; これはカンフーマンのＣＮＳファイルです。
; コメントを参考にしてＣＮＳを理解してください

; これはKFMの定数と状態のファイルです。
; 絶対記入し、削除はしないでください。
[Data]
  ;体力ゲージの初期値
life = 1000
  ;攻撃力（これ以上に設定すると強くなる）
attack = 100
  ;防御力（これ以上に設定すると強くなる）
defence = 100
  ;コンボをくらっている時にあがる防御力
fall.defence_up = 70
  ;倒れてから起上がるまでのフレーム数
liedown.time = 0
  ;空中でどれだけコンボが繋がるか（高くすると無限コンボになるので注意）
airjuggle = 25
  ;hitdefで設定していない時の基本ヒットスパークナンバー
sparkno = 2
  ;設定してない時のガードナンバー
guard.sparkno = 40
  ;KOした時に声にエコーをかけるか（１でＯＮ）
KO.echo = 0
 volume = 0
  IntPersistIndex = 0
FloatPersistIndex = 40
power = 4000



[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 16    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 125          ;キャラの高さ
attack.dist = 320    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 50;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 0     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = 0, -118   ;頭の大体の座標
mid.pos = -4, -86    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 4.4      ;前進の速度
walk.back = -4.4     ;後退の速度
run.fwd  = 8.2130434, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -8.5,-3.8 ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-9.8    ;垂直ジャンプの速度
jump.back = -5.05,2    ;後ジャンプの速度
jump.fwd = 5.0,2       ;前ジャンプの速度
runjump.back = -4.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 6,-8.1      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .57         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

; TS
[Statedef 19000]
type    = S
movetype= H
physics = N
velset = 0,0


[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 0, LifeAdd]
type = LifeAdd
trigger1 = 1
value = -1
kill = 1
absolute = 0
;ignorehitpause =
;persistent =


[State -1]
type = palfx
trigger1 = 1
time = 1
add = 0,50,240
mul = 124,250,150
sinadd = 24,24,24,2
color = 1
ignorehitpause = 1

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

; TS
[Statedef 19001]
type    = S
movetype= H
physics = S

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State -1]
type = palfx
trigger1 = 1
time = 1
add = 0,50,240
mul = 124,250,150
sinadd = 24,24,24,2
color = 1
ignorehitpause = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1




; TS
[Statedef 19030]
type    = A
movetype= H
physics = N
ctrl = 0

[State -1]
type = palfx
trigger1 = 1
time = 1
add = 0,50,240
mul = 124,250,150
sinadd = 24,24,24,2
color = 1
ignorehitpause = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 19050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 19035

; TS
[Statedef 19035]
type    = A
movetype= H
physics = N

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 19050

; TS
[Statedef 19050]
type    = A
movetype= H
physics = N

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

; SG
[Statedef 150]
type    = S
movetype= I ;H
physics = N
velset = 0,0
;anim = 150

[State 1400] 
type = null;superpause 
trigger1 = time = 0 
time = 3
movetime = 3
anim = -1
darken = 0


[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150
ignorehitpause = 1
persistent = 0

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151

[State 150, 3]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SG
[Statedef 151]
type    = S
movetype= I ;H
physics = S
;anim = 150


[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CG
[Statedef 152]
type    = C
movetype= I ;H
physics = N
velset = 0,0
;anim = 151


[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151
ignorehitpause = 1
persistent = 0

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 153

[State 152, 4]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CG
[Statedef 153]
type    = C
movetype= I ;H
physics = C
;anim = 151


[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AG
[Statedef 154]
type    = A
movetype= I ;H
physics = N
velset = 0,0



[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152


[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AG
[Statedef 155]
type    = A
movetype= I ;H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (Vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = Command != "holdback"
value = 52

[State 155, 8]
type = ChangeState
trigger1 = sysvar(0)
value = 130




; JU
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
triggerall = var(30) != 1
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State -1, AI]
Type = ChangeState
triggerall = var(30) = 1
Trigger1 = Time = 0
Value = 0
Ctrl = 1
IgnoreHitPause = 1




; RU
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1


[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State -2, a];点滅
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100, 1]
type = VelSet
trigger1 = animelem = 3;1
x = 6;const(velocity.run.fwd.x)

[State 100, 1]
type = VelSet
trigger1 = animelem = 15
x = 0

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 14,>=0
value = 101

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; RU
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1


[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0




;---------------------------------------------------------------------------
; RU
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1


[State 191, 3]
type = null;PlaySnd
trigger1 = Time= 0
value = 100, 0
loop = 1
channel = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
;---------------------------------------------------------------------------
; RU
[Statedef 101]
type    = S
physics = S
ctrl = 0
anim = 101
velset = 0,0


[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 102

; JU
[Statedef 102]
type    = A
physics = A
ctrl = 1
anim = 102
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -3.8

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

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 103


; RU
[Statedef 103]
type    = S
physics = N
ctrl = 0
anim = 103
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 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
;---------------------------------------------------------------------------
; RU
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0


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

; JU
[Statedef 106]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

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

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107


; RU
[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

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

;---------------------------------------------------------------------------
;OUT
[Statedef 180]
type = S
ctrl = 0
anim = 186
velset = 0,0

;[State 191, 3];斬る
;type = PlaySnd
;trigger1 = animelem = 5
;value = 240,0

[State 1000, 5];出血
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1


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

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
;IN
; IN
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0



[state a]
type = changestate
trigger1 = time = 1
trigger1 = var(1) = 1
value = 192

[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0



[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;---------------------------------------------------------------------------
;IN
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0


[State 1]
type = removeexplod
trigger1 = 1
ID = 8200

[State 191, 3];さなぎをやぶり
type = PlaySnd
trigger1 = animelem = 10
value = 193,0

[State 191, 3];蝶は舞う
type = PlaySnd
trigger1 = animelem = 27
value = 193,1

[State 191, 3];火柱
type = PlaySnd
trigger1 = animelem = 27
value = 193,2

;[State 191, 3];火柱
;type = PlaySnd
;trigger1 = animelem = 29
;value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelem = 27
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0



[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0



;---------------------------------------------------------------------------
; IN
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[state a]
type = varset
trigger1 = time = 0
v = 30
value =1

[State 191, 3];
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 196

;[State 1301, 0]
;type = null;HitOverride
;trigger1 = 1;AnimElem = 1, >= 0 && AnimElem = 6, < 0
;slot = 2
;time = 1
;attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
;stateno = 14111
;ignorehitpause = 1


[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; IF
[Statedef 22151]
anim = 22152

[State 8000]
type = varadd
trigger1 = var(0) < 360
var(0) = (random%4)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, Explod]
type = Explod
trigger1 = timemod = 10,0
anim =  22151
ID = 22151
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 8000]
type = varset
trigger1 = var(0) >= 360
var(0) = 0



[State 8000]
type = bindtoroot
trigger1 = 1
pos = const(size.mid.pos.x)+(-sin((pi/180)*var(0)))*65, const(size.mid.pos.y)+(cos((pi/180)*var(0)))*65
facing = 1
;---------------------------------------------------------------------------
; IF
[Statedef 22152]
anim = 22152

[State 8000]
type = varadd
trigger1 = var(0) < 360
var(0) = (random%4)
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 0, Explod]
type = Explod
trigger1 = timemod = 10,0
anim =  22151
ID = 22151
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0



[State 8000]
type = varset
trigger1 = var(0) >= 360
var(0) = 0



[State 8000]
type = bindtoroot
trigger1 = 1
pos = const(size.mid.pos.x)+(-sin((pi/180)*var(0)))*65, const(size.mid.pos.y)+(sin((pi/180)*var(0)))*65
facing = 1
;---------------------------------------------------------------------------
; IF
[Statedef 22153]
anim = 22152

[State 8000]
type = varadd
trigger1 = var(0) < 360
var(0) = 2
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, Explod]
type = Explod
trigger1 = timemod = 10,0
anim =  22151
ID = 22151
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.2,0.2
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 8000]
type = varset
trigger1 = var(0) >= 360
var(0) = 0



[State 8000]
type = bindtoroot
trigger1 = 1
pos = const(size.mid.pos.x)+(-sin((pi/180)*var(0)))*65, const(size.mid.pos.y)+(cos((pi/180)*var(0)))*65
facing = 1

[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 250
velset = 0,0
anim = 1050
ctrl = 0

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 17

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 2562,26
volume = 200

[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8



[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1



[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1010
persistent = 0
name = "koukyu"
pos = 124,-100
postype = P1
stateno = 1010
helpertype = normal
keyctrl = 0
ownpal = 0


[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 35,-100
postype = P1
stateno = 1010
helpertype = normal
keyctrl = 0
ownpal = 0

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 80,-140
postype = P1
stateno = 1011
helpertype = normal
keyctrl = 0
ownpal = 0


[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 1011
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1010]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = timemod = 8,0
anim =  22151
ID = 22151
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.8,0.8
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0


[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,-20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -45,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = (GameTime%25) = 1
value = 211, 0
volume = -100

[state 1013]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 20
x = -3.5

[state 1013]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 20
x = 3.5

[state 1013]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 20
y = -1

[state 1013]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 20
y = 1

[State 1000, 2]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8


[State 1010]
type = HitDef
trigger1 = time >= 0
attr = S, HA
animtype  = Hard
damage    = Ceil(0.05 * enemy,Const(data.life)),Ceil (0.02 * enemy,Const(data.life))
hitflag = MAFD
getpower = 30,30
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0

[State 1010]
type = DestroySelf
trigger1 = Movehit = 1

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[State 1010]
type = DestroySelf
trigger1 = time >= 200



[Statedef 1011]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2


[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, Explod]
type = Explod
trigger1 = timemod = 8,0
anim =  22151
ID = 22151
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.8,0.8
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%13) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,-20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%18) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%23) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -45,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[state 1013]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 20
x = -3.5

[state 1013]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 20
x = 3.5

[state 1013]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 20
y = -1

[state 1013]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 20
y = 1


[State 1000, 2]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8


[State 1010]
type = HitDef
trigger1 = time >= 0
attr = S, HA
animtype  = Hard
damage    = Ceil(0.05 * enemy,Const(data.life)),Ceil (0.02 * enemy,Const(data.life))
hitflag = MAFD
getpower = 30,30
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0




[State 1010]
type = DestroySelf
trigger1 = Movehit = 1

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[State 1010]
type = DestroySelf
trigger1 = time >= 200

[Statedef 10000]
type = S
movetype = A
physics = S
anim = 22140
velset = 0,0
ctrl = 0
sprpriority = 2
poweradd = -1000


[State 0, Explod]
type = Explod
trigger1 = animelemtime(7) = 1
anim = 25702
ID = 25702
postype = right
pos = -320,0
bindtime = -1
facing = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelemtime(7) = 1
anim = 25701
ID = 25701
postype = right
pos = -320,0
bindtime = -1
facing = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelemtime(7) = 1
anim = 25700
ID = 25700
postype = right
pos = -320,0
bindtime = -1
sprpriority = 99
facing = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelemtime(7) = 1
anim = 25704
ID = 25704
postype = right
pos = -320,240
bindtime = -1
sprpriority = 99
facing = 1
ownpal = 1



[State 0, Helper]
type = Helper
trigger1 = animelemtime(7) = 2
helpertype = normal ;player
name = "MU"
ID = 10001
stateno = 10001
bindtime = -1
postype = front
pos = -320,-220
facing = 1
ownpal = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 350
value = 10002
ctrl = 0

[Statedef 10002]
type = S
movetype = A
physics = S
anim = 22141
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 10001]
type = S
movetype = A
physics = S
anim = 25703
velset = 0,0
ctrl = 0
sprpriority = 9
poweradd = 0

[State 2];攻撃の指定
type = HitDef
triggerall = p2statetype = A
trigger1 = timemod = 2,0
attr = S, HA
animtype  = hard
damage    = Ceil(0.004 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
numhits = 1
pausetime = 1,0
guard.pausetime = 0,8
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -5,0
;fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000
;nochainid = 2200


[State 2];攻撃の指定
type = HitDef
triggerall = p2statetype != A
trigger1 = timemod = 2,0
attr = S, HA
animtype  = hard
damage    = Ceil(0.004 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
numhits = 1
pausetime = 2,0
guard.pausetime = 0,8
sparkno = -1
sparkxy = 0
hitsound   = 0
guard.sparkno = 0
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -5,0
;fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000


[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "fvar(1) = %f var(1) = %d"
params = fvar(1),var(1)
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = timemod = 20,0
value = S2200,2
freqmul = (random%3)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = timemod = 480,0
value = S50000,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S2000,2

[State 0, DestroySelf]
type = DestroySelf
trigger1 =parent,numexplod(25700) = 0
;ignorehitpause =

;MU2
[Statedef 10100]
type = S
movetype = A
physics = S
anim = 22140
velset = 0,0
ctrl = 0
sprpriority = 99
poweradd = -1000


[State 0, Explod]
type = Explod
trigger1 = animelemtime(7) = 1
anim = 25705
ID = 25708
postype = right
pos = -320,0
bindtime = -1
sprpriority = -5
facing = 1
ownpal = 1


[State 0, Explod]
type = Explod
trigger1 = animelemtime(7) = 1
anim = 25700
ID = 25700
postype = right
pos = -320,0
bindtime = -1
sprpriority = 99
facing = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = animelemtime(7) = 1
anim = 25704
ID = 25704
postype = right
pos = -320,240
bindtime = -1
sprpriority = 99
facing = 1
ownpal = 1



[State 0, Helper]
type = Helper
trigger1 = animelemtime(7) = 2
helpertype = normal ;player
name = "MU"
ID = 10001
stateno = 10001
bindtime = -1
postype = front
pos = -320,-220
facing = 1
ownpal = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 350
value = 10002
ctrl = 0

;MU2
[Statedef 10002]
type = S
movetype = A
physics = S
anim = 22141
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;MU2
[Statedef 10001]
type = S
movetype = A
physics = S
anim = 25703
velset = 0,0
ctrl = 0
sprpriority = 9
poweradd = 0

[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 256,80,100
mul = 256,80,100
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelemtime(7) = 1
anim = 25700
ID = 25704
postype = front
pos = -320,0
bindtime = -1
sprpriority = 100
facing = 1
ownpal = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow



[State 2];攻撃の指定
type = HitDef
triggerall = p2statetype = A
trigger1 = timemod = 2,0
attr = S, HA
animtype  = hard
damage    = Ceil(0.004 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
numhits = 1
pausetime = 1,0
guard.pausetime = 0,8
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -5,0
;fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000
;nochainid = 2200


[State 2];攻撃の指定
type = HitDef
triggerall = p2statetype != A
trigger1 = timemod = 2,0
attr = S, HA
animtype  = hard
damage    = Ceil(0.004 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
numhits = 1
pausetime = 2,0
guard.pausetime = 0,8
sparkno = -1
sparkxy = 0
hitsound   = 0
guard.sparkno = 0
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -5,0
;fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000


[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "fvar(1) = %f var(1) = %d"
params = fvar(1),var(1)
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = timemod = 20,0
value = S2200,2
freqmul = (random%3)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = timemod = 480,0
value = S50000,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S2000,2

[State 0, DestroySelf]
type = DestroySelf
trigger1 =parent,numexplod(25700) = 0
;ignorehitpause =

;IE
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 250
velset = 0,0
anim = 1050
ctrl = 0

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 17

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[state a];発射
type = playsnd
trigger1 = animelem = 7
value = 2562,26
volume = 200

[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8



[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 1101
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.3
size.yscale = 0.3

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1101]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = timemod = 8,0
anim =  22151
ID = 22151
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.3,0.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0

[State 2900, 1];
type = helper
trigger1 = (GameTime%20) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 1102
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = (GameTime%30) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 1103
helpertype = normal
keyctrl = 0
ownpal = 1


[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,-20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -45,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = (GameTime%25) = 1
value = 211, 0
volume = -100

[state 1013]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 20
x = -3.5

[state 1013]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 20
x = 3.5

[state 1013]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 20
y = -1

[state 1013]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 20
y = 1

[State 1000, 2]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8


[State 1010]
type = HitDef
trigger1 = time >= 0
attr = S, HA
animtype  = Hard
damage    = Ceil(0.05 * enemy,Const(data.life)),Ceil (0.02 * enemy,Const(data.life))
hitflag = MAFD
getpower = 30,30
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0

[State 1010]
type = DestroySelf
trigger1 = Movehit = 1

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[Statedef 1102]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[State 346, VelAdd]
type = VelAdd
trigger1 = P2BodyDist Y < 50
trigger1 = Vel Y >= -4
y = -0.8

[State 346, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y > 50
trigger1 = Vel Y <= 4
y = 0.8

[State 346, VelAdd]
type = VelAdd
trigger1 = P2BodyDist X >= 0
trigger1 = Time >= 10
x = 0.8

[State 346, VelAdd]
type = null;VelAdd
trigger1 = P2BodyDist X <= 0
trigger1 = Time >= 10
x = -0.8

[State 346, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3-random%5
y = -8+random%16

[State 0, Explod]
type = Explod
trigger1 = timemod = 8,0
anim =  22151
ID = 22151
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.3,0.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0


[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,-20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -45,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = (GameTime%25) = 1
value = 211, 0
volume = -100

[state 1013]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 20
x = -3.5

[state 1013]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 20
x = 3.5

[state 1013]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 20
y = -1

[state 1013]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 20
y = 1

[State 1000, 2]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8


[State 1010]
type = HitDef
trigger1 = time >= 0
attr = S, HA
animtype  = Hard
damage    = Ceil(0.05 * enemy,Const(data.life)),Ceil (0.02 * enemy,Const(data.life))
hitflag = MAFD
getpower = 30,30
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0

[State 1010]
type = DestroySelf
trigger1 = Movehit = 1

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[State 1010]
type = DestroySelf
trigger1 = time >= 200

[Statedef 1103]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3110]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X< 0
trigger1 = Vel X >= -6
x = -0.6

[State 3110]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X > 0
trigger1 = Vel X <= 6
x = 0.6

[State 3110]
type = veladd
trigger1 = 1
y = 0.5



[State 346, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3-random%5
y = -8+random%16

[State 0, Explod]
type = Explod
trigger1 = timemod = 8,0
anim =  22151
ID = 22151
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.3,0.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0


[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,-20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];攻撃エフェクト
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -45,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = (GameTime%25) = 1
value = 211, 0
volume = -100



[State 1000, 2]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8


[State 1010]
type = HitDef
trigger1 = time >= 0
attr = S, HA
animtype  = Hard
damage    = Ceil(0.05 * enemy,Const(data.life)),Ceil (0.02 * enemy,Const(data.life))
hitflag = MAFD
getpower = 30,30
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0

[State 1010]
type = DestroySelf
trigger1 = Movehit = 1

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[State 1010]
type = DestroySelf
trigger1 = time >= 200

[statedef -2]

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 0
id = 22125
;ignorehitpause =
;persistent =

[State a]
type = Explod
trigger1 = stateno = 0
trigger1 = numexplod(22125) = 0
anim = 22125
id = 22125
sprpriority = 5
postype = p1
pos = -5,10
bindtime = 1
ownpal = 1
scale = 1,1
trans = add
persistent = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State a]
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%6 = 1
trigger1 = roundstate = 2
anim = 28200
id = 28200
sprpriority = 5
postype = p1
pos = var(1),var(2)
bindtime = 1
ownpal = 1
scale = 0.7,0.7
trans = add
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = varrandom
trigger1 = 1
range = -30,20
v = 1

[State 1]
type = varrandom
trigger1 = 1
range = 0,-90
v = 2

[State 0, Helper]
type = Helper
trigger1 = numhelper(22151) != 1
helpertype = normal ;player
name = "22151"
ID = 22151
stateno = 22151
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.2
size.yscale = 0.2
[State 0, Helper]
type = Helper
trigger1 = numhelper(22152) != 1
helpertype = normal ;player
name =  "22151"
ID = 22152
stateno = 22152
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.2
size.yscale = 0.2
[State 0, Helper]
type = Helper
trigger1 = numhelper(22153) != 1
helpertype = normal ;player
name = "22151"
ID = 22153
stateno = 22153
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
size.xscale = 0.2
size.yscale = 0.2
[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 0,50,240
mul = 120,244,150
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =



