;基本データ================================================================================================
[Data]
life=1000
power=5000
attack=100
defence=82
fall.defence_up=0
liedown.time=50
airjuggle=15
sparkno=2
guard.sparkno=40
KO.echo=0
volume=255
IntPersistIndex=48
FloatPersistIndex=40  

[Size]
xscale=1.3
yscale=1.3
ground.back=15
ground.front=12
air.back=12
air.front=12
height= 60
attack.dist=160
proj.attack.dist=90
head.pos= 0,-38
mid.pos= 0,-20

[Velocity]
walk.fwd=3.0
walk.back=-3.0
run.fwd=6.6,0
run.back=-6.0,0
jump.neu=0,-8.5
jump.back=-4.0
jump.fwd= 2.5
runjump.back=-4.5,-8.0
runjump.fwd=4,-8.0
airjump.neu=0,-8.0
airjump.back=-4.0
airjump.fwd=2.5

[Movement]
airjump.num=1
airjump.height= 45
yaccel = .45
stand.friction  = .85
crouch.friction = .80

;基本行動==================================================================================================
;着地------------------------------------------------------------------------------------------------------
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52]
type = varset
trigger1 = time = 0
var(0) = 0

[State 52]
type = PlaySnd
trigger1 = time = 0
value = S20, 0

[State 52]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52]
type = varset
trigger1 = Time = 0
var(51) = 0

[State 52]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = N
ctrl = 0
anim = 100
sprpriority = 1

[State 100]
type = Explod
trigger1 = time = 0
anim = 6500
ID = 6500
pos = -20, -60
postype = p1
bindtime = 6
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 2
persistent = 0

[State 100]
type = Explod
trigger1 = time = 8
anim = 6500
ID = 6500
pos = -40, -20
postype = p1
bindtime = 6
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 2
persistent = 0

[State 100]
type = Explod
trigger1 = time = 12
anim = 6500
ID = 6500
pos = -50, -80
postype = p1
bindtime = 6
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 2
persistent = 0

[State 52]
type = PlaySnd
trigger1 = time = 0
value = S20, 3

[State 105, 1]
type = AssertSpecial
trigger1 = 1
flag = nowalk

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)

[State 105, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 100, 3]
type = ChangeState
trigger1 = time = 20
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = S
physics = N
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = AssertSpecial
trigger1 = 1
flag = nowalk

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = time = 20
value = 106
ctrl = 1

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type    = S
physics = S
anim = 106

[State 52]
type = PlaySnd
trigger1 = time = 0
value = S20, 0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;負けポーズ------------------------------------------------------------------------------------------------
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 170]
type = PlaySnd
trigger1 = time = 30
value = S1, 4
channel = 0

[State 170]
type = AssertSpecial
trigger1 = time = [0, 180]
flag = roundnotover

;勝利ポーズ（分岐）----------------------------------------------------------------------------------
[Statedef 180]
type = S
ctrl = 0

[State 180]
type = ChangeState
trigger1 = time = 0
value = 181

;勝利ポーズ（はしゃぐ）-----------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181]
type = AssertSpecial
trigger1 = time = [0, 240]
flag = roundnotover

[State 181]
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = S3, 0
channel = 0

[State 181]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;登場（分岐）------------------------------------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0

[State 190]
type = ChangeState
trigger1 = time = 0
value = 191

;01----------------------------------------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191]
type = AssertSpecial
trigger1 = time = [0, 180]
flag = intro

[State 191]
type = PlaySnd
trigger1 = time = 30
value = S2, 0
channel = 0

[State 191]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;弱パンチ--------------------------------------------------------------------------------------------------
[Statedef 200]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 200

[State 200]
type = velset
trigger1 = time = 0
trigger1 = prevstateno != 100
x = 0
y = 0

[State 200]
type = PowerAdd
trigger1 = time = 0
value = ceil(14*(1.0-fvar(0)))

[State 200]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S50, 0

[State 200]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Light
damage    = 28, 0
guardflag = MA
pausetime = 8,8
sparkno = S7500
sparkxy = -10,-37
hitsound   = S100,3
guard.sparkno = S7800
guardsound = S100,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
air.velocity = -2.5,-3.5
getpower = ceil(14*(1.0-fvar(0))), 0
givepower = 14, 0

[State 200]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;中パンチ--------------------------------------------------------------------------------------------------
[Statedef 210]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 210

[State 210]
type = velset
trigger1 = time = 0
trigger1 = prevstateno != 100
x = 0
y = 0

[State 210]
type = PowerAdd
trigger1 = time = 0
value = ceil(56*(1.0-fvar(0)))

[State 210]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S50, 1

[State 210]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S0, 9
channel = 0

[State 210]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Medium
damage    = 49, 0
guardflag = MA
pausetime = 8,8
sparkno = S7100
sparkxy = -10,-37
hitsound   = S100,1
guard.sparkno = S7800
guardsound = S100,6
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.5,-3.5
getpower = ceil(21*(1.0-fvar(0))), 0
givepower = 42, 0

[State 210]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;強パンチ--------------------------------------------------------------------------------------------------
[Statedef 220]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 220

[State 220]
type = velset
trigger1 = time = 0
trigger1 = prevstateno != 100
x = 0
y = 0

[State 220]
type = PowerAdd
trigger1 = time = 0
value = ceil(56*(1.0-fvar(0)))

[State 220]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S50, 2

[State 220]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S0, 10
channel = 0

[State 220]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = up
damage    = 70, 0
guardflag = MA
pausetime = 8,8
sparkno = S7400
sparkxy = -10,-37
hitsound   = S100,2
guard.sparkno = S7800
guardsound = S100,6
ground.type = High
yaccel = .35
ground.slidetime = 50
ground.hittime  = 12
air.hittime = 50
ground.velocity = 0,-12
air.velocity = 0,-12
getpower = ceil(56*(1.0-fvar(0))), 0
givepower = 56, 0

[State 251]
type = Explod
trigger1 = movehit
anim = 6400
ID = 6400
pos = 0, -80
postype = p2
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 3
persistent = 0

[State 220]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;弱キック--------------------------------------------------------------------------------------------------
[Statedef 230]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 230

[State 230]
type = velset
trigger1 = time = 0
trigger1 = prevstateno != 100
x = 0
y = 0

[State 230]
type = PowerAdd
trigger1 = time = 0
value = ceil(14*(1.0-fvar(0)))

[State 230]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S50, 0

[State 230]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Light
damage    = 28, 0
guardflag = MA
pausetime = 8,8
sparkno = S7500
sparkxy = -10,-37
hitsound   = S100,3
guard.sparkno = S7800
guardsound = S100,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -7
air.velocity = -2.5,-3.5
getpower = ceil(14*(1.0-fvar(0))), 0
givepower = 14, 0

[State 230]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;中キック--------------------------------------------------------------------------------------------------
[Statedef 240]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 240

[State 240]
type = velset
trigger1 = time = 0
trigger1 = prevstateno != 100
x = 0
y = 0

[State 240]
type = PowerAdd
trigger1 = time = 0
value = ceil(56*(1.0-fvar(0)))

[State 240]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S50, 1

[State 240]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S0, 11
channel = 0

[State 240]
type = veladd
trigger1 = Animelemtime(3) = 0
x = 8

[State 240]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
attr = S, NA
animtype  = Medium
damage    = 21, 0
guardflag = MA
pausetime = 8,8
sparkno = S7000
sparkxy = -10,-48
hitsound   = S100,1
guard.sparkno = S7800
guardsound = S100,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.5,-3.5
getpower = ceil(21*(1.0-fvar(0))), 0
givepower = 42, 0

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;強キック--------------------------------------------------------------------------------------------------
[Statedef 250]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 250

[State 250]
type = velset
trigger1 = time = 0
trigger1 = prevstateno != 100
x = 0
y = 0

[State 250]
type = PowerAdd
trigger1 = time = 0
value = ceil(56*(1.0-fvar(0)))

[State 250]
type = Width
trigger1 = 1
edge = 32,
player = 32,

[State 250]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S50, 2

[State 250]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S0, 12
channel = 0

[State 250]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Hard
damage    = 98, 0
guardflag = MA
pausetime = 12,20
sparkno = S7700
sparkxy = -10,-37
hitsound   = S100,5
guard.sparkno = S7800
guardsound = S100,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 25
ground.velocity = -7,-4
air.velocity = -2.5,-3.5
getpower = ceil(56*(1.0-fvar(0))), 0
givepower = 56, 0
fall = 1

[State 250]
type = helper
trigger1 = animelem = 4
helpertype = normal
name = "prinny bomb"
ID = 251
pos = 40, -30
postype = p1
facing = 1
stateno = 251
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[State 250]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;プリニー--------------------------------------------------------------------------------------------------
[Statedef 251]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 8,-6
anim = 251

[State 251]
type = Gravity
trigger1 = 1

[State 251]
type = Nothitby
trigger1 = 1
value = ,AT

[State 251]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
slot = 1
stateno = 252
time = -1

[State 251]
type = HitDef
trigger1 = 1
attr = A, NP
animtype  = Light
damage    = 14, 0
guardflag = MA
pausetime = 0,10
sparkno = -1
sparkxy = -10,-37
hitsound   = -1
guard.sparkno = S7800
guardsound = S100,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 25
ground.velocity = -7
air.velocity = -2.5,-3.5

[State 251]
type = Explod
trigger1 = movecontact
trigger2 = pos Y > 0
anim = 252
ID = 252
pos = 0, 0
postype = p1
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 3
persistent = 0

[State 251]
type = PlaySnd
trigger1 = movecontact
trigger2 = pos Y > 0
value = S10, 2

[State 251]
type = Destroyself
trigger1 = movecontact
trigger2 = pos Y > 0

;プリニーH--------------------------------------------------------------------------------------------------
[Statedef 252]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
anim = 252

[State 252]
type = PlaySnd
trigger1 = time = 0
value = S10, 2

[State 252]
type = Destroyself
trigger1 = animtime = 0

;屈弱パンチ--------------------------------------------------------------------------------------------------
[Statedef 400]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 400

[State 400]
type = PowerAdd
trigger1 = time = 0
value = ceil(14*(1.0-fvar(0)))

[State 400]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S50, 0

[State 400]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
animtype  = Light
damage    = 28, 0
guardflag = MA
pausetime = 8,8
sparkno = S7500
sparkxy = -10,-37
hitsound   = S100,3
guard.sparkno = S7800
guardsound = S100,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.5
getpower = ceil(14*(1.0-fvar(0))), 0
givepower = 14, 0

[State 400]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;屈中パンチ--------------------------------------------------------------------------------------------------
[Statedef 410]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 410

[State 400]
type = PowerAdd
trigger1 = time = 0
value = ceil(56*(1.0-fvar(0)))

[State 410]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S50, 1

[State 410]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S0, 13
channel = 0

[State 410]
type = veladd
trigger1 = Animelemtime(3) = 0
x = 6

[State 410]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 4
attr = C, NA
animtype  = Medium
damage    = 28, 0
guardflag = MA
pausetime = 8,8
sparkno = S7000
sparkxy = -10,-33
hitsound   = S100,1
guard.sparkno = S7800
guardsound = S100,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -7
air.velocity = -2.5,-3.5
getpower = ceil(21*(1.0-fvar(0))), 0
givepower = 42, 0

[State 410]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;屈弱キック--------------------------------------------------------------------------------------------------
[Statedef 430]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 430

[State 430]
type = PowerAdd
trigger1 = time = 0
value = ceil(14*(1.0-fvar(0)))

[State 430]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S50, 0

[State 430]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
animtype  = Light
damage    = 28, 0
guardflag = MA
pausetime = 8,8
sparkno = S7500
sparkxy = -10,-37
hitsound   = S100,3
guard.sparkno = S7800
guardsound = S100,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.5
getpower = ceil(14*(1.0-fvar(0))), 0
givepower = 14, 0

[State 430]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;屈中キック--------------------------------------------------------------------------------------------------
[Statedef 440]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 440

[State 440]
type = PowerAdd
trigger1 = time = 0
value = ceil(56*(1.0-fvar(0)))

[State 440]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S50, 1

[State 440]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S0, 14
channel = 0

[State 440]
type = veladd
trigger1 = Animelemtime(3) = 0
x = 9

[State 440]
type = HitDef
trigger1 = 1
attr = C, NA
animtype  = Medium
damage    = 42, 0
guardflag = MA
pausetime = 8,8
sparkno = S7600
sparkxy = -10,-3
hitsound   = S100,1
guard.sparkno = S7800
guardsound = S100,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -7
air.velocity = -2.5,-3.5
persistent = 0
getpower = ceil(21*(1.0-fvar(0))), 0
givepower = 42, 0

[State 440]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;屈強キック--------------------------------------------------------------------------------------------------
[Statedef 450]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 450

[State 450]
type = PowerAdd
trigger1 = time = 0
value = ceil(56*(1.0-fvar(0)))

[State 450]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S50, 2

[State 450]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S0, 15
channel = 0

[State 450]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
animtype  = Hard
damage    = 91, 0
guardflag = MA
pausetime = 10,10
sparkno = S7200
sparkxy = -10,-37
hitsound   = S100,2
guard.sparkno = S7800
guardsound = S100,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -7
air.velocity = -2.5,-3.5
getpower = ceil(56*(1.0-fvar(0))), 0
givepower = 56, 0

[State 450]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;空中弱パンチ--------------------------------------------------------------------------------------------------
[Statedef 600]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 600

[State 600]
type = PowerAdd
trigger1 = time = 0
value = ceil(14*(1.0-fvar(0)))

[State 600]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S50, 0

[State 600]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
animtype  = Light
damage    = 21, 0
guardflag = MA
pausetime = 8,10
sparkno = S7500
sparkxy = -10,-37
hitsound   = S100,3
guard.sparkno = S7800
guardsound = S100,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4
air.velocity = -2.5,-3.5
getpower = ceil(14*(1.0-fvar(0))), 0
givepower = 14, 0

[State 600]
type = ChangeState
trigger1 = var(0)
trigger1 = AnimElemTime(4) = 3
value = 660
ctrl = 1

;空中強パンチ--------------------------------------------------------------------------------------------------
[Statedef 620]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 620

[State 620]
type = PowerAdd
trigger1 = time = 0
value = ceil(56*(1.0-fvar(0)))

[State 620]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S50, 2

[State 620]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S0, 17
channel = 0

[State 620]
type = HitDef
trigger1 = !var(0)
trigger1 = animelem = 4
attr = A, NA
animtype  = Hard
damage    = 56, 0
guardflag = MA
pausetime = 10,15
sparkno = S7300
sparkxy = -20,-37
hitsound   = S100,2
guard.sparkno = S7800
guardsound = S100,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 25
ground.velocity = -4
air.velocity = -2.5,-3
getpower = ceil(56*(1.0-fvar(0))), 0
givepower = 56, 0

[State 620]
type = HitDef
trigger1 = var(0)
trigger1 = animelem = 4
attr = A, NA
animtype  = Hard
damage    = 56, 0
guardflag = MA
pausetime = 20,10
sparkno = S7300
sparkxy = -20,-37
hitsound   = S100,2
guard.sparkno = S7800
guardsound = S100,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 25
ground.velocity = -4
air.velocity = -0.5,7.5
fall = 1
getpower = ceil(56*(1.0-fvar(0))), 0
givepower = 56, 0

[State 620]
type = ChangeState
trigger1 = var(0)
trigger1 = AnimElemTime(7) = 18
value = 660
ctrl = 1

;空中弱キック--------------------------------------------------------------------------------------------------
[Statedef 630]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 630

[State 630]
type = PowerAdd
trigger1 = time = 0
value = ceil(14*(1.0-fvar(0)))

[State 630]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S50, 0

[State 630]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
animtype  = Light
damage    = 21, 0
guardflag = MA
pausetime = 8,15
sparkno = S7500
sparkxy = -10,-37
hitsound   = S100,3
guard.sparkno = S7800
guardsound = S100,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 25
ground.velocity = -4
air.velocity = -2.5,-3.5
getpower = ceil(14*(1.0-fvar(0))), 0
givepower = 14, 0

[State 630]
type = ChangeState
trigger1 = var(0)
trigger1 = AnimElemTime(4) = 3
value = 660
ctrl = 1

;空中中キック--------------------------------------------------------------------------------------------------
[Statedef 640]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 640

[State 640]
type = PowerAdd
trigger1 = time = 0
value = ceil(56*(1.0-fvar(0)))

[State 640]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S50, 1

[State 640]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S0, 18
channel = 0

[State 640]
type = HitDef
trigger1 = animelem = 4
attr = A, NA
animtype  = Medium
damage    = 56, 0
guardflag = MA
pausetime = 8,15
sparkno = S7600
sparkxy = -10,-37
hitsound   = S100,4
guard.sparkno = S7800
guardsound = S100,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4
air.velocity = -2.5,-3.5
getpower = ceil(21*(1.0-fvar(0))), 0
givepower = 42, 0

[State 640]
type = ChangeState
trigger1 = var(0)
trigger1 = AnimElemTime(6) = 6
value = 660
ctrl = 1

;空中大キック--------------------------------------------------------------------------------------------------
[Statedef 650]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 650

[State 650]
type = PowerAdd
trigger1 = time = 0
value = ceil(56*(1.0-fvar(0)))

[State 650]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S50, 2

[State 650]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S0, 19
channel = 0

[State 650]
type = HitDef
trigger1 = !var(0)
trigger1 = animelem = 3
attr = A, NA
animtype  = Hard
damage    = 118, 0
guardflag = MA
pausetime = 10,15
sparkno = S7100
sparkxy = -10,-37
hitsound   = S100,2
guard.sparkno = S7800
guardsound = S100,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4
air.velocity = -5.5,-3
getpower = ceil(56*(1.0-fvar(0))), 0
givepower = 56, 0

[State 650]
type = HitDef
trigger1 = var(0)
trigger1 = animelem = 3
attr = A, NA
animtype  = Hard
damage    = 118, 0
guardflag = MA
pausetime = 20,10
sparkno = S7100
sparkxy = -10,-37
hitsound   = S100,2
guard.sparkno = S7800
guardsound = S100,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 25
ground.velocity = -4
air.velocity = -5.5,7.5
fall = 1
getpower = ceil(56*(1.0-fvar(0))), 0
givepower = 56, 0

[State 650]
type = ChangeState
trigger1 = var(0)
trigger1 = AnimElemTime(7) = 5
value = 660
ctrl = 1

;落下--------------------------------------------------------------------------------------------------
[Statedef 660]
type    = A
movetype= I
physics = A
poweradd= 65
anim = 660

[State 660]
type = null
trigger1 = 1
;挑発------------------------------------------------------------------------------------------------------
[Statedef 700]
type = S
movetype = I
physics = S
anim = 700
ctrl = 0
velset = 0,0

[State 700]
type = PlaySnd
trigger1 = Animelemtime(3) = 0
value = S0, 0
channel = 0

[State 700]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;スーパージャンプ------------------------------------------------------------------------------------------------------
[Statedef 800]
type = A
physics = A
anim = 800
ctrl = 1

[State 800]
type = varset
trigger1 = time = 0
var(0) = 1

[State 800]
type = PlaySnd
trigger1 = time = 0
value = S20, 1

[State 800]
type = velset
trigger1 = time = 0
x = ifelse(command = "holdfwd",3,ifelse(command = "holdback",-1.6,0))
y = -14

[State 800]
type = Explod
trigger1 = time = 0
anim = 6100
ID = 6100
pos = 0, 0
postype = p1
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 3

[State 800]
type = Veladd
trigger1 = command = "holdfwd"
x = 0.1

[State 800]
type = Veladd
trigger1 = command = "holdback"
x = -0.1

[State 800]
type = changestate
trigger1 = pos Y >= 0
trigger1 = vel Y > 0
value = 52

;プリニー落とし------------------------------------------------------------------------------------------------------
[Statedef 3000]
type = S
movetype = A
physics = S
anim = 3000
ctrl = 0
velset = 0,0
sprpriority = 2

[State 3000]
type = AssertSpecial
trigger1 = time >= 6
flag = noBG
flag2 = noFG

[State 3000]
type = SuperPause
trigger1 = time = 6
time = 45
anim = -1
sound = S20,2
pos = -10,-50
movetime = 45
darken = 0
p2defmul = 1
poweradd = -1000

[State 3000]
type = Explod
trigger1 = time = 6
anim = 6300
ID = 6300
pos = 0, 0
postype = p1
bindtime = 1
removetime = -2
supermovetime = 7
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 3

[State 3000]
type = Explod
trigger1 = time = 6
anim = 2200
ID = 2200
pos = 0, 0
postype = back
bindtime = -1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = -3

[State 3000]
type = ModifyExplod
trigger1 = time = [6, 16]
ID = 2200
scale = 1.0 - (time - 6.00) * 0.05, 1.0 - (time - 6.00) * 0.05

[State 3000]
type = Explod
trigger1 = time = 6
anim = 2000
ID = 2000
pos = -10, -60
postype = p1
bindtime = -1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = 5

[State 3000]
type = PlaySnd
trigger1 = time = 6
value = S20, 2

[State 3000]
type = Explod
trigger1 = time = 44
anim = 2100
ID = 2100
pos = 0, 0
postype = back
bindtime = -1
removetime = 120
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = -5
removeongethit = 1

[State 3000]
type = PlaySnd
trigger1 = Animelemtime(6) = 0
value = S0, 1
channel = 0

[State 3000]
type = Helper
trigger1 = animelemtime(6) = 10
helpertype = normal
name = "prinny bomb EX"
ID = 3010
pos = -160+ceil(random/3), -300
postype = back
facing = 1
stateno = 3010
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[State 3000]
type = Helper
trigger1 = animelemtime(6) = 20
helpertype = normal
name = "prinny bomb EX"
ID = 3010
pos = -160+ceil(random/3), -300
postype = back
facing = 1
stateno = 3010
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[State 3000]
type = Helper
trigger1 = animelemtime(6) = 30
helpertype = normal
name = "prinny bomb EX"
ID = 3010
pos = -160+ceil(random/3), -300
postype = back
facing = 1
stateno = 3010
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[State 3000]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3010]
type = A
movetype = I
physics = N
anim = 3010
ctrl = 0
velset = 5,0
sprpriority = 2

[State 3010]
type = Helper
trigger1 = time = 20
trigger1 = random = [0,749]
trigger1 = root,movetype != H
helpertype = normal
name = "prinny bomb EX"
ID = 3010
pos = -200+ceil(random/3), -300
postype = back
facing = 1
stateno = 3010
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[State 3010]
type = Gravity
trigger1 = 1

[State 3010]
type = changestate
trigger1 = pos Y = [-119,0]
trigger1 = random < 50
trigger2 = pos Y > 0
value = 3020

[Statedef 3020]
type = A
movetype = A
physics = N
anim = 3025
ctrl = 0
velset = 0,0
sprpriority = 2

[State 3020]
type = PlaySnd
trigger1 = time = 0
value = S10, 2

[State 3020]
type = Explod
trigger1 = time = 0
anim = 3020
ID = 3020
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 4
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 3020]
type = HitDef
trigger1 = 1
attr = A,HP
hitflag = MAFD
guardflag = MA
animtype = Hard
air.animtype = Back
priority = 4,Hit
damage = 28,12
pausetime = 0, 20
guard.pausetime = 0, 10
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
air.hittime = 30
guard.ctrltime = 10
ground.velocity = 0, -6
guard.velocity = -2
air.velocity = 0, -6
airguard.velocity = 0, -6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 2
fall = 1
persistent = 0

[State 3020]
type = ModifyExplod
trigger1 = time = [0,9]
scale = 0.1*time, 0.1*time
ID = 3020

[State 3020]
type = ModifyExplod
trigger1 = time = [18,21]
scale = 1.0-(21.0-time)*0.3, 1.0-(21.0-time)*0.3
ID = 3020

[State 3020]
type = Destroyself
trigger1 = Animtime = 0

;セクシービーム------------------------------------------------------------------------------------------------------
[Statedef 3100]
type = U
movetype = A
physics = N
anim = 3100
ctrl = 0
velset = 0,0
sprpriority = 2

[State 3100]
type = AssertSpecial
trigger1 = time >= 6
flag = noBG
flag2 = noFG

[State 3100]
type = Explod
trigger1 = time = 6
anim = 6300
ID = 6300
pos = 0, 0
postype = p1
bindtime = 1
removetime = -2
supermovetime = 7
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 3

[State 3100]
type = SuperPause
trigger1 = time = 6
time = 45
anim = -1
sound = S20,2
pos = -10,-50
movetime = 45
darken = 0
p2defmul = 1
poweradd = -1000

[State 3100]
type = Explod
trigger1 = time = 6
anim = 2200
ID = 2200
pos = 0, 0
postype = back
bindtime = -1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = -3

[State 3100]
type = ModifyExplod
trigger1 = time = [6, 16]
ID = 2200
scale = 1.0 - (time - 6.00) * 0.05, 1.0 - (time - 6.00) * 0.05

[State 3100]
type = Explod
trigger1 = time = 6
anim = 2000
ID = 2000
pos = -10, -60
postype = p1
bindtime = -1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = 5

[State 3100]
type = PlaySnd
trigger1 = time = 6
value = S20, 2

[State 3100]
type = Explod
trigger1 = time = 44
anim = 2100
ID = 2100
pos = 0, 0
postype = back
bindtime = -1
removetime = 120
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = -5
removeongethit = 1

[State 3105]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 3101
ID = 3101
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, -1
accel = 0, -0.1
random = 0, 0
removetime = 40
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 3100]
type = PlaySnd
trigger1 = Animelemtime(3) = 0
value = S0, 2
channel = 0

[State 3100]
type = changestate
trigger1 = AnimTime = 0
value = 3105

[Statedef 3105]
type = U
movetype = A
physics = N
anim = 3105
ctrl = 0
velset = 0,0
sprpriority = 2

[State 3105]
type = ScreenBound
trigger1 = 1
value = 0

[State 3105]
type = AfterImage
trigger1 = time = 0
length = 40
PalBright   = 0, 0, 0
PalContrast = 256, 256, 256
PalAdd      = 0, 0, 0
PalMul      = 1,1, 1
TimeGap  = 1
FrameGap = 20
Trans = Add1
time = 100

[State 3105]
type = posadd
trigger1 = animelemtime(1) = 0
x = -80
y = -50

[State 3105]
type = posadd
trigger1 = animelemtime(2) = 0
x = 40
y = -25

[State 3105]
type = posadd
trigger1 = animelemtime(3) = 0
x = 40
y = 30

[State 3105]
type = posadd
trigger1 = animelemtime(4) = 0
x = 40
y = -30

[State 3105]
type = posadd
trigger1 = animelemtime(5) = 0
x = 40
y = 30

[State 3105]
type = posadd
trigger1 = animelemtime(6) = 0
x = -80
y = 50

[State 3105]
type = PlaySnd
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
trigger4 = animelemtime(4) = 0
trigger5 = animelemtime(5) = 0
value = S10, 0

[State 3105]
type = PlaySnd
trigger1 = animelemtime(1) = 0
value = S0, 4

[State 3105]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = S0, 5

[State 3105]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S0, 6

[State 3105]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S0, 7

[State 3105]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = S0, 8

[State 3105]
type = Explod
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
trigger4 = animelemtime(4) = 0
trigger5 = animelemtime(5) = 0
anim = 3130
ID = 3130
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ontop = 0
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State 3105]
type = Helper
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
trigger4 = animelemtime(4) = 0
trigger5 = animelemtime(5) = 0
helpertype = normal
name = "beam"
ID = 3120
pos = 0, -50
postype = p1
facing = 1
stateno = 3120
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0

[State 3105]
type = Gravity
trigger1 = animelemtime(6) > 0

[State 3105]
type = changestate
trigger1 = pos Y >= 0
value = 3110

[Statedef 3110]
type = S
movetype = I
physics = S
anim = 3110
ctrl = 0
velset = 0,0
sprpriority = 2

[State 3110]
type = posset
trigger1 = 1
y = 0

[State 3110]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3120]
type    = A
movetype= A
physics = N
anim = 3125
ctrl = 0

[State 3120]
type = PlaySnd
trigger1 = time = 0
value = S10, 1

[State 3120]
type = Explod
trigger1 = time = 0
anim = 3121
ID = 3121
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 4
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 3120]
type = Explod
trigger1 = time = 0
anim = 3120
ID = 3120
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 2.0, 0.5
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State 3120]
type = HitDef
trigger1 = animelem = 4
attr = A,HP
hitflag = MAFD
guardflag = MA
animtype = Hard
air.animtype = Back
priority = 4,Hit
damage = 50,20
pausetime = 0, 20
guard.pausetime = 0, 10
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
air.hittime = 30
guard.ctrltime = 10
ground.velocity = 0, -6
guard.velocity = -2
air.velocity = 0, -6
airguard.velocity = 0, -6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 2
fall = 1
persistent = 0

[State 3120]
type = destroyself
trigger1 = Animtime = 0

;槍-----------------------------------------------------------------------------
[Statedef 6000]
type    = S
movetype= I
physics = N
ctrl = 0
sprpriority = -1

[State 6000]
type = ChangeAnim
trigger1 = Anim != 6000
trigger1 = parent,statetype != C
value = 6000

[State 6000]
type = ChangeAnim
trigger1 = Anim != 6001
trigger1 = parent,statetype = C
value = 6001

[State 6000]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0, 0

[State 6000]
type = AssertSpecial
trigger1 = parent,stateno = 200
trigger2 = parent,stateno = 210
trigger3 = parent,stateno = 220
trigger4 = parent,stateno = 230
trigger5 = parent,stateno = 240
trigger6 = parent,stateno = 400
trigger7 = parent,stateno = 410
trigger8 = parent,stateno = 420
trigger9 = parent,stateno = 430
trigger10 = parent,stateno = 450
trigger11 = parent,stateno = 600
trigger12 = parent,stateno = 620
trigger13 = parent,stateno = 630
trigger14 = parent,stateno = 650
trigger15 = parent,stateno = [3100,3120]
flag = invisible

[Statedef -2]
;コンボ補正-------------------------------------------------------------------------
[State -2]
type = AttackMulSet
triggerall = NumEnemy
triggerall = Alive
trigger1 = Enemy,movetype != H
value = 1.00

[State -2]
type = AttackMulSet
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 4
value = 0.92

[State -2]
type = AttackMulSet
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 5
value = 0.85

[State -2]
type = AttackMulSet
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 6
value = 0.80

[State -2]
type = AttackMulSet
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 7
value = 0.73

[State -2]
type = AttackMulSet
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 8
value = 0.50

[State -2]
type = AttackMulSet
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 9
value = 0.42

[State -2]
type = AttackMulSet
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 10
value = 0.35

[State -2]
type = AttackMulSet
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 11
value = 0.30

[State -2]
type = AttackMulSet
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 12
value = 0.23

[State -2]
type = AttackMulSet
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 13
value = 0.16

[State -2]
type = AttackMulSet
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 14
value = 0.12

[State -2]
type = AttackMulSet
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 15
value = 0.05

[State -2]
type = AttackMulSet
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) = 16
value = 0.02

[State -2]
type = AttackMulSet
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) >= 17
value = 0.000001

;HCゲージ補正---------------------------------------------------------------------
;実際どんな感じで増えるのか分からなかったので1ヒットごとに8％づつ減少（最低1）
[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
trigger1 = Enemy,movetype != H
fvar(0) = 0

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) >= 3
trigger1 = Enemy,GetHitVar(HitCount) <= 15
fvar(0) = (Enemy,GetHitVar(HitCount)-2)*0.08

[State -2]
type = varset
triggerall = NumEnemy
triggerall = Alive
triggerall = Enemy,movetype = H
trigger1 = Enemy,GetHitVar(HitCount) >= 16
fvar(0) = 0.96

;DANGER補正---------------------------------------------------------------------
[State -2]
type = varset
trigger1 = movetype != H
var(1) = life

[State -2]
type = lifeadd
trigger1 = life <= lifemax / 4
trigger1 = life > lifemax / 7.5
trigger1 = movetype = H
trigger1 = Alive
value = ceil((var(1) - life)*0.25)

[State -2]
type = lifeadd
trigger1 = life <= lifemax / 7.5
trigger1 = movetype = H
trigger1 = Alive
value = ceil((var(1) - life)*0.375)

[State -2]
type = varset
trigger1 = movetype = H
var(1) = life
;ダメージボイス---------------------------------------------------------------------
[State -2]
type = playsnd
triggerall = (RoundState = 2)
triggerall = Alive
trigger1 = (Stateno = 5000) && (MoveType = H) && (Time = 1)
trigger2 = (Stateno = 5010) && (MoveType = H) && (Time = 1)
trigger3 = (Stateno = 5020) && (MoveType = H) && (Time = 1)
trigger4 = (Stateno = 5070) && (MoveType = H) && (Time = 1)
value = S1, random%4
channel = 1

;着地のホコリ-------------------------------------------------------------
[State -2]
type = Explod
triggerall = Numexplod(6200) = 0
trigger1 = stateno = 52
trigger2 = stateno = 106
anim = 6200
ID = 6200
pos = 0, 0
postype = p1
bindtime = 1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 2
removeongethit = 1

;槍------------------------------------------------------------------
[State -2]
type = Helper
trigger1 = numhelper(6000) = 0
helpertype = normal
name = "Yari"
ID = 6000
pos = 0, 0
postype = p1
facing = 1
stateno = 6000
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

;デバッグ表示---------------------------------------------------------
[State -2]
type = DisplayToClipboard
trigger1 = 1
text = "%d,%f,%d"
params = var(1), fvar(0), Enemy,GetHitVar(HitCount)
