
trigger2 = Animelemtime(15) >= 0
trigger3 = Animelemtime(16) >= 0
trigger4 = Animelemtime(17) >= 0
x = -0.7

[State 3200, 20]
type = VelSet
trigger1 = Anim = 3300
trigger1 = Vel X < 0
x = 0

[State 3200, 21]
type = NotHitBy
trigger1 = Animelemtime(7) < 0
time = 2
value = SCA
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3200, 22]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3200, 23]
type = AssertSpecial
trigger1 = 1
flag = noFG
ignorehitpause = 1

[State 3200, 24]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Var(50) >= 1000 || Var(51) = 1
trigger1 = Var(3) = [1,3]
trigger1 = command = "IC"
value = 900

[State 3200, 24]
type = ChangeState
triggerall = Var(59) != 0
triggerall = Var(50) >= 1000 || Var(51) = 1
triggerall = Animelemtime(13) > 0
trigger1 = Var(3) = 1
trigger1 = Var(57) = [0,39]
trigger2 = Var(3) = [2,3]
trigger2 = Var(57) = [0,99]
value = 900

[State 3200, 25]
type = ChangeState
trigger1 = Anim = 3300
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;えいえんのこうりん(LV1)
[Statedef 3500]
type = U
movetype = A
physics = U
ctrl = 0

[State -1]
type = VarAdd
trigger1 = 1
var(21) = 1

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(21) = 0

[State 3500, 0]
type = StatetypeSet
trigger1 = Var(21) = 0
trigger1 = Statetype = A
Statetype = A
Physics = A

[State 3500, 0]
type = StatetypeSet
trigger1 = Var(21) = 0
trigger1 = Statetype != A
Statetype = S
Physics = S

[State 3500, 0]
type = ChangeAnim
trigger1 = Var(21) = 0
value = ifelse(Statetype=A,3600,3500)

[State 3500, 1]
type = VelSet
trigger1 = Var(21) <= 10
x = 0
y = 0

[State 3500, 2]
type = PowerAdd
triggerall = !IsHelper
triggerall = PalNo <= 10
trigger1 = Var(21) = 2
value = -1000

[State 3500, 3]
type = SuperPause
triggerall = !IsHelper
trigger1 = Var(21) = 2
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 1
darken = 0

[State 3500, 4]
type = BGPalFX
trigger1 = Var(21) = 2
time = 50
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 3500, 5]
type = Explod
trigger1 = Var(21) = 2
anim = 8000
ID = 8000
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3500, 6]
type = PlaySnd
trigger1 = Var(21) = 2
value = S5,0
channel = 7

[State 3500, 7]
type = VelSet
trigger1 = Anim = 3600
trigger1 = Animelemtime(4) = 0
x = -2
y = -6

[State 3500, 8]
type = Helper
trigger1 = Animelemtime(4) = 0
helpertype = normal
name = "ring"
ID = 3750
stateno = 3750
pos = 0,Const(size.mid.pos.y)
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
persistent = 0

[State 3500, 9]
type = ChangeState
trigger1 = Anim = 3500
trigger1 = Animtime = 0
value = 0
ctrl = 1

[State 3500, 10]
type = ChangeAnim
trigger1 = Anim = 3600
trigger1 = Animtime = 0
value = 46

[State 3500, 11]
type = CtrlSet
trigger1 = Anim = 46
value = 1

;---------------------------------------------------------------------------
;えいえんのこうりん(LV2)
[Statedef 3600]
type = U
movetype = A
physics = U
ctrl = 0

[State -1]
type = VarAdd
trigger1 = 1
var(21) = 1

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(21) = 0

[State 3600, 0]
type = StatetypeSet
trigger1 = Var(21) = 0
trigger1 = Statetype = A
Statetype = A
Physics = A

[State 3600, 0]
type = StatetypeSet
trigger1 = Var(21) = 0
trigger1 = Statetype != A
Statetype = S
Physics = S

[State 3600, 0]
type = ChangeAnim
trigger1 = Var(21) = 0
value = ifelse(Statetype=A,3630,3530)

[State 3600, 1]
type = VelSet
trigger1 = Var(21) <= 8
x = 0
y = 0

[State 3600, 2]
type = PowerAdd
triggerall = !IsHelper
triggerall = PalNo <= 10
trigger1 = Var(21) = 2
value = -2000

[State 3600, 3]
type = SuperPause
triggerall = !IsHelper
trigger1 = Var(21) = 2
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 1
darken = 0

[State 3600, 4]
type = BGPalFX
trigger1 = Var(21) = 2
time = 50
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 3600, 5]
type = Explod
trigger1 = Var(21) = 2
anim = 8100
ID = 8100
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3600, 6]
type = PlaySnd
trigger1 = Var(21) = 2
value = S5,1
channel = 7

[State 3600, 7]
type = VelSet
trigger1 = Anim = 3630
trigger1 = Animelemtime(4) = 0
x = -2
y = -6

[State 3600, 8]
type = Helper
trigger1 = Animelemtime(4) = 0
helpertype = normal
name = "ring"
ID = 3800
stateno = 3800
pos = 0,Const(size.mid.pos.y)
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
persistent = 0

[State 3600, 9]
type = ChangeState
trigger1 = Anim = 3530
trigger1 = Animtime = 0
value = 0
ctrl = 1

[State 3600, 10]
type = ChangeAnim
trigger1 = Anim = 3630
trigger1 = Animtime = 0
value = 46

[State 3600, 11]
type = CtrlSet
trigger1 = Anim = 46
value = 1

;---------------------------------------------------------------------------
;えいえんのこうりん(LV3)
[Statedef 3700]
type = U
movetype = A
physics = U
ctrl = 0

[State -1]
type = VarAdd
trigger1 = 1
var(21) = 1

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(21) = 0

[State 3700, 0]
type = StatetypeSet
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Statetype = A
Statetype = A
Physics = A

[State 3700, 0]
type = StatetypeSet
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Statetype != A
Statetype = S
Physics = S

[State 3700, 0]
type = ChangeAnim
trigger1 = PrevStateno != 5
trigger1 = time = 0
trigger2 = Var(3) < 3
trigger2 = Animtime = 0
value = ifelse(Statetype=A,3660,3560)

[State 3700, 1]
type = VelSet
trigger1 = Var(21) <= 10
x = 0
y = 0

[State 3700, 2]
type = PowerAdd
triggerall = !IsHelper
triggerall = PalNo <= 10
trigger1 = Var(21) = 2
value = -3000

[State 3700, 3]
type = SuperPause
triggerall = !IsHelper
trigger1 = Var(21) = 2
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 1
darken = 0

[State 3700, 4]
type = BGPalFX
trigger1 = Var(21) = 2
time = 51
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 3700, 5]
type = Explod
trigger1 = Var(21) = 2
anim = 8200
ID = 8200
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3700, 6]
type = PlaySnd
trigger1 = Var(21) = 2
value = S5,2
channel = 7

[State 3700, 7]
type = PlaySnd
trigger1 = Var(21) = 2
value = S5,3
channel = 9

[State 3700, 8]
type = BGPalFX
triggerall = Var(21) >= 4
trigger1 = Anim = 3560
trigger2 = Anim = 3660
time = 15
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256

[State 3700, 8]
type = VelSet
trigger1 = Anim = 3660
trigger1 = Animelemtime(4) = 0
x = -2
y = ifelse(Var(3)=3,-9,-6)

[State 3700, 9]
type = VarAdd
trigger1 = Animelemtime(3) = 0
var(3) = 1

[State 3700, 10]
type = Helper
trigger1 = Anim != 46
trigger1 = Animelemtime(4) = 0
trigger1 = Var(3) = 1
helpertype = normal
name = "ring"
ID = 3900
stateno = 3900
pos = 0,Const(size.mid.pos.y)+20
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 3700, 11]
type = Helper
trigger1 = Anim != 46
trigger1 = Animelemtime(4) = 0
trigger1 = Var(3) = 2
helpertype = normal
name = "ring"
ID = 3930
stateno = 3930
pos = 0,Const(size.mid.pos.y)-20
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 3700, 12]
type = Helper
trigger1 = Anim != 46
trigger1 = Animelemtime(4) = 0
trigger1 = Var(3) = 3
helpertype = normal
name = "ring"
ID = 3960
stateno = 3960
pos = 0,Const(size.mid.pos.y)
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 3700, 13]
type = AssertSpecial
trigger1 = Var(21) >= 3
flag = noFG

[State 3700, 14]
type = ChangeState
trigger1 = Anim = 3560
trigger1 = Animtime = 0
trigger1 = Var(3) >= 3
value = 0
ctrl = 1

[State 3700, 15]
type = ChangeAnim
trigger1 = Anim = 3660
trigger1 = Animtime = 0
trigger1 = Var(3) >= 3
value = 46

[State 3700, 16]
type = CtrlSet
trigger1 = Anim = 46
value = 1

[State 3700, 17]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0

;---------------------------------------------------------------------------
;輪(LV1)
[Statedef 3750]
type = A
movetype = A
physics = N
sprpriority = 4
anim = 3700
ctrl = 0

[State 3750, 0]
type = Explod
trigger1 = time = 0
anim = 3800
ID = 3800
sprpriority = 6
postype = p1
pos = 0,0
ownpal = 1
bindtime = -1
removetime = 200
ignorehitpause = 1

[State 3750, 0]
type = HitOverRide
trigger1 = 1
time = -1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 0
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3750, 1]
type = VelSet
trigger1 = time = 0
x = 8
y = 0

[State 3750, 2]
type = Hitdef
trigger1 = Var(1) < 6
attr = A,HP
damage = ceil(20*Parent,Fvar(0)),2
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 6,6
guard.pausetime = 6,6
sparkno = s6600
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = 0,-2.4
guard.velocity = 0
air.velocity = 0,-2.8
airguard.velocity = 0,-4.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(66*Parent,Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 3750, 3]
type = ParentVarSet
trigger1 = MoveHit
fv = 0
value = Parent,Fvar(0)-(Parent,Fvar(0)*0.03)
ignorehitpause = 1

[State 3750, 4]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(1) = 1
ignorehitpause = 1

[State 3750, 6]
type = ParentVarSet
trigger1 = MoveHit
var(16) = 1
ignorehitpause = 1

[State 3750, 7]
type = ParentVarSet
trigger1 = MoveGuarded
var(16) = 10000
ignorehitpause = 1

[State 3750, 8]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 3750, 9]
type = VelAdd
trigger1 = Vel X > 1
x = -0.3

[State 3750, 10]
type = VelSet
trigger1 = time > 0
trigger1 = Vel X <= 1
x = 1

[State 3750, 11]
type = ChangeState
trigger1 = time >= 50
trigger2 = Var(1) >= 6
value = 3990

;---------------------------------------------------------------------------
;輪(LV2)
[Statedef 3800]
type = A
movetype = A
physics = N
sprpriority = 4
anim = 3700
ctrl = 0

[State 3800, 0]
type = Explod
trigger1 = time = 0
anim = 3800
ID = 3800
sprpriority = 6
postype = p1
pos = 0,0
ownpal = 1
bindtime = -1
removetime = 200
ignorehitpause = 1

[State 3800, 0]
type = HitOverRide
trigger1 = 1
time = -1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 0
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3800, 1]
type = VelSet
trigger1 = time = 0
x = 10
y = 0

[State 3800, 2]
type = Hitdef
trigger1 = Var(1) < 12
attr = A,HP
damage = ceil(15*Parent,Fvar(0)),2
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 6,6
guard.pausetime = 6,6
sparkno = s6600
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = 0,-2.4
guard.velocity = 0
air.velocity = 0,-2.8
airguard.velocity = 0,-4.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(66*Parent,Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 3800, 3]
type = ParentVarSet
trigger1 = MoveHit
fv = 0
value = Parent,Fvar(0)-(Parent,Fvar(0)*0.02)
ignorehitpause = 1

[State 3800, 4]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(1) = 1
ignorehitpause = 1

[State 3800, 6]
type = ParentVarSet
trigger1 = MoveHit
var(16) = 1
ignorehitpause = 1

[State 3800, 7]
type = ParentVarSet
trigger1 = MoveGuarded
var(16) = 10000
ignorehitpause = 1

[State 3800, 8]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 3800, 9]
type = VelAdd
trigger1 = Vel X > 1
x = -0.3

[State 3800, 10]
type = VelSet
trigger1 = time > 0
trigger1 = Vel X <= 1
x = 1

[State 3800, 11]
type = ChangeState
trigger1 = time >= 80
trigger2 = Var(1) >= 12 || Var(1) <= -12
value = 3990

;---------------------------------------------------------------------------
;輪(LV3-1)
[Statedef 3900]
type = A
movetype = A
physics = N
sprpriority = 4
anim = 3700
ctrl = 0

[State 3900, 0]
type = Explod
trigger1 = time = 0
anim = 3800
ID = 3800
sprpriority = 6
postype = p1
pos = 0,0
ownpal = 1
bindtime = -1
removetime = 200
ignorehitpause = 1

[State 3900, 0]
type = HitOverRide
trigger1 = 1
time = -1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 0
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3900, 1]
type = VelSet
trigger1 = time = 0
x = 12
y = 0

[State 3900, 2]
type = Hitdef
trigger1 = Var(1) < 13
attr = A,HP
damage = ceil(10*Parent,Fvar(0)),2
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 6,6
guard.pausetime = 6,6
sparkno = s6600
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = 0,-2.4
guard.velocity = 0
air.velocity = 0,-2.8
airguard.velocity = 0,-4.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(66*Parent,Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 3900, 3]
type = ParentVarSet
trigger1 = MoveHit
fv = 0
value = Parent,Fvar(0)-(Parent,Fvar(0)*0.01)
ignorehitpause = 1

[State 3900, 4]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(1) = 1
ignorehitpause = 1

[State 3900, 6]
type = ParentVarSet
trigger1 = MoveHit
var(16) = 1
ignorehitpause = 1

[State 3900, 7]
type = ParentVarSet
trigger1 = MoveGuarded
var(16) = 10000
ignorehitpause = 1

[State 3900, 8]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 3900, 9]
type = VelAdd
trigger1 = Vel X > 1
x = -0.3

[State 3900, 10]
type = VelSet
trigger1 = time > 0
trigger1 = Vel X <= 1
x = 1

[State 3900, 11]
type = ChangeState
trigger1 = time >= 100
trigger2 = Var(1) >= 13 || Var(1) <= -13
value = 3990

;---------------------------------------------------------------------------
;輪(LV3-2)
[Statedef 3930]
type = A
movetype = A
physics = N
sprpriority = 4
anim = 3700
ctrl = 0

[State 3930, 0]
type = Explod
trigger1 = time = 0
anim = 3800
ID = 3800
sprpriority = 6
postype = p1
pos = 0,0
ownpal = 1
bindtime = -1
removetime = 200
ignorehitpause = 1

[State 3930, 0]
type = HitOverRide
trigger1 = 1
time = -1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 0
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3930, 1]
type = VelSet
trigger1 = time = 0
x = 10
y = 0

[State 3930, 2]
type = Hitdef
trigger1 = Var(1) < 13
attr = A,HP
damage = ceil(10*Parent,Fvar(0)),2
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 6,6
guard.pausetime = 6,6
sparkno = s6600
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = 0,-2.4
guard.velocity = 0
air.velocity = 0,-2.8
airguard.velocity = 0,-4.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(66*Parent,Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 3930, 3]
type = ParentVarSet
trigger1 = MoveHit
fv = 0
value = Parent,Fvar(0)-(Parent,Fvar(0)*0.01)
ignorehitpause = 1

[State 3930, 4]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(1) = 1
ignorehitpause = 1

[State 3930, 6]
type = ParentVarSet
trigger1 = MoveHit
var(16) = 1
ignorehitpause = 1

[State 3930, 7]
type = ParentVarSet
trigger1 = MoveGuarded
var(16) = 10000
ignorehitpause = 1

[State 3930, 8]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 3930, 9]
type = VelAdd
trigger1 = Vel X > 1
x = -0.3

[State 3930, 10]
type = VelSet
trigger1 = time > 0
trigger1 = Vel X <= 1
x = 1

[State 3930, 11]
type = ChangeState
trigger1 = time >= 100
trigger2 = Var(1) >= 13 || Var(1) <= -13
value = 3990

;---------------------------------------------------------------------------
;輪(LV3-3)
[Statedef 3960]
type = A
movetype = A
physics = N
sprpriority = 4
anim = 3700
ctrl = 0

[State 3960, 0]
type = Explod
trigger1 = time = 0
anim = 3800
ID = 3800
sprpriority = 6
postype = p1
pos = 0,0
ownpal = 1
bindtime = -1
removetime = 200
ignorehitpause = 1

[State 3960, 0]
type = HitOverRide
trigger1 = 1
time = -1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 0
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 3960, 1]
type = VelSet
trigger1 = time = 0
x = 8
y = 0

[State 3960, 2]
type = Hitdef
trigger1 = Var(1) < 13
attr = A,HP
damage = ceil(10*Parent,Fvar(0)),2
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 6,6
guard.pausetime = 6,6
sparkno = s6600
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = 0,-2.4
guard.velocity = 0
air.velocity = 0,-2.8
airguard.velocity = 0,-4.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(66*Parent,Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 3960, 3]
type = ParentVarSet
trigger1 = MoveHit
fv = 0
value = Parent,Fvar(0)-(Parent,Fvar(0)*0.01)
ignorehitpause = 1

[State 3960, 4]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(1) = 1
ignorehitpause = 1

[State 3960, 6]
type = ParentVarSet
trigger1 = MoveHit
var(16) = 1
ignorehitpause = 1

[State 3960, 7]
type = ParentVarSet
trigger1 = MoveGuarded
var(16) = 10000
ignorehitpause = 1

[State 3960, 8]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 3960, 9]
type = VelAdd
trigger1 = Vel X > 1
x = -0.3

[State 3960, 10]
type = VelSet
trigger1 = time > 0
trigger1 = Vel X <= 1
x = 1

[State 3960, 11]
type = ChangeState
trigger1 = time >= 100
trigger2 = Var(1) >= 13 || Var(1) <= -13
value = 3990

;---------------------------------------------------------------------------
;消滅用
[Statedef 3990]
type = A
physics = N
ctrl = 0

[State 3990, 0]
type = RemoveExplod
trigger1 = time = 0
ID = 3800

[State 3990, 1]
type = DestroySelf
trigger1 = time = 0

;---------------------------------------------------------------------------
;ひかりのつばさ(LV1)
[Statedef 4000]
type = S
movetype = A
physics = N
ctrl = 0

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0

[State 4000, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 4000

[State 4000, 1]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
x = 0
y = 0

[State 4000, 2]
type = PowerAdd
triggerall = !IsHelper
triggerall = PrevStateno != 5
triggerall = PalNo <= 10
trigger1 = time = 0
value = -1000

[State 4000, 3]
type = SuperPause
triggerall = !IsHelper
triggerall = PrevStateno != 5
trigger1 = time = 0
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 7
darken = 0

[State 4000, 4]
type = BGPalFX
triggerall = PrevStateno != 5
trigger1 = time = 0
time = 50
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 4000, 5]
type = Explod
triggerall = PrevStateno != 5
trigger1 = time = 0
anim = 8000
ID = 8000
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 4000, 6]
type = PlaySnd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = S5,0
channel = 7

[State 4000, 7]
type = Explod
trigger1 = Animelem = 9
anim = 4300
ID = 4300
sprpriority = 3
postype = p1
pos = 20,0
ontop = 1
ownpal = 1
facing = 1
removeongethit = 1
ignorehitpause = 0

[State 4000, 8]
type = Explod
trigger1 = Animelem = 9
anim = 4300
ID = 4300
sprpriority = 3
postype = p1
pos = -20,0
ontop = 1
ownpal = 1
facing = -1
removeongethit = 1
ignorehitpause = 0

[State 4000, 9]
type = PlaySnd
trigger1 = Animelem = 9
value = S3,4
channel = 6

[State 4000, 10]
type = Hitdef
triggerall = PrevStateno != 5
trigger1 = time = 0
attr = S,HA
damage = 220,15
animtype = DiagUp
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 0,3
guard.pausetime = 0,3
sparkno = s6500
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)-30
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = 0,-18.6
guard.velocity = -2.2
air.velocity = 0,-19.5
airguard.velocity = -2.8,-7.5
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(40*Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -3.4
guard.kill = 0

[State 4000, 11]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 4000, 11]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 4000, 11]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 4000, 12]
type = PlaySnd
trigger1 = MoveHit
value = S4,0
channel = 4
ignorehitpause = 1

[State 4000, 13]
type = PlaySnd
trigger1 = MoveGuarded
value = S3,2
channel = 4
ignorehitpause = 1

[State 4000, 14]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.06)
ignorehitpause = 1

[State 4000, 15]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,stateno != [120,155]
value = 4217

[State 4000, 16]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 4000, 17]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Var(50) >= 1000 || Var(51) = 1
trigger1 = Var(3) = [1,3]
trigger1 = command = "IC"
value = 900

[State 4000, 17]
type = ChangeState
triggerall = Var(59) != 0
triggerall = Var(50) >= 1000 || Var(51) = 1
trigger1 = Var(3) = 1
trigger1 = Var(57) = [0,39]
trigger2 = Var(3) = [2,3]
trigger2 = Var(57) = [0,99]
value = 900

[State 4000, 18]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ひかりのつばさ(LV2)
[Statedef 4100]
type = S
movetype = A
physics = N
ctrl = 0

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0

[State 4100, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 4100

[State 4100, 1]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
x = 0
y = 0

[State 4100, 2]
type = PowerAdd
triggerall = !IsHelper
triggerall = PrevStateno != 5
triggerall = PalNo <= 10
trigger1 = time = 0
value = -2000

[State 4100, 3]
type = SuperPause
triggerall = !IsHelper
triggerall = PrevStateno != 5
trigger1 = time = 0
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 7
darken = 0

[State 4100, 4]
type = BGPalFX
triggerall = PrevStateno != 5
trigger1 = time = 0
time = 50
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 4100, 5]
type = Explod
triggerall = PrevStateno != 5
trigger1 = time = 0
anim = 8100
ID = 8100
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 4100, 6]
type = PlaySnd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = S5,1
channel = 7

[State 4100, 7]
type = Explod
trigger1 = Animelem = 9
anim = 4330
ID = 4330
sprpriority = 3
postype = p1
pos = 20,0
ontop = 1
ownpal = 1
facing = 1
removeongethit = 1
ignorehitpause = 0

[State 4100, 8]
type = Explod
trigger1 = Animelem = 9
anim = 4330
ID = 4330
sprpriority = 3
postype = p1
pos = -20,0
ontop = 1
ownpal = 1
facing = -1
removeongethit = 1
ignorehitpause = 0

[State 4100, 9]
type = PlaySnd
trigger1 = Animelem = 9
value = S3,4
channel = 6

[State 4100, 10]
type = Hitdef
trigger1 = Animelemtime(9) = 0
trigger2 = Animelemtime(10) = 0
trigger3 = Animelemtime(11) = 0
trigger4 = Animelemtime(12) = 0
trigger5 = Animelemtime(13) = 0
trigger6 = Animelemtime(14) = 0
trigger7 = Animelemtime(15) = 0
trigger8 = Animelemtime(16) = 0
trigger9 = Animelemtime(17) = 0
trigger10 = Animelemtime(18) = 0
trigger11 = Animelemtime(19) = 0
trigger12 = Animelemtime(20) = 0
trigger13 = Animelemtime(21) = 0
trigger14 = Animelemtime(22) = 0
trigger15 = Animelemtime(23) = 0
trigger16 = Animelemtime(24) = 0
trigger17 = Animelemtime(25) = 0
trigger18 = Animelemtime(26) = 0
attr = S,HA
damage = 18,4
animtype = DiagUp
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 0,10
guard.pausetime = 0,10
sparkno = s6600
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)-30
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = 0,-18.6
guard.velocity = 0
air.velocity = 0,-19.5
airguard.velocity = 0,-7.5
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(100*Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
kill = 0
guard.kill = 0

[State 4100, 11]
type = PlaySnd
triggerall = MoveHit
trigger1 = Animelemtime(9) >= 0 && Animelemtime(10) < 0
trigger2 = Animelemtime(10) >= 0 && Animelemtime(11) < 0
trigger3 = Animelemtime(11) >= 0 && Animelemtime(12) < 0
trigger4 = Animelemtime(12) >= 0 && Animelemtime(13) < 0
trigger5 = Animelemtime(13) >= 0 && Animelemtime(14) < 0
trigger6 = Animelemtime(14) >= 0 && Animelemtime(15) < 0
trigger7 = Animelemtime(15) >= 0 && Animelemtime(16) < 0
trigger8 = Animelemtime(16) >= 0 && Animelemtime(17) < 0
trigger9 = Animelemtime(17) >= 0 && Animelemtime(18) < 0
trigger10 = Animelemtime(18) >= 0 && Animelemtime(19) < 0
trigger11 = Animelemtime(19) >= 0 && Animelemtime(20) < 0
trigger12 = Animelemtime(20) >= 0 && Animelemtime(21) < 0
trigger13 = Animelemtime(21) >= 0 && Animelemtime(22) < 0
trigger14 = Animelemtime(22) >= 0 && Animelemtime(23) < 0
trigger15 = Animelemtime(23) >= 0 && Animelemtime(24) < 0
trigger16 = Animelemtime(24) >= 0 && Animelemtime(25) < 0
trigger17 = Animelemtime(25) >= 0 && Animelemtime(26) < 0
trigger18 = Animelemtime(26) >= 0 && Animelemtime(27) < 0
value = S2,2
channel = 4
ignorehitpause = 1

[State 4100, 12]
type = VarSet
triggerall = MoveHit
trigger1 = Animelemtime(9) >= 0 && Animelemtime(10) < 0
trigger2 = Animelemtime(10) >= 0 && Animelemtime(11) < 0
trigger3 = Animelemtime(11) >= 0 && Animelemtime(12) < 0
trigger4 = Animelemtime(12) >= 0 && Animelemtime(13) < 0
trigger5 = Animelemtime(13) >= 0 && Animelemtime(14) < 0
trigger6 = Animelemtime(14) >= 0 && Animelemtime(15) < 0
trigger7 = Animelemtime(15) >= 0 && Animelemtime(16) < 0
trigger8 = Animelemtime(16) >= 0 && Animelemtime(17) < 0
trigger9 = Animelemtime(17) >= 0 && Animelemtime(18) < 0
trigger10 = Animelemtime(18) >= 0 && Animelemtime(19) < 0
trigger11 = Animelemtime(19) >= 0 && Animelemtime(20) < 0
trigger12 = Animelemtime(20) >= 0 && Animelemtime(21) < 0
trigger13 = Animelemtime(21) >= 0 && Animelemtime(22) < 0
trigger14 = Animelemtime(22) >= 0 && Animelemtime(23) < 0
trigger15 = Animelemtime(23) >= 0 && Animelemtime(24) < 0
trigger16 = Animelemtime(24) >= 0 && Animelemtime(25) < 0
trigger17 = Animelemtime(25) >= 0 && Animelemtime(26) < 0
trigger18 = Animelemtime(26) >= 0 && Animelemtime(27) < 0
fv = 0
value = Fvar(0)-(Fvar(0)*0.02)
ignorehitpause = 1

[State 4100, 13]
type = TargetState
triggerall = MoveHit
triggerall = NumTarget > 0
triggerall = Target,isHelper = 0
triggerall = Target,stateno != [120,155]
trigger1 = Animelemtime(9) >= 0 && Animelemtime(10) < 0
trigger2 = Animelemtime(10) >= 0 && Animelemtime(11) < 0
trigger3 = Animelemtime(11) >= 0 && Animelemtime(12) < 0
trigger4 = Animelemtime(12) >= 0 && Animelemtime(13) < 0
trigger5 = Animelemtime(13) >= 0 && Animelemtime(14) < 0
trigger6 = Animelemtime(14) >= 0 && Animelemtime(15) < 0
trigger7 = Animelemtime(15) >= 0 && Animelemtime(16) < 0
trigger8 = Animelemtime(16) >= 0 && Animelemtime(17) < 0
trigger9 = Animelemtime(17) >= 0 && Animelemtime(18) < 0
trigger10 = Animelemtime(18) >= 0 && Animelemtime(19) < 0
trigger11 = Animelemtime(19) >= 0 && Animelemtime(20) < 0
trigger12 = Animelemtime(20) >= 0 && Animelemtime(21) < 0
trigger13 = Animelemtime(21) >= 0 && Animelemtime(22) < 0
trigger14 = Animelemtime(22) >= 0 && Animelemtime(23) < 0
trigger15 = Animelemtime(23) >= 0 && Animelemtime(24) < 0
trigger16 = Animelemtime(24) >= 0 && Animelemtime(25) < 0
trigger17 = Animelemtime(25) >= 0 && Animelemtime(26) < 0
trigger18 = Animelemtime(26) >= 0 && Animelemtime(27) < 0
value = 4216

[State 4100, 14]
type = Hitdef
trigger1 = Animelemtime(27) = 0
attr = S,HA
damage = 30,18
animtype = DiagUp
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 0,10
guard.pausetime = 0,10
sparkno = s6500
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)-30
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = 0,-18.6
guard.velocity = -2.2
air.velocity = 0,-19.5
airguard.velocity = -2.8,-7.5
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(100*Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -3.4
guard.kill = 0

[State 4100, 15]
type = PlaySnd
trigger1 = MoveHit
trigger1 = Animelemtime(27) >= 0 && Animelemtime(28) < 0
value = S4,0
channel = 4
ignorehitpause = 1

[State 4100, 16]
type = VarSet
trigger1 = MoveHit
trigger1 = Animelemtime(27) >= 0 && Animelemtime(28) < 0
fv = 0
value = Fvar(0)-(Fvar(0)*0.05)
ignorehitpause = 1

[State 4100, 17]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,stateno != [120,155]
trigger1 = Animelemtime(27) >= 0 && Animelemtime(28) < 0
value = 4217

[State 4100, 18]
type = PlaySnd
trigger1 = MoveGuarded
value = S3,2
channel = 4
ignorehitpause = 1

[State 4100, 19]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 4100, 19]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 4100, 19]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 4100, 20]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 4100, 21]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Var(50) >= 1000 || Var(51) = 1
trigger1 = Var(3) = [1,3]
trigger1 = command = "IC"
value = 900

[State 4100, 21]
type = ChangeState
triggerall = Var(59) != 0
triggerall = Var(50) >= 1000 || Var(51) = 1
triggerall = Animelemtime(27) > 0 && Animelemtime(28) < 0
trigger1 = Var(3) = 1
trigger1 = Var(57) = [0,39]
trigger2 = Var(3) = [2,3]
trigger2 = Var(57) = [0,99]
value = 900

[State 4100, 22]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ひかりのつばさ(LV3)
[Statedef 4200]
type = S
movetype = A
physics = N
ctrl = 0

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0

[State -1]
type = VarAdd
trigger1 = 1
var(21) = 1

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(21) = 0

[State 4200, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 4200

[State 4200, 1]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
x = 0
y = 0

[State 4200, 2]
type = PowerAdd
triggerall = !IsHelper
triggerall = PrevStateno != 5
triggerall = PalNo <= 10
trigger1 = time = 0
value = -3000

[State 4200, 3]
type = SuperPause
triggerall = !IsHelper
triggerall = PrevStateno != 5
trigger1 = time = 0
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 7
darken = 0

[State 4200, 4]
type = BGPalFX
triggerall = PrevStateno != 5
trigger1 = time = 0
time = 51
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 4200, 5]
type = Explod
triggerall = PrevStateno != 5
trigger1 = time = 0
anim = 8200
ID = 8200
sprpriority = 3
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 4200, 6]
type = PlaySnd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = S5,2
channel = 7

[State 4200, 7]
type = PlaySnd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = S5,3
channel = 9

[State 4200, 8]
type = BGPalFX
trigger1 = Var(21) >= 9
time = 15
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256

[State 4200, 9]
type = Explod
trigger1 = Animelem = 9
anim = 4300
ID = 4300
sprpriority = 3
postype = p1
pos = 20,0
ontop = 1
ownpal = 1
facing = 1
removeongethit = 1
ignorehitpause = 0

[State 4200, 10]
type = Explod
trigger1 = Animelem = 9
anim = 4300
ID = 4300
sprpriority = 3
postype = p1
pos = -20,0
ontop = 1
ownpal = 1
facing = -1
removeongethit = 1
ignorehitpause = 0

[State 4200, 11]
type = PlaySnd
trigger1 = Animelem = 9
value = S3,4
channel = 6

[State 4200, 12]
type = Hitdef
trigger1 = Animelemtime(9) = 0
trigger2 = Animelemtime(10) = 0
trigger3 = Animelemtime(11) = 0
trigger4 = Animelemtime(12) = 0
attr = S,HA
damage = 160,4
animtype = DiagUp
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 0,10
guard.pausetime = 0,10
sparkno = s6600
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)-30
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = 0,-6.6
guard.velocity = -2.2
air.velocity = 0,-7.5
airguard.velocity = -2.8,-4.5
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = ceil(100*Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -3.4
kill = 0
guard.kill = 0
persistent = 0

[State 4200, 13]
type = PlaySnd
triggerall = MoveHit
trigger1 = Animelemtime(9) >= 0 && Animelemtime(10) < 0
trigger2 = Animelemtime(10) >= 0 && Animelemtime(11) < 0
trigger3 = Animelemtime(11) >= 0 && Animelemtime(12) < 0
trigger4 = Animelemtime(12) >= 0 && Animelemtime(13) < 0
value = S4,0
channel = 4
ignorehitpause = 1

[State 4200, 14]
type = VarSet
triggerall = MoveHit
trigger1 = Animelemtime(9) >= 0 && Animelemtime(10) < 0
trigger2 = Animelemtime(10) >= 0 && Animelemtime(11) < 0
trigger3 = Animelemtime(11) >= 0 && Animelemtime(12) < 0
trigger4 = Animelemtime(12) >= 0 && Animelemtime(13) < 0
fv = 0
value = Fvar(0)-(Fvar(0)*0.11)
ignorehitpause = 1

[State 4200, 15]
type = TargetState
triggerall = MoveHit
triggerall = NumTarget > 0
triggerall = Target,isHelper = 0
triggerall = Target,stateno != [120,155]
trigger1 = Animelemtime(9) >= 0 && Animelemtime(10) < 0
trigger2 = Animelemtime(10) >= 0 && Animelemtime(11) < 0
trigger3 = Animelemtime(11) >= 0 && Animelemtime(12) < 0
trigger4 = Animelemtime(12) >= 0 && Animelemtime(13) < 0
value = 4215

[State 4200, 16]
type = Explod
trigger1 = Animelem = 25
anim = 4360
ID = 4360
sprpriority = 3
postype = p1
pos = 20,0
ontop = 1
ownpal = 1
facing = 1
removeongethit = 1
ignorehitpause = 0

[State 4200, 17]
type = Explod
trigger1 = Animelem = 25
anim = 4360
ID = 4360
sprpriority = 3
postype = p1
pos = -20,0
ontop = 1
ownpal = 1
facing = -1
removeongethit = 1
ignorehitpause = 0

[State 4200, 18]
type = PlaySnd
trigger1 = Animelem = 25
value = S3,4
channel = 6

[State 4200, 19]
type = Hitdef
trigger1 = Animelemtime(25) = 0
trigger2 = Animelemtime(26) = 0
trigger3 = Animelemtime(27) = 0
trigger4 = Animelemtime(28) = 0
attr = S,HA
damage = 160,4
animtype = DiagUp
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 0,10
guard.pausetime = 0,10
sparkno = s6600
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)-30
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = 0,-10.6
guard.velocity = -2.2
air.velocity = 0,-9.5
airguard.velocity = -2.8,-4.5
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = ceil(100*Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -3.4
kill = 0
guard.kill = 0
persistent = 0

[State 4200, 20]
type = PlaySnd
triggerall = MoveHit
trigger1 = Animelemtime(25) >= 0 && Animelemtime(26) < 0
trigger2 = Animelemtime(26) >= 0 && Animelemtime(27) < 0
trigger3 = Animelemtime(27) >= 0 && Animelemtime(28) < 0
trigger4 = Animelemtime(28) >= 0 && Animelemtime(29) < 0
value = S4,0
channel = 4
ignorehitpause = 1

[State 4200, 21]
type = VarSet
triggerall = MoveHit
trigger1 = Animelemtime(25) >= 0 && Animelemtime(26) < 0
trigger2 = Animelemtime(26) >= 0 && Animelemtime(27) < 0
trigger3 = Animelemtime(27) >= 0 && Animelemtime(28) < 0
trigger4 = Animelemtime(28) >= 0 && Animelemtime(29) < 0
fv = 0
value = Fvar(0)-(Fvar(0)*0.11)
ignorehitpause = 1

[State 4200, 22]
type = TargetState
triggerall = MoveHit
triggerall = NumTarget > 0
triggerall = Target,isHelper = 0
triggerall = Target,stateno != [120,155]
trigger1 = Animelemtime(25) >= 0 && Animelemtime(26) < 0
trigger2 = Animelemtime(26) >= 0 && Animelemtime(27) < 0
trigger3 = Animelemtime(27) >= 0 && Animelemtime(28) < 0
trigger4 = Animelemtime(28) >= 0 && Animelemtime(29) < 0
value = 4218

[State 4200, 23]
type = Explod
trigger1 = Animelem = 41
anim = 4390
ID = 4390
sprpriority = 3
postype = p1
pos = 20,0
ontop = 1
ownpal = 1
facing = 1
removeongethit = 1
ignorehitpause = 0

[State 4200, 24]
type = Explod
trigger1 = Animelem = 41
anim = 4390
ID = 4390
sprpriority = 3
postype = p1
pos = -20,0
ontop = 1
ownpal = 1
facing = -1
removeongethit = 1
ignorehitpause = 0

[State 4200, 25]
type = PlaySnd
trigger1 = Animelem = 41
value = S3,4
channel = 6

[State 4200, 26]
type = Hitdef
trigger1 = Animelemtime(41) = 0
trigger2 = Animelemtime(42) = 0
trigger3 = Animelemtime(43) = 0
trigger4 = Animelemtime(44) = 0
trigger5 = Animelemtime(45) = 0
trigger6 = Animelemtime(46) = 0
trigger7 = Animelemtime(47) = 0
trigger8 = Animelemtime(48) = 0
trigger9 = Animelemtime(49) = 0
trigger10 = Animelemtime(50) = 0
trigger11 = Animelemtime(51) = 0
trigger12 = Animelemtime(52) = 0
trigger13 = Animelemtime(53) = 0
trigger14 = Animelemtime(54) = 0
trigger15 = Animelemtime(55) = 0
trigger16 = Animelemtime(56) = 0
trigger17 = Animelemtime(57) = 0
trigger18 = Animelemtime(58) = 0
attr = S,HA
damage = 10,4
animtype = DiagUp
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 0,10
guard.pausetime = 0,10
sparkno = s6600
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)-30
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = 0,-18.6
guard.velocity = 0
air.velocity = 0,-19.5
airguard.velocity = 0,-7.5
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(100*Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
kill = 0
guard.kill = 0

[State 4200, 27]
type = PlaySnd
triggerall = MoveHit
trigger1 = Animelemtime(41) >= 0 && Animelemtime(42) < 0
trigger2 = Animelemtime(42) >= 0 && Animelemtime(43) < 0
trigger3 = Animelemtime(43) >= 0 && Animelemtime(44) < 0
trigger4 = Animelemtime(44) >= 0 && Animelemtime(45) < 0
trigger5 = Animelemtime(45) >= 0 && Animelemtime(46) < 0
trigger6 = Animelemtime(46) >= 0 && Animelemtime(47) < 0
trigger7 = Animelemtime(47) >= 0 && Animelemtime(48) < 0
trigger8 = Animelemtime(48) >= 0 && Animelemtime(49) < 0
trigger9 = Animelemtime(49) >= 0 && Animelemtime(50) < 0
trigger10 = Animelemtime(50) >= 0 && Animelemtime(51) < 0
trigger11 = Animelemtime(51) >= 0 && Animelemtime(52) < 0
trigger12 = Animelemtime(52) >= 0 && Animelemtime(53) < 0
trigger13 = Animelemtime(53) >= 0 && Animelemtime(54) < 0
trigger14 = Animelemtime(54) >= 0 && Animelemtime(55) < 0
trigger15 = Animelemtime(55) >= 0 && Animelemtime(56) < 0
trigger16 = Animelemtime(56) >= 0 && Animelemtime(57) < 0
trigger17 = Animelemtime(57) >= 0 && Animelemtime(58) < 0
trigger18 = Animelemtime(58) >= 0 && Animelemtime(59) < 0
value = S2,2
channel = 4
ignorehitpause = 1

[State 4200, 28]
type = VarSet
triggerall = MoveHit
trigger1 = Animelemtime(41) >= 0 && Animelemtime(42) < 0
trigger2 = Animelemtime(42) >= 0 && Animelemtime(43) < 0
trigger3 = Animelemtime(43) >= 0 && Animelemtime(44) < 0
trigger4 = Animelemtime(44) >= 0 && Animelemtime(45) < 0
trigger5 = Animelemtime(45) >= 0 && Animelemtime(46) < 0
trigger6 = Animelemtime(46) >= 0 && Animelemtime(47) < 0
trigger7 = Animelemtime(47) >= 0 && Animelemtime(48) < 0
trigger8 = Animelemtime(48) >= 0 && Animelemtime(49) < 0
trigger9 = Animelemtime(49) >= 0 && Animelemtime(50) < 0
trigger10 = Animelemtime(50) >= 0 && Animelemtime(51) < 0
trigger11 = Animelemtime(51) >= 0 && Animelemtime(52) < 0
trigger12 = Animelemtime(52) >= 0 && Animelemtime(53) < 0
trigger13 = Animelemtime(53) >= 0 && Animelemtime(54) < 0
trigger14 = Animelemtime(54) >= 0 && Animelemtime(55) < 0
trigger15 = Animelemtime(55) >= 0 && Animelemtime(56) < 0
trigger16 = Animelemtime(56) >= 0 && Animelemtime(57) < 0
trigger17 = Animelemtime(57) >= 0 && Animelemtime(58) < 0
trigger18 = Animelemtime(58) >= 0 && Animelemtime(59) < 0
fv = 0
value = Fvar(0)-(Fvar(0)*0.02)
ignorehitpause = 1

[State 4200, 29]
type = TargetState
triggerall = MoveHit
triggerall = NumTarget > 0
triggerall = Target,isHelper = 0
triggerall = Target,stateno != [120,155]
trigger1 = Animelemtime(41) >= 0 && Animelemtime(42) < 0
trigger2 = Animelemtime(42) >= 0 && Animelemtime(43) < 0
trigger3 = Animelemtime(43) >= 0 && Animelemtime(44) < 0
trigger4 = Animelemtime(44) >= 0 && Animelemtime(45) < 0
trigger5 = Animelemtime(45) >= 0 && Animelemtime(46) < 0
trigger6 = Animelemtime(46) >= 0 && Animelemtime(47) < 0
trigger7 = Animelemtime(47) >= 0 && Animelemtime(48) < 0
trigger8 = Animelemtime(48) >= 0 && Animelemtime(49) < 0
trigger9 = Animelemtime(49) >= 0 && Animelemtime(50) < 0
trigger10 = Animelemtime(50) >= 0 && Animelemtime(51) < 0
trigger11 = Animelemtime(51) >= 0 && Animelemtime(52) < 0
trigger12 = Animelemtime(52) >= 0 && Animelemtime(53) < 0
trigger13 = Animelemtime(53) >= 0 && Animelemtime(54) < 0
trigger14 = Animelemtime(54) >= 0 && Animelemtime(55) < 0
trigger15 = Animelemtime(55) >= 0 && Animelemtime(56) < 0
trigger16 = Animelemtime(56) >= 0 && Animelemtime(57) < 0
trigger17 = Animelemtime(57) >= 0 && Animelemtime(58) < 0
trigger18 = Animelemtime(58) >= 0 && Animelemtime(59) < 0
value = 4216

[State 4200, 30]
type = Hitdef
trigger1 = Animelemtime(59) = 0
attr = S,HA
damage = 10,4
animtype = DiagUp
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 0,10
guard.pausetime = 0,10
sparkno = s6500
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)-30
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 22
ground.hittime = 27
guard.slidetime = 18
guard.hittime = 21
ground.velocity = 0,-18.6
guard.velocity = -2.2
air.velocity = 0,-19.5
airguard.velocity = -2.8,-7.5
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(100*Fvar(0))
getpower = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -2.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -3.4
guard.kill = 0

[State 4200, 31]
type = PlaySnd
trigger1 = MoveHit
trigger1 = Animelemtime(59) >= 0 && Animelemtime(60) < 0
value = S4,0
channel = 4
ignorehitpause = 1

[State 4200, 32]
type = VarSet
trigger1 = MoveHit
trigger1 = Animelemtime(59) >= 0 && Animelemtime(60) < 0
fv = 0
value = Fvar(0)-(Fvar(0)*0.05)
ignorehitpause = 1

[State 4200, 33]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,stateno != [120,155]
trigger1 = Animelemtime(59) >= 0 && Animelemtime(60) < 0
value = 4217

[State 4200, 34]
type = PlaySnd
trigger1 = MoveGuarded
value = S3,2
channel = 4
ignorehitpause = 1

[State 4200, 35]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 4200, 35]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 4200, 35]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 4200, 36]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 4200, 37]
type = AssertSpecial
trigger1 = time >= 8
flag = noFG

[State 4200, 38]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = Var(50) >= 1000 || Var(51) = 1
trigger1 = Var(3) = [1,3]
trigger1 = command = "IC"
value = 900

[State 4200, 38]
type = ChangeState
triggerall = Var(59) != 0
triggerall = Var(50) >= 1000 || Var(51) = 1
triggerall = Animelemtime(59) > 0 && Animelemtime(60) < 0
trigger1 = Var(3) = 1
trigger1 = Var(57) = [0,39]
trigger2 = Var(3) = [2,3]
trigger2 = Var(57) = [0,99]
value = 900

[State 4200, 39]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;弱打ち上げ
[Statedef 4215]
type = A
movetype = H
physics = N
ctrl = 0

[State 4215, 0]
type = ChangeAnim2
trigger1 = Vel Y <= 0
value = 5670

[State 4215, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = -19*Const(movement.yaccel)

[State 4215, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 4215, 3]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 4215, 4]
type = SelfState
trigger1 = time >= 30
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;連続ヒット
[Statedef 4216]
type = A
movetype = H
physics = N
ctrl = 0

[State 4216, 0]
type = ChangeAnim2
trigger1 = Vel Y <= 0
value = 5670

[State 4216, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 4216, 2]
type = VelAdd
trigger1 = 1
y = 0

[State 4216, 3]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 4216, 4]
type = ChangeState
trigger1 = time >= 4
value = 4218

;---------------------------------------------------------------------------
;強打ち上げ
[Statedef 4217]
type = A
movetype = H
physics = N
ctrl = 0

[State 4217, 0]
type = ChangeAnim2
trigger1 = Vel Y <= 0
value = 5670

[State 4217, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = -50*Const(movement.yaccel)

[State 4217, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 4217, 3]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 4217, 4]
type = SelfState
trigger1 = time >= 30
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;中打ち上げ
[Statedef 4218]
type = A
movetype = H
physics = N
ctrl = 0

[State 4218, 0]
type = ChangeAnim2
trigger1 = Vel Y <= 0
value = 5670

[State 4218, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = -36*Const(movement.yaccel)

[State 4218, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 4218, 3]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 4218, 4]
type = SelfState
trigger1 = time >= 30
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

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