
;---------------------------------------------------------------------------
;そこの人どいて〜(弱)
[Statedef 1000]
type = S
movetype = A
physics = N
ctrl = 0

[State 1000, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 1000

[State 1000, 1]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
x = 0
y = 0

[State 1000, 2]
type = VelSet
trigger1 = Animelem = 3
x = 6

[State 1000, 3]
type = Explod
trigger1 = Animelem = 3
anim = 7000
ID = 7000
sprpriority = 0
postype = p1
pos = 0,0
ownpal = 1

[State 1000, 4]
type = Hitdef
trigger1 = 1
attr = S,SA
damage = 80,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 2,Hit
pausetime = 9,6
guard.pausetime = 9,6
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -5.8,-3.4
guard.velocity = -8.6
air.velocity = -5.8,-1.8
airguard.velocity = -5.7,-3.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(50*Fvar(0))
getpower = 84,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 1000, 5]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.06)
ignorehitpause = 1

[State 1000, 6]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 1000, 6]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1000, 6]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1000, 6]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 1000, 7]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1000, 8]
type = ChangeState
trigger1 = Animtime = 0
trigger2 = Var(3) = [1,3]
value = 1300

;---------------------------------------------------------------------------
;そこの人どいて〜(中)
[Statedef 1100]
type = S
movetype = A
physics = N
ctrl = 0

[State 1100, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 1100

[State 1100, 1]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
x = 0
y = 0

[State 1100, 2]
type = VelSet
trigger1 = Animelem = 3
x = 6

[State 1100, 3]
type = Explod
trigger1 = Animelem = 3
anim = 7000
ID = 7000
sprpriority = 0
postype = p1
pos = 0,0
ownpal = 1

[State 1100, 4]
type = Hitdef
trigger1 = 1
attr = S,SA
damage = 80,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 2,Hit
pausetime = 9,6
guard.pausetime = 9,6
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -5.8,-3.4
guard.velocity = -8.6
air.velocity = -5.8,-1.8
airguard.velocity = -5.7,-3.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(50*Fvar(0))
getpower = 84,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 1100, 5]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.06)
ignorehitpause = 1

[State 1100, 6]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 1100, 6]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1100, 6]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1100, 6]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 1100, 7]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1100, 8]
type = ChangeState
trigger1 = Animtime = 0
trigger2 = Var(3) = [1,3]
value = 1300

;---------------------------------------------------------------------------
;そこの人どいて〜(RF)
[Statedef 1200]
type = S
movetype = A
physics = N
ctrl = 0

[State 1200, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 1200

[State 1200, 1]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
x = 0
y = 0

[State 1200, 2]
type = VelSet
trigger1 = Animelem = 3
x = 6

[State 1200, 3]
type = Explod
trigger1 = Vel X > 0
anim = 7000
ID = 7000
sprpriority = 0
postype = p1
pos = 0,0
ownpal = 1
persistent = 10

[State 1200, 4]
type = Hitdef
trigger1 = 1
attr = S,SA
damage = 80,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 2,Hit
pausetime = 9,6
guard.pausetime = 9,6
sparkno = s6400
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -5.8,-3.4
guard.velocity = -8.6
air.velocity = -5.8,-1.8
airguard.velocity = -5.7,-3.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(50*Fvar(0))
getpower = 50,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
ID = 1200
p2facing = 1

[State 1200, 5]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.2)
ignorehitpause = 1

[State 1200, 6]
type = Explod
triggerall = PrevStateno != 5
trigger1 = time = 0
anim = 7700
ID = 7700
sprpriority = 0
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1

[State 1200, 7]
type = VarAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Var(51) = 0
var(50) = -1000

[State 1200, 8]
type = VarAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Var(51) = 1
var(50) = -500

[State 1200, 9]
type = PlaySnd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = s3,5
channel = 5

[State 1200, 10]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,stateno != [120,155]
value = 1210
ignorehitpause = 1

[State 1200, 11]
type = AfterImage
trigger1 = time = 0
time = -1
timeGap = 1
trameGap = 3
trans = Add1
length = 12
paladd = 0,0,0
palmul = 1,1,1
removeongethit = 1

[State 1200, 12]
type = PlaySnd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = S13,0
channel = 8

[State 1200, 13]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 1200, 13]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1200, 13]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1200, 13]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 1200, 14]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1200, 15]
type = ChangeState
trigger1 = Animtime = 0
trigger2 = Var(3) = [1,3]
value = 1300

;---------------------------------------------------------------------------
;特殊吹っ飛び
[Statedef 1210]
type = A
movetype = H
physics = N
ctrl = 0

[State 1210, 0]
type = ChangeAnim2
trigger1 = Vel Y <= 0
value = 5670

[State 1210, 1]
type = VelSet
trigger1 = time = 0
x = -6
y = -2.3

[State 1210, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 1210, 3]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = time > 10
y = 0

[State 1210, 4]
type = StatetypeSet
trigger1 = Pos Y >= 0
trigger1 = time > 10
physics = S

[State 1210, 5]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 0
trigger2 = FrontEdgeBodyDist <= 0
value = 1220

[State 1210, 6]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = time > 10
value = 5100

;---------------------------------------------------------------------------
;回転吹っ飛び
[Statedef 1220]
type = A
movetype = H
physics = N
ctrl = 0

[State 1220, 0]
type = ChangeAnim2
trigger1 = time = 0
value = 5600

[State 1220, 1]
type = AngleDraw
trigger1 = 1

[State 1220, 2]
type = AngleAdd
trigger1 = 1
value = 30

[State 1220, 3]
type = null;AngleMul
trigger1 = 1
value = 3

[State 1220, 4]
type = VelSet
trigger1 = time = 0
x = 2
y = -12

[State 1220, 5]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 1220, 6]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = time > 10
y = 0

[State 1220, 7]
type = StatetypeSet
trigger1 = Pos Y >= 0
trigger1 = time > 10
physics = S

[State 1220, 8]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = time > 10
value = 5100

;---------------------------------------------------------------------------
;そこの人どいて〜(転倒)
[Statedef 1300]
type = S
movetype = A
physics = N
ctrl = 0

[State 1300, 0]
type = ChangeAnim
trigger1 = Anim != 1300
value = 1300

[State 1300, 1]
type = Explod
trigger1 = Animelem = 4
anim = 7400
ID = 7400
sprpriority = 0
postype = p1
pos = 0,0
ownpal = 1

[State 1300, 2]
type = PlaySnd
trigger1 = Animelem = 4
value = s3,1
channel = 2

[State 1300, 3]
type = Hitdef
trigger1 = Animelem = 5
attr = S,SA
damage = 50,12
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 2,Hit
pausetime = 9,6
guard.pausetime = 0,9
sparkno = s6600
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -2.8,-1.8
guard.velocity = -8.6
air.velocity = -2.8,-1.8
airguard.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(50*Fvar(0))
getpower = 34,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 1300, 4]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.08)
ignorehitpause = 1

[State 1300, 5]
type = VelAdd
trigger1 = Vel X > 0
x = -0.2

[State 1300, 6]
type = VelSet
trigger1 = Vel X <= 0
x = 0

[State 1300, 7]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 1300, 7]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1300, 7]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1300, 7]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 1300, 8]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1300, 9]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;しゃいにんアロー(弱)
[Statedef 1500]
type = U
movetype = A
physics = N
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 1500, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 1500

[State 1500, 1]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Statetype = S
x = 0
y = 0

[State 1500, 2]
type = Explod
trigger1 = Animelem = 5
trigger1 = Pos Y >= 0
anim = 7000
ID = 7000
sprpriority = 0
postype = p1
pos = 0,0
ownpal = 1

[State 1500, 3]
type = VelSet
trigger1 = Animelem = 5
x = 2
y = -10

[State 1500, 4]
type = VelAdd
trigger1 = Var(21) >= 10
y = Const(movement.yaccel)

[State 1500, 5]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
y = 0

[State 1500, 6]
type = Hitdef
trigger1 = Animelem = 4
attr = S,SA
damage = 60,15
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 9,6
guard.pausetime = 9,6
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -1.8,-3.4
guard.velocity = -8.6
air.velocity = -1.8,-3.8
airguard.velocity = -5.7,-3.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(100*Fvar(0))
getpower = 84,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -4.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 1500, 7]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.1)
ignorehitpause = 1

[State 1500, 8]
type = Helper
trigger1 = Animelem = 5
helpertype = normal
name = "arrow"
ID = 1900
stateno = 1900
pos = 20,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1500, 9]
type = StatetypeSet
trigger1 = Pos Y < 0
statetype = A

[State 1500, 10]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 1500, 10]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1500, 10]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1500, 10]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 1500, 11]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1500, 12]
type = ChangeState
trigger1 = Var(21) >= 40
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;しゃいにんアロー(中)
[Statedef 1600]
type = U
movetype = A
physics = N
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 1600, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 1600

[State 1600, 1]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Statetype = S
x = 0
y = 0

[State 1600, 2]
type = Explod
trigger1 = Animelem = 5
trigger1 = Pos Y >= 0
anim = 7000
ID = 7000
sprpriority = 0
postype = p1
pos = 0,0
ownpal = 1

[State 1600, 3]
type = VelSet
trigger1 = Animelem = 5
x = 2
y = -10

[State 1600, 4]
type = VelAdd
trigger1 = Var(21) >= 10
y = Const(movement.yaccel)

[State 1600, 5]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
y = 0

[State 1600, 6]
type = Hitdef
trigger1 = Animelem = 4
attr = S,SA
damage = 60,15
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 9,6
guard.pausetime = 9,6
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -1.8,-3.4
guard.velocity = -8.6
air.velocity = -1.8,-3.8
airguard.velocity = -5.7,-3.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(100*Fvar(0))
getpower = 84,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -4.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 1600, 7]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.1)
ignorehitpause = 1

[State 1600, 8]
type = Helper
trigger1 = Animelem = 5
helpertype = normal
name = "arrow"
ID = 1900
stateno = 1900
pos = 20,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1600, 9]
type = StatetypeSet
trigger1 = Pos Y < 0
statetype = A

[State 1600, 10]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 1600, 10]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1600, 10]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1600, 10]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 1600, 11]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1600, 12]
type = ChangeState
trigger1 = Var(21) >= 40
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;しゃいにんアロー(地上RF)
[Statedef 1700]
type = S
movetype = A
physics = N
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 1700, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 1700

[State 1700, 1]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
x = 0
y = 0

[State 1700, 2]
type = Explod
trigger1 = Animelem = 5
anim = 7000
ID = 7000
sprpriority = 0
postype = p1
pos = 0,0
ownpal = 1

[State 1700, 3]
type = VelSet
trigger1 = Animelem = 5
x = 2
y = -10

[State 1700, 4]
type = VelAdd
trigger1 = Var(21) >= 10
y = Const(movement.yaccel)

[State 1700, 5]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
y = 0

[State 1700, 6]
type = Hitdef
trigger1 = Animelem = 2
trigger2 = Animelem = 4
attr = S,SA
damage = ifelse(Animelemtime(2) = 0,40,35),15
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 9,6
guard.pausetime = 9,6
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -1.8,-3.4
guard.velocity = -8.6
air.velocity = -1.8,-3.8
airguard.velocity = -5.7,-3.6
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = ceil(100*Fvar(0))
getpower = 84,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -4.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 1700, 7]
type = VarSet
triggerall = MoveHit
trigger1 = Animelemtime(2) >= 0 && Animelemtime(3) <= 0
trigger2 = Animelemtime(4) >= 0 && Animelemtime(5) <= 0
fv = 0
value = Fvar(0)-(Fvar(0)*0.08)
ignorehitpause = 1

[State 1700, 8]
type = Explod
triggerall = PrevStateno != 5
trigger1 = time = 0
anim = 7700
ID = 7700
sprpriority = 0
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1

[State 1700, 9]
type = VarAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Var(51) = 0
var(50) = -1000

[State 1700, 10]
type = VarAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Var(51) = 1
var(50) = -500

[State 1700, 11]
type = PlaySnd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = s3,5
channel = 5

[State 1700, 12]
type = Helper
trigger1 = Animelem = 5
helpertype = normal
name = "arrow"
ID = 1920
stateno = 1920
pos = 20,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1700, 13]
type = StatetypeSet
trigger1 = Pos Y < 0
statetype = A

[State 1700, 14]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 1700, 15]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1700, 16]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1700, 17]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 1700, 18]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1700, 19]
type = ChangeState
trigger1 = Var(21) >= 40
trigger1 = Pos Y >= 0
value = 52

;--------------------------------------------------------------------------
;しゃいにんアロー(空中RF)
[Statedef 1800]
type = A
movetype = A
physics = N
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 1800, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 1800

[State 1800, 1]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
y = 0

[State 1800, 2]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
y = 0

[State 1800, 2]
type = VelSet
trigger1 = Animelem = 5
x = -2
y = -8

[State 1800, 3]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 1800, 4]
type = Explod
triggerall = PrevStateno != 5
trigger1 = time = 0
anim = 7700
ID = 7700
sprpriority = 0
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1

[State 1800, 5]
type = VarAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Var(51) = 0
var(50) = -1000

[State 1800, 6]
type = VarAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Var(51) = 1
var(50) = -500

[State 1800, 7]
type = PlaySnd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = s3,5
channel = 5

[State 1800, 8]
type = Helper
trigger1 = Animelem = 5
helpertype = normal
name = "arrow"
ID = 1940
stateno = 1940
pos = 20,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1800, 9]
type = ChangeState
triggerall = Var(59) = 0
triggerall = command = "IC"
triggerall = Var(50) >= 1000 || Var(51) = 1
trigger1 = Var(21) >= 13
value = 950

[State 1800, 9]
type = ChangeState
triggerall = Var(59) != 0
triggerall = Var(50) >= 1000 || Var(51) = 1
trigger1 = Var(21) >= 13
trigger1 = Var(57) = [0,79]
trigger1 = P2Stateno = [150,155]
value = 950

[State 1800, 10]
type = ChangeState
triggerall = Pos Y = 0
triggerall = Vel Y > 0
trigger1 = Animelemtime(6) >= 0
trigger2 = Animelemtime(7) >= 0
value = 52

;---------------------------------------------------------------------------
;アロー本体(上昇)
[Statedef 1900]
type = A
movetype = A
physics = N
ctrl = 0
juggle = 1
anim = 1900

[State 1900, 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 1900, 1]
type = VelSet
trigger1 = 1
x = 4
y = -12

[State 1900, 2]
type = Hitdef
trigger1 = Var(1) < 3
attr = A,SP
damage = ceil(7*Parent,Fvar(0)),2
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 0,3
guard.pausetime = 0,3
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 = -1.8,-4.4
guard.velocity = -2.6
air.velocity = -1.8,-4.8
airguard.velocity = -2.7,-5.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(40*Parent,Fvar(0))
getpower = 34,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
p2facing = 1
persistent = 3

[State 1900, 3]
type = ParentVarSet
trigger1 = MoveHit
fv = 0
value = Parent,Fvar(0)-(Parent,Fvar(0)*0.01)

[State 1900, 4]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(1) = 1

[State 1900, 6]
type = PlaySnd
trigger1 = MoveHit
value = s2,4
channel = 4

[State 1900, 6]
type = PlaySnd
trigger1 = MoveGuarded
value = s3,2
channel = 4

[State 1900, 7]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,stateno != [120,155]
value = 1990

[State 1900, 8]
type = MoveHitReset
trigger1 = MoveContact

[State 1900, 9]
type = PowerAdd
trigger1 = time = 0
value = 35

[State 1900, 10]
type = PlaySnd
trigger1 = time = 0
value = S0,3
channel = 6

[State 1900, 11]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1900, 12]
type = DestroySelf
trigger1 = ScreenPos Y <= -300
trigger2 = time >= 300

;---------------------------------------------------------------------------
;アロー本体(上昇RF)
[Statedef 1920]
type = A
movetype = A
physics = N
ctrl = 0
juggle = 1
anim = 1900

[State 1920, 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 1920, 1]
type = VelSet
trigger1 = 1
x = 4
y = -12

[State 1920, 2]
type = Hitdef
trigger1 = 1
attr = A,SP
damage = ceil(7*Parent,Fvar(0)),1
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 0,3
guard.pausetime = 0,3
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 = -1.8,-4.4
guard.velocity = -2.6
air.velocity = -1.8,-4.8
airguard.velocity = -2.7,-5.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(40*Parent,Fvar(0))
getpower = 34,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
p2facing = 1
persistent = 3

[State 1920, 3]
type = ParentVarSet
trigger1 = MoveHit
fv = 0
value = Parent,Fvar(0)-(Parent,Fvar(0)*0.01)

[State 1920, 4]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(1) = 1

[State 1920, 6]
type = PlaySnd
trigger1 = MoveHit
value = s2,4
channel = 4

[State 1920, 6]
type = PlaySnd
trigger1 = MoveGuarded
value = s3,2
channel = 4

[State 1920, 7]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,stateno != [120,155]
value = 1990

[State 1920, 8]
type = MoveHitReset
trigger1 = MoveContact

[State 1920, 9]
type = PowerAdd
trigger1 = time = 0
value = 35

[State 1920, 10]
type = PlaySnd
trigger1 = time = 0
value = S0,3
channel = 6

[State 1920, 11]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1920, 12]
type = DestroySelf
trigger1 = ScreenPos Y <= -300
trigger2 = time >= 300

;---------------------------------------------------------------------------
;アロー本体(下降RF)
[Statedef 1940]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1940

[State 1940, 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 1940, 1]
type = VelSet
trigger1 = 1
x = 4
y = 12

[State 1940, 2]
type = Hitdef
trigger1 = 1
attr = A,SP
damage = ceil(7*Parent,Fvar(0)),1
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 0,2
guard.pausetime = 0,2
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 = -1.8,0
guard.velocity = -2.6
air.velocity = -1.8,22.8
airguard.velocity = -2.7,27.6
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = ceil(40*Parent,Fvar(0))
getpower = 34,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
p2facing = 1
persistent = 3

[State 1940, 3]
type = ParentVarSet
trigger1 = MoveHit
fv = 0
value = Parent,Fvar(0)-(Parent,Fvar(0)*0.01)

[State 1940, 4]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(1) = 1

[State 1940, 6]
type = PlaySnd
trigger1 = MoveHit
value = s2,2
channel = 4

[State 1940, 7]
type = PlaySnd
trigger1 = MoveGuarded
value = s3,2
channel = 4

[State 1940, 8]
type = MoveHitReset
trigger1 = MoveContact

[State 1940, 9]
type = PowerAdd
trigger1 = time = 0
value = 35

[State 1940, 10]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1940, 11]
type = Helper
trigger1 = Pos Y >= 0
helpertype = normal
name = "bomb"
ID = 1960
stateno = 1960
pos = 40,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1940, 12]
type = PlaySnd
trigger1 = time = 0
value = S0,3
channel = 6

[State 1940, 13]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1940, 14]
type = DestroySelf
trigger1 = Pos Y >= 0

;---------------------------------------------------------------------------
;アロー爆発
[Statedef 1960]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1960

[State 1960, 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 1960, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1960, 2]
type = PosSet
trigger1 = time = 0
y = 0

[State 1960, 3]
type = Hitdef
trigger1 = Animelem = 2
attr = S,SP
damage = ceil(100*Root,Fvar(0)),25
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4,Hit
pausetime = 0,3
guard.pausetime = 0,3
sparkno = s6700
guard.sparkno = s7100
sparkxy = -10,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 = -1.8,-10.2
guard.velocity = -2.6
air.velocity = -1.8,-10.8
airguard.velocity = -2.7,-4.6
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = ceil(80*Root,Fvar(0))
getpower = 34,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
p2facing = 1

[State 1960, 4]
type = PlaySnd
trigger1 = MoveHit
value = s2,2
channel = 4

[State 1960, 5]
type = PlaySnd
trigger1 = MoveGuarded
value = s3,2
channel = 4

[State 1960, 6]
type = PlaySnd
trigger1 = time = 0
value = s2,5
channel = 2

[State 1960, 7]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,stateno != [120,155]
value = 1995

[State 1960, 8]
type = MoveHitReset
trigger1 = MoveContact

[State 1900, 9]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1960, 10]
type = DestroySelf
trigger1 = Animtime = 0

;---------------------------------------------------------------------------
;電撃やられ
[Statedef 1990]
type = A
movetype = H
physics = N
ctrl = 0

[State 1990, 0]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Ayu Tukimiya" && Authorname = "shikkoku"
trigger2 = name = "Reimu_Hakurei" && Authorname = "Nachel"
trigger3 = name = "Sayuri Kurata" && Authorname = "586"
trigger4 = name = "Nayuki Minase" && Authorname = "586"
value = 5056

[State 1990, 0]
type = ChangeAnim
trigger1 = name = "Kaori Misaka" && Authorname = "rouge noir"
trigger2 = name = "Kaori Misaka" && Authorname = "rouge noir(+Rekku)"
trigger3 = name = "Kaori Kamisaka" && Authorname = "rouge noir(+Rekku)"
value = 5057

[State 1990, 0]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Mayu Shiina" && Authorname = "BF"
trigger2 = name = "Makoto Sawatari" && Authorname = "BF"
value = 9010

[State 1990, 0]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "D-Mai_Kawasumi_by_Nachel" && Authorname = "Nachel"
value = 4900

[State 1990, 0]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Nayuki Minase" && authorname = "EL"
trigger2 = name = "Makoto Sawatari" && authorname = "EL"
value = 3590

[State 1990, 0]
type = ChangeAnim2
trigger1 = Anim != 3590
trigger1 = Anim != 4900
trigger1 = Anim != 5056
trigger1 = Anim != 5057
trigger1 = Anim != 9010
trigger1 = time <= 40
value = 5700

[State 1990, 1]
type = VelSet
trigger1 = time < 40
x = -1
y = -2

[State 1990, 2]
type = VelSet
trigger1 = time = 40
y = -7

[State 1990, 3]
type = VelAdd
trigger1 = time > 40
y = Const(movement.yaccel)

[State 1990, 4]
type = PalFX
trigger1 = time <= 40
trigger1 = Anim = 5700
time = 1
add = 200,200,0
mul = 256,256,256
sinadd = 200,200,0,1
invertall = 0
color = 256

[State 1990, 5]
type = ChangeAnim2
trigger1 = time > 40
trigger1 = Anim != 5670
value = 5670

[State 1990, 6]
type = SelfState
triggerall = time >= 60
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 1990, 7]
type = SelfState
triggerall = time >= 60
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 1990, 8]
type = SelfState
trigger1 = time > 40
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;火炎やられ
[Statedef 1995]
type = A
movetype = H
physics = N
ctrl = 0

[State 1995, 0]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Ayu Tukimiya" && Authorname = "shikkoku"
trigger2 = name = "Kaori Misaka" && Authorname = "rouge noir"
trigger3 = name = "Kaori Misaka" && Authorname = "rouge noir(+Rekku)"
trigger4 = name = "Akiko Minase" && Authorname = "shimon"
trigger5 = name = "Misaki Kawana" && Authorname = "rouge noir"
trigger6 = name = "Misaki Kawana" && Authorname = "GATT"
trigger7 = name = "Kaori Kamisaka" && Authorname = "rouge noir(+Rekku)"
trigger8 = name = "Sayuri Kurata" && Authorname = "586"
trigger9 = name = "Nayuki Minase" && Authorname = "586"
value = 5055

[State 1995, 0]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "D-Mai_Kawasumi_by_Nachel" && Authorname = "Nachel"
value = 4905

[State 1995, 0]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Mayu Shiina" && Authorname = "BF"
trigger2 = name = "Makoto Sawatari" && Authorname = "BF"
value = 9015

[State 1990, 0]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Nayuki Minase" && authorname = "EL"
trigger2 = name = "Makoto Sawatari" && authorname = "EL"
value = 3595

[State 1995, 0]
type = ChangeAnim2
trigger1 = Anim != 3595
trigger1 = Anim != 4905
trigger1 = Anim != 5055
trigger1 = Anim != 9015
trigger1 = Vel Y <= 0
value = 5670

[State 1995, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = -10

[State 1995, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 1995, 3]
type = PalFX
trigger1 = Anim = 5670
time = 1
add = 200,0,0
mul = 256,256,256
sinadd = 200,0,0,1
invertall = 0
color = 256

[State 1995, 4]
type = SelfState
trigger1 = time >= 10
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;たいやき突撃(弱)
[Statedef 2000]
type = U
movetype = A
physics = N
ctrl = 0

[State 2000, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Statetype != A
value = 2000
persistent = 0

[State 2000, 1]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Statetype = A
value = 2200
persistent = 0

[State 2000, 2]
type = VelSet
trigger1 = Anim = 2000 || Anim = 2200
trigger1 = Animelem = 1
x = 0
y = 0

[State 2000, 3]
type = ChangeAnim
trigger1 = Anim = 2000 || Anim = 2200
trigger1 = Animtime = 0
value = 2400

[State 2000, 4]
type = VelSet
trigger1 = Anim = 2400
trigger1 = Animelem = 1
x = 5
y = -10

[State 2000, 5]
type = Hitdef
trigger1 = Anim = 2400
trigger1 = Animelemtime(1) > 7
attr = A,SA
damage = 80,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 3,Hit
pausetime = 9,6
guard.pausetime = 9,6
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -2.8,-6.4
guard.velocity = -3.4
air.velocity = -2.8,-6.8
airguard.velocity = -3.4,-7.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(100*Fvar(0))
getpower = 84,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 2000, 6]
type = ChangeAnim
trigger1 = Anim = 2400
trigger1 = Vel Y >= -1.5
value = 2500

[State 2000, 7]
type = Hitdef
trigger1 = Anim = 2500
attr = A,SA
damage = 80,10
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3,Hit
pausetime = 9,6
guard.pausetime = 9,6
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -5.8,-3.4
guard.velocity = -8.6
air.velocity = -5.8,-1.8
airguard.velocity = -5.7,-3.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(100*Fvar(0))
getpower = 84,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 2000, 8]
type = ChangeAnim
trigger1 = Anim = 2500
trigger1 = Vel Y >= 1.5
value = 2600

[State 2000, 9]
type = Hitdef
trigger1 = Anim = 2600
attr = A,SA
damage = 80,10
animtype = Hard
hitflag = MAF
guardflag = H
priority = 3,Hit
pausetime = 9,6
guard.pausetime = 9,6
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -5.8,-3.4
guard.velocity = -8.6
air.velocity = -5.8,-1.8
airguard.velocity = -5.7,-3.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(100*Fvar(0))
getpower = 84,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 2000, 10]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.1)
ignorehitpause = 1

[State 2000, 11]
type = VelAdd
trigger1 = Anim = [2400,2600]
y = Const(movement.yaccel)*1.5

[State 2000, 12]
type = StatetypeSet
trigger1 = Anim = [2400,2600]
trigger2 = Pos Y <= 0
statetype = A

[State 2000, 13]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 2000, 13]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 2000, 13]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 2000, 13]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 2000, 14]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 2000, 15]
type = ChangeState
triggerall = Pos Y >= 0
triggerall = Vel Y >= 0
triggerall = Var(3) = 0
trigger1 = Anim = [2400,2600]
trigger2 = Anim = 631
value = 631

[State 2000, 16]
type = ChangeState
triggerall = Var(59) = 0
triggerall = command = "IC"
triggerall = Var(50) >= 1000 || Var(51) = 1
trigger1 = Anim = 2400
trigger1 = Animelemtime(1) <= 7
value = 950

[State 2000, 16]
type = ChangeState
triggerall = Var(59) != 0
triggerall = Var(50) >= 1000 || Var(51) = 1
trigger1 = Anim = 2400
trigger1 = Animelemtime(1) <= 7
trigger1 = Var(57) = [0,39]
value = 950

[State 2000, 17]
type = ChangeState
trigger1 = Var(3) = [1,3]
value = 633

;---------------------------------------------------------------------------
;たいやき突撃(中)
[Statedef 2100]
type = U
movetype = A
physics = N
ctrl = 0

[State 2100, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Statetype != A
value = 2000
persistent = 0

[State 2100, 1]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Statetype = A
value = 2200
persistent = 0

[State 2100, 2]
type = VelSet
trigger1 = Anim = 2000 || Anim = 2200
trigger1 = Animelem = 1
x = 0
y = 0

[State 2100, 3]
type = ChangeAnim
trigger1 = Anim = 2000 || Anim = 2200
trigger1 = Animtime = 0
value = 2400

[State 2100, 4]
type = VelSet
trigger1 = Anim = 2400
trigger1 = Animelem = 1
x = 4
y = -12

[State 2100, 5]
type = Hitdef
trigger1 = Anim = 2400
trigger1 = Animelemtime(1) > 7
attr = A,SA
damage = 80,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 3,Hit
pausetime = 9,6
guard.pausetime = 9,6
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -2.8,-6.4
guard.velocity = -3.4
air.velocity = -2.8,-6.8
airguard.velocity = -3.4,-7.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(100*Fvar(0))
getpower = 84,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 2100, 6]
type = ChangeAnim
trigger1 = Anim = 2400
trigger1 = Vel Y >= -1.5
value = 2500

[State 2100, 7]
type = Hitdef
trigger1 = Anim = 2500
attr = A,SA
damage = 80,10
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3,Hit
pausetime = 9,6
guard.pausetime = 9,6
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -5.8,-3.4
guard.velocity = -8.6
air.velocity = -5.8,-1.8
airguard.velocity = -5.7,-3.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(100*Fvar(0))
getpower = 84,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 2100, 8]
type = ChangeAnim
trigger1 = Anim = 2500
trigger1 = Vel Y >= 1.5
value = 2600

[State 2100, 9]
type = Hitdef
trigger1 = Anim = 2600
attr = A,SA
damage = 80,10
animtype = Hard
hitflag = MAF
guardflag = H
priority = 3,Hit
pausetime = 9,6
guard.pausetime = 9,6
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -5.8,-3.4
guard.velocity = -8.6
air.velocity = -5.8,-1.8
airguard.velocity = -5.7,-3.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(100*Fvar(0))
getpower = 84,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0

[State 2100, 10]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.1)
ignorehitpause = 1

[State 2100, 11]
type = VelAdd
trigger1 = Anim = [2400,2600]
y = Const(movement.yaccel)*1.5

[State 2100, 12]
type = StatetypeSet
trigger1 = Anim = [2400,2600]
trigger2 = Pos Y <= 0
statetype = A

[State 2100, 13]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 2100, 13]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 2100, 13]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 2100, 13]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 2100, 14]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 2100, 15]
type = ChangeState
triggerall = Pos Y >= 0
triggerall = Vel Y >= 0
triggerall = !MoveContact
triggerall = !MoveReversed
trigger1 = Anim = [2400,2600]
trigger2 = Anim = 631
value = 631

[State 2100, 16]
type = ChangeState
triggerall = Var(59) = 0
triggerall = command = "IC"
triggerall = Var(50) >= 1000 || Var(51) = 1
trigger1 = Anim = 2400
trigger1 = Animelemtime(1) <= 7
value = 950

[State 2100, 16]
type = ChangeState
triggerall = Var(59) != 0
triggerall = Var(50) >= 1000 || Var(51) = 1
trigger1 = Anim = 2400
trigger1 = Animelemtime(1) <= 7
trigger1 = Var(57) = [0,39]
value = 950

[State 2100, 17]
type = ChangeState
trigger1 = Var(3) = [1,3]
value = 633

;---------------------------------------------------------------------------
;たいやき突撃(RF)
[Statedef 2200]
type = U
movetype = A
physics = N
ctrl = 0

[State 2200, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Statetype != A
value = 2100
persistent = 0

[State 2200, 1]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Statetype = A
value = 2300
persistent = 0

[State 2200, 2]
type = VelSet
trigger1 = Anim = 2100 || Anim = 2300
trigger1 = Animelem = 1
x = 0
y = 0

[State 2200, 3]
type = Explod
triggerall = PrevStateno != 5
trigger1 = time = 0
anim = 7700
ID = 7700
sprpriority = 0
postype = p1
pos = 0,Const(size.mid.pos.y)
ontop = 1
ownpal = 1
persistent = 0

[State 2200, 4]
type = VarAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Var(51) = 0
var(50) = -1000
persistent = 0

[State 2200, 5]
type = VarAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
trigger1 = Var(51) = 1
var(50) = -500
persistent = 0

[State 2200, 6]
type = PlaySnd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = s3,5
channel = 5
persistent = 0

[State 2200, 7]
type = ChangeAnim
trigger1 = Anim = 2100 || Anim = 2300
trigger1 = Animtime = 0
value = 2400
ignorehitpause = 1

[State 2200, 8]
type = VelSet
trigger1 = Anim = 2400
trigger1 = Animelem = 1
x = 4
y = -12

[State 2200, 9]
type = Hitdef
trigger1 = Anim = 2400
attr = A,SA
damage = 20,2
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3,Hit
pausetime = 6,3
guard.pausetime = 6,3
sparkno = s6200
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 = -2.8,-4.4
guard.velocity = -3.4
air.velocity = -2.8,-4.8
airguard.velocity = -3.4,-5.9
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = ceil(100*Fvar(0))
getpower = 34,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
persistent = 4

[State 2200, 10]
type = ChangeAnim
trigger1 = Anim = 2400
trigger1 = Vel Y >= -1.5
value = 2500
ignorehitpause = 1

[State 2200, 11]
type = Hitdef
trigger1 = Anim = 2500
attr = A,SA
damage = 20,2
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 3,Hit
pausetime = 6,3
guard.pausetime = 6,3
sparkno = s6200
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 = -4.1,-3.4
guard.velocity = -8.6
air.velocity = -4.2,-1.2
airguard.velocity = -5.7,-3.6
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = ceil(100*Fvar(0))
getpower = 84,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
persistent = 4

[State 2200, 12]
type = ChangeAnim
trigger1 = Anim = 2500
trigger1 = Vel Y >= 1.5
value = 2600
ignorehitpause = 1

[State 2200, 13]
type = Hitdef
trigger1 = Anim = 2600
attr = A,SA
damage = 20,2
animtype = Hard
hitflag = MAF
guardflag = H
priority = 3,Hit
pausetime = 6,3
guard.pausetime = 6,3
sparkno = s6200
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 = -3.6,-2.1
guard.velocity = -5.6
air.velocity = -3.8,-0.6
airguard.velocity = -5.7,-3.6
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = ceil(100*Fvar(0))
getpower = 84,34
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
persistent = 4

[State 2200, 14]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.01)
ignorehitpause = 1

[State 2200, 15]
type = VelAdd
trigger1 = Anim = [2400,2600]
y = Const(movement.yaccel)*1.5

[State 2200, 16]
type = StatetypeSet
trigger1 = Anim = [2400,2600]
trigger2 = Pos Y <= 0
statetype = A

[State 2200, 17]
type = PlaySnd
trigger1 = MoveHit
value = s2,2
channel = 4
ignorehitpause = 1

[State 2200, 18]
type = PlaySnd
trigger1 = MoveGuarded
value = s3,2
channel = 4
ignorehitpause = 1

[State 2200, 19]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 2200, 19]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 2200, 19]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 2200, 20]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 2200, 21]
type = PlaySnd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = S13,1
channel = 8

[State 2200, 22]
type = ChangeState
triggerall = Pos Y >= 0
triggerall = Vel Y >= 0
trigger1 = Anim = [2400,2600]
trigger2 = Anim = 631
value = 631

[State 2200, 23]
type = ChangeState
triggerall = Var(59) = 0
triggerall = command = "IC"
triggerall = Var(50) >= 1000 || Var(51) = 1
trigger1 = Anim = [2400,2600]
trigger1 = Var(3) = [1,3]
value = 950

[State 2200, 23]
type = ChangeState
triggerall = Var(59) != 0
triggerall = Var(50) >= 1000 || Var(51) = 1
trigger1 = Anim = [2400,2600]
trigger1 = Var(3) = [1,3]
trigger1 = Var(57) = [0,79]
trigger1 = Vel Y >= 2.5
value = 950
