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;-------------------------------------------------------------------------------
[Statedef 200]
type     = S
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = ChangeAnim
triggerall = palno <= 6
trigger1 = Anim = 0 && AnimTime = 0
value = 0

[State 200] 
type = PlaySnd
trigger1 = time = 1
value = 200,4

[State 200]
type = Projectile
trigger1 = time = 1
trigger1 = var(59) = 1
projID = 200
projanim = 1
projhitanim = 1
projremanim = 1
projcancelanim = 1
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 10, 0
remvelocity = 0, 0
accel = 0.7, 0
velmul = 0.7, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 1
offset = 10, -10
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 100,70
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = 0
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 200

[State 200]
type = Projectile
trigger1 = time = 1
trigger1 = var(59) = 0
projID = 200
projanim = 1
projhitanim = 1
projremanim = 1
projcancelanim = 1
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 10, 0
remvelocity = 0, 0
accel = 0.7, 0
velmul = 0.7, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 1
offset = 10, -10
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 85,50
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = 0
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 200

[State 200]
type = Ctrlset
triggerall = Var(59) = 0
trigger1 = time = 50
value = 1

[State 200]
type = Ctrlset
triggerall = Var(59) = 1
trigger1 = time = 30
value = 1
;-------------------------------------------------------------------------------
[Statedef 300]
type     = S
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = ChangeAnim
triggerall = palno <= 6
trigger1 = Anim = 0 && AnimTime = 0
value = 0

[State 300] 
type = PlaySnd
trigger1 = time = 1
value = 200,0

[State 300]
type = Projectile
trigger1 = time = 1
projID = 300
projanim = 2
projhitanim = 2
projremanim = 2
projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 10, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 1
offset = 10, -11
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 15,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = 0
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 300

[State 300]
type = Projectile
trigger1 = time = 5
projID = 310
projanim = 2
projhitanim = 2
projremanim = 2
projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 10, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 1
offset = 10, -9
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 10,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = 0
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 310

[State 300]
type = Projectile
trigger1 = time = 9
trigger1 = var(59) = 1
projID = 330
projanim = 2
projhitanim = 2
projremanim = 2
projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 10, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 1
offset = 10, -11
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 10,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 1
sparkno = 0
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 330

[State 300]
type = Ctrlset
triggerall = Var(59) = 0
trigger1 = time = 20
value = 1

[State 300]
type = Ctrlset
triggerall = Var(59) = 1
trigger1 = time = 30
value = 1
;------------------------------------------------------------------------------------------------------
[Statedef 400]
type     = S
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = ChangeAnim
triggerall = palno <= 6
trigger1 = Anim = 0 && AnimTime = 0
value = 0

[State 400] 
type = PlaySnd
trigger1 = time = 1
value = 200,5

[State 400]
type = Projectile
trigger1 = time = 1
projID = 400
projanim = 1300
;projhitanim = 5110
;projremanim = 5110
;projcancelanim = 1
projscale = 1, 1
projremove = 1
projremovetime = 13
velocity = 10, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 4
projedgebound = 100
projstagebound = 100
projheightbound = -240, 1
offset = -20, -5
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 75,40
animtype = hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 400

[State 400]
type = Projectile
trigger1 = time = 4
projID = 400
projanim = 1310
;projhitanim = 5110
;projremanim = 5110
;projcancelanim = 1
projscale = 1, 1
projremove = 0
projremovetime = -1
velocity = 10, 0
remvelocity = 0, 0
accel = 1, 0
velmul = 1.5, 1
projhits = 1
projmisstime = 0
projpriority = 50
projsprpriority = 2
projedgebound = 200
projstagebound = 200
projheightbound = -240, 1
offset = 2, -15
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 75,40
animtype = hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 400

[State 400]
type = Ctrlset
triggerall = Var(59) = 0
trigger1 = time = 90
value = 1

[State 400]
type = Ctrlset
triggerall = Var(59) = 1
trigger1 = time = 50
value = 1

;-----------------------------------------------------------------------------------------------------
[Statedef 500]
type     = S
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = ChangeAnim
triggerall = palno <= 6
trigger1 = Anim = 0 && AnimTime = 0
value = 0

[State 3] 
type = PlaySnd
trigger1 = time = 1
trigger2 = time = 5
trigger3 = time = 10
trigger4 = time = 15
trigger5 = time = 19
value = 200,0

[State 500]
type = Projectile
trigger1 = time = 1
trigger2 = time = 10
trigger3 = time = 19
projID = 500
projanim = 1100
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 5, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 500

[State 500]
type = Projectile
trigger1 = time = 1
trigger2 = time = 10
trigger3 = time = 19
projID = 500
projanim = 1100
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = -5, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 500

[State 500]
type = Projectile
trigger1 = time = 1
trigger2 = time = 10
trigger3 = time = 19
projID = 500
projanim = 1102
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 0, -5
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 500

[State 500]
type = Projectile
trigger1 = time = 1
trigger2 = time = 10
trigger3 = time = 19
projID = 500
projanim = 1106
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 0, 5
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 500

[State 500]
type = Projectile
trigger1 = time = 5
trigger2 = time = 15
projID = 500
projanim = 1101
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 4.4, -4.4
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 500

[State 500]
type = Projectile
trigger1 = time = 5
trigger2 = time = 15
projID = 500
projanim = 1107
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 4.4, 4.4
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low 
air.velocity = -1,-1
air.hittime = 3
id = 500

[State 500]
type = Projectile
trigger1 = time = 5
trigger2 = time = 15
projID = 500
projanim = 1107
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = -4.4, 4.4
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low 
air.velocity = -1,-1
air.hittime = 3
id = 500

[State 500]
type = Projectile
trigger1 = time = 5
trigger2 = time = 15
projID = 500
projanim = 1101
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = -4.4, -4.4
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low 
air.velocity = -1,-1
air.hittime = 3
id = 500

[State 400]
type = Ctrlset
triggerall = Var(59) = 0
trigger1 = time = 80
value = 1

[State 400]
type = Ctrlset
triggerall = Var(59) = 1
trigger1 = time = 75
value = 1
;-------------------------------------------------------------------------------
[Statedef 600]
type     = S
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = ChangeAnim
triggerall = palno <= 6
trigger1 = Anim = 0 && AnimTime = 0
value = 0

[State 600] 
type = PlaySnd
trigger1 = time = 1
value = 100,1

[State 600]
type = Projectile
trigger1 = time = 1
trigger1 = var(59) = 1
projID = 600
projanim = 3
;projhitanim = 1
;projremanim = 1
;projcancelanim = 1
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 5, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 5
projedgebound = 50
projstagebound = 50
projheightbound = -240, 1
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 85,40
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = 0
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s100,2
guardsound = s200,2
ground.type = high
ground.slidetime = 7
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 600

[State 600]
type = Projectile
trigger1 = time = 1
trigger1 = var(59) = 0
projID = 601
projanim = 3
;projhitanim = 1
;projremanim = 1
;projcancelanim = 1
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 5, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 5
projedgebound = 50
projstagebound = 50
projheightbound = -240, 1
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 65,35
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = 0
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s100,2
guardsound = s200,2
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 601

[State 200]
type = Ctrlset
triggerall = Var(59) = 0
trigger1 = time = 40
value = 1

[State 200]
type = Ctrlset
triggerall = Var(59) = 1
trigger1 = time = 30
value = 1
;-------------------------------------------------------------------------------
[Statedef 700];尖兵こっちみんなｗ
type     = S
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = ChangeAnim
triggerall = palno = 7
trigger1 = Anim = 200 && AnimTime = 0
value = 200

[State 600] 
type = PlaySnd
trigger1 = time = 1
value = 500,2

[State 200]
type = Projectile
triggerall = Life > 1000000
trigger1 = time = 1
;trigger1 = var(59) = 1
projID = 700
projanim = 4
;projhitanim = 1
;projremanim = 1
;projcancelanim = 1
projscale = 1, 1
projremove = 0
projremovetime = -1
velocity = 5.5, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 100
projsprpriority = 5
projedgebound = 50
projstagebound = 50
projheightbound = -240, 1
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 80,50
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s500,3
guardsound = s500,4
ground.type = high
ground.slidetime = 2
ground.hittime  = 10
ground.velocity = -4,4
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 700

[State 200]
type = Projectile
triggerall = Life < 1000000
trigger1 = time = 1
;trigger1 = var(59) = 1
projID = 700
projanim = 1500
projhitanim = 1510
projremanim = 1510
projcancelanim = 1510
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 5, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 100
projsprpriority = 5
projedgebound = 50
projstagebound = 50
projheightbound = -240, 1
offset = 0, -17
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 70,40
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s500,3
guardsound = s500,4
ground.type = high
ground.slidetime = 2
ground.hittime  = 10
ground.velocity = -4,4
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 700

[State 200]
type = Ctrlset
triggerall = Var(59) = 0
trigger1 = time = 35
value = 1

[State 200]
type = Ctrlset
triggerall = Var(59) = 1
trigger1 = time = 25
value = 1
;-------------------------------------------------------------------------------
[Statedef 900];6P用クナイ
type     = S
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 900, 2] 
type = changeanim
trigger1 = palno = 6
value = 0

[State 300, 2] 
type = PlaySnd
trigger1 = time = 4
trigger2 = time = 9
trigger3 = time = 14
value = 200,0

[State 900,a]
type = Projectile
trigger1 = time = 4
trigger2 = time = 9
trigger3 = time = 14
projID = 900
projanim = 2
projhitanim = 2
projremanim = 2
projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 10, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 1
offset = 10, -11
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 10,5
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 1
sparkno = 0
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 900

[State 200 , 人操作用]
type = Ctrlset
triggerall = Var(59) = 0
trigger1 = time = 15
value = 1
;-------------------------------------------------------
[Statedef 901];6P用ビーム
type     = S
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 900, 2] 
type = changeanim
trigger1 = palno = 6
value = 0

[State 400, 2] 
type = PlaySnd
trigger1 = time = 1
value = 200,5

[State 400,弾]
type = Projectile
trigger1 = time = 1
projID = 400
projanim = 1300
;projhitanim = 5110
;projremanim = 5110
;projcancelanim = 1
projscale = 1, 1
projremove = 1
projremovetime = 13
velocity = 10, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 0, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 4
projedgebound = 100
projstagebound = 100
projheightbound = -240, 1
offset = -20, -5
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 75,40
animtype = hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 400

[State 400,弾]
type = Projectile
trigger1 = time = 4
projID = 901
projanim = 1310
;projhitanim = 5110
;projremanim = 5110
;projcancelanim = 1
projscale = 1, 1
projremove = 0
projremovetime = -1
velocity = 10, 0
remvelocity = 0, 0
accel = 1, 0
velmul = 1.5, 1
projhits = 1
projmisstime = 0
projpriority = 50
projsprpriority = 2
projedgebound = 200
projstagebound = 200
projheightbound = -240, 1
offset = 2, -15
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 75,40
animtype = hard
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 901

[State 200 , 人操作用]
type = Ctrlset
triggerall = Var(59) = 0
trigger1 = time = 45
value = 1
;-------------------------------------------------------
[Statedef 902];6P用ばらまき
type     = S
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
poweradd = 0
sprpriority = 2

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 900, 2] 
type = changeanim
trigger1 = palno = 6
value = 0

[State 300, 2] 
type = PlaySnd
trigger1 = time = 1
trigger2 = time = 5
trigger3 = time = 10
trigger4 = time = 15
trigger5 = time = 19
trigger6 = time = 25
trigger7 = time = 35
trigger8 = time = 45
trigger9 = time = 28
trigger10 = time = 37
value = 200,0

[State 500,6]
type = Projectile
trigger1 = time = 1
trigger2 = time = 10
trigger3 = time = 19
trigger4 = time = 28
trigger5 = time = 37
projID = 902
projanim = 1100
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 5, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 902

[State 500,4]
type = Projectile
trigger1 = time = 1
trigger2 = time = 10
trigger3 = time = 19
trigger4 = time = 28
trigger5 = time = 37
projID = 902
projanim = 1100
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = -5, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 902

[State 500,8]
type = Projectile
trigger1 = time = 1
trigger2 = time = 10
trigger3 = time = 19
trigger4 = time = 28
trigger5 = time = 37
projID = 902
projanim = 1102
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 0, -5
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 902

[State 500,2]
type = Projectile
trigger1 = time = 1
trigger2 = time = 10
trigger3 = time = 19
trigger4 = time = 28
trigger5 = time = 37
projID = 902
projanim = 1106
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 0, 5
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 902

[State 500,9]
type = Projectile
trigger1 = time = 5
trigger2 = time = 15
trigger3 = time = 25
trigger4 = time = 35
trigger5 = time = 45
projID = 902
projanim = 1101
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 4.4, -4.4
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -1,-1
air.hittime = 3
id = 902

[State 500,3]
type = Projectile
trigger1 = time = 5
trigger2 = time = 15
trigger3 = time = 25
trigger4 = time = 35
trigger5 = time = 45
projID = 902
projanim = 1107
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = 4.4, 4.4
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low 
air.velocity = -1,-1
air.hittime = 3
id = 902

[State 500,1]
type = Projectile
trigger1 = time = 5
trigger2 = time = 15
trigger3 = time = 25
trigger4 = time = 35
trigger5 = time = 45
projID = 902
projanim = 1107
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = -4.4, 4.4
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low 
air.velocity = -1,-1
air.hittime = 3
id = 902

[State 500,7]
type = Projectile
trigger1 = time = 5
trigger2 = time = 15
trigger3 = time = 25
trigger4 = time = 35
trigger5 = time = 45
projID = 902
projanim = 1101
;projhitanim = 2
;projremanim = 2
;projcancelanim = 2
projscale = 1, 1
projremove = 1
projremovetime = -1
velocity = -4.4, -4.4
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 2
projedgebound = 50
projstagebound = 50
projheightbound = -240, 50
offset = 0, -16
postype = p1
projshadow = 0, 0, 0
supermovetime = 0
pausemovetime = 0
attr = S, SP
damage = 14,10
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0, 2
sparkno = -1
guard.sparkno = 40
sparkxy = -10, 0
hitsound = s200,1
guardsound = s200,2
ground.type = low
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -1,0
airguard.velocity = -1,-1
air.type = Low 
air.velocity = -1,-1
air.hittime = 3
id = 902

[State 200 , 人操作用]
type = Ctrlset
triggerall = Var(59) = 0
trigger1 = time = 180
value = 1
;-------------------------------------------------------
[Statedef 1030]
type = S
movetype = I
physicd = S
anim = 1030
velset = 0,0
ctrl = 0
juggle = 1

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1030, a]
type = VarRandom
trigger1 = Time = 0
v = 55
range = 0,335

[State 1030, c]
type = PlaySnd
trigger1 = time = 1
value = s500, 1

[State 1030, d]
type = ChangeState
trigger1 = AnimTime = 0
value = 1040
;----------
[Statedef 1040]
type = S
movetype = I
physics = S
anim = 1040

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1040, a]
type = PosSet
trigger1 = Time = 0
X = var(55)-160

[State 1040, c]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 1010]
type = S
movetype = I
physicd = S
anim = 1010
velset = 0,0
ctrl = 0
juggle = 1

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1010, a]
type = VarRandom
trigger1 = Time = 0
v = 56
range = 0,335

[State 1010, c]
type = PlaySnd
trigger1 = animtime = -1
value = s500, 1

[State 1010, d]
type = ChangeState
trigger1 = AnimTime = 0
value = 1020
;----------
[Statedef 1020]
type = S
movetype = I
physics = S
anim = 1020

[State 1020, a]
type = PosSet
trigger1 = Time = 0
X = var(56)-160

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1020, c]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1011]
type = S
movetype = I
physicd = S
anim = 1010
velset = 0,0
ctrl = 0
juggle = 1

[State 1011]
type = PlaySnd
trigger1 = animtime = -1
value = s500, 1

[State 1011]
type = ChangeState
trigger1 = AnimTime = 0
value = 1022
;----------
[Statedef 1022]
type = S
movetype = I
physics = S
anim = 1020

[State 1022]
type = PosAdd
trigger1 = time = 0
x = 380
y = -5

[State 1022]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
[Statedef 995]
type = S
movetype= I
physics = N
anim = 1520
ctrl = 0

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 1
persistent = 0
anim = 20500
ID = 20500
postype = front
pos = ifelse(facing=-1,0,-320),0
scale = 1.1,1.1
ontop = 1
ownpal = 1
sprpriority = 0
bindtime = -1
removetime = 373
removeongethit = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1

[State 600, 2] 
type = PlaySnd
trigger1 = time = 0
value = 1500,13
ignorehitpause = 1

[State 1000]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = nobardisplay
ignorehitpause = 1

[State 1000]
type = ChangeState
trigger1 = time = 373
value = 999
ignorehitpause = 1

;-------------------------------------------------------------------------------
[Statedef 999];ファイナル
type = S
movetype= I
physics = N
anim = 1520
ctrl = 0

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 600, 2] 
type = PlaySnd
trigger1 = time = 193
value = 5900,1
freqmul = 1.1
ignorehitpause = 1

[State 600, 2] 
type = PlaySnd
trigger1 = time = 210
value = 1500,11
ignorehitpause = 1

[State 1510];豪
type = PlaySnd
trigger1 = time = 235
value = 20000,4
ignorehitpause = 1

[State 1000]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = nobardisplay
ignorehitpause = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 1
persistent = 0
anim = 21000
ID = 21000
postype = front
pos = ifelse(facing=-1,0,-320),0
scale = 1.1,1.1
ontop = 1
ownpal = 1
sprpriority = 0
bindtime = -1
;removetime = 
removeongethit = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1

[State 1000]
type = ChangeState
trigger1 = time = 257
value = 1000
ignorehitpause = 1

;-------------------------------------------------------------------------------
[Statedef 1000]
type = S
movetype = I
physics = S
ctrl = 0
anim = 10000
velset = 0,0
poweradd = -1000
sprpriority = 2

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1000]
type = ReversalDef
trigger1 = time >= 7
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,0
sparkno = -1
sparkxy = 999,999
hitsound = -1
p1stateno = 1200
p2stateno = 1250
ignorehitpause = 1

[State 1000]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = nobardisplay
ignorehitpause = 1

[State 600, 2] 
type = PlaySnd
trigger1 = time = 2
value = 20000,2
ignorehitpause = 1

[State 1100, エフェクト表示];槍がどっかん
type = Explod
trigger1 = time = 0
persistent = 0
anim = 21001
ID = 21001
postype = front
pos = ifelse(facing=-1,0,-320),0
scale = 1.1,1.1
ontop = 1
ownpal = 1
sprpriority = 0
bindtime = -1
removetime = 90
removeongethit = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 1

[State 10000, 背景];フラッシュ
type = AllPalFX
trigger1 = time = 25
time = 10
add = time*4,time*4,time*4
mul = 256,256,256
sinadd = 256,256,256,10
invertall = 0
color = 256
ignorehitpause = 1

[State 10000, どーん]
type = EnvShake
trigger1 = time = 15
trigger2 = time = 20
time = 12
freq = 90
ampl = -50
phase = 0
ignorehitpause = 1

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ignorehitpause = 1

[Statedef 1200]
type = S
movetype = I
physics = S
ctrl = 0
anim = 12000
velset = 0,0
sprpriority = 2

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1200]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,0
sparkno = -1
sparkxy = 999,999
hitsound = -1
p2stateno = 1300
ignorehitpause = 1

[State 1200]
type = changestate
trigger1 = time > 100
trigger2 = p2stateno = 1300
value = 0
ctrl = 1
ignorehitpause = 1

[State 1000]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = nobardisplay
ignorehitpause = 1

[Statedef 1250]
type    = U
movetype= I
physics = N
poweradd= 0
velset = 0,0
ctrl = 0

[State 1]
type = selfstate
triggerall = name = "kedama"
trigger1 = var(20)!=gametime + 12345
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ctrl = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1250,selfstate]
type = changestate
trigger1 = !ishelper
value = 1300
ignorehitpause = 1

[State 1250,varset]
type = varset
trigger1 = var(44) = 0
var(44) = anim
ignorehitpause = 1

[State 1250,c]
type = Projectile
trigger1 = time = 0
projID = 12500
projanim = ifelse(var(44) != 0,var(44),anim)
projscale = 1, 1
projremovetime = 3
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 2
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 2000
projstagebound = 2000
projheightbound = -9999, 9999
offset = 0, 5000
postype = p2
projshadow = 0, 0, 0
supermovetime = 99999
pausemovetime = 99999
attr = A, HT
affectteam = F
damage = 0,0
hitflag = MAFD
p1stateno = prevstateno
p2stateno = prevstateno
ignorehitpause = 1

[State 1250,c]
type = Projectile
triggerall = var(44) != 0
trigger1 = time > 15
trigger1 = time%2 = 0
projID = 12500
projanim = var(44)
projscale = 1, 1
projremove = 0
projremovetime = 50000
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 4
projsprpriority = 2
projedgebound = 2000
projstagebound = 2000
projheightbound = -9999, 9999
offset = 0, 5000
postype = p2
projshadow = 0, 0, 0
supermovetime = 99999
pausemovetime = 99999
attr = A, HT
affectteam = F
damage = 0,0
hitflag = MAFD
p1stateno = 50
p2stateno = prevstateno
ignorehitpause = 1

[State 1250,Changeanim]
type = changeanim2
trigger1 = time = 1
value = 12500
ignorehitpause = 1

[State 1250,destroyself]
type = destroyself
triggerall = ishelper
trigger1 = root,stateno = 1300 || root,stateno = 5050
trigger2 = time > 20
ignorehitpause = 1

