;---------------------------------------------------------------------------
;小タル爆弾弱
[Statedef 940]
type = S
movetype = A
physics = S
anim = 925
ctrl = 0
poweradd = 15


[State 940]
type = Helper
trigger1 = AnimElem = 10
helpertype = normal
stateno = 941
pos = 20,-40
postype = p1ね

[State 940, 0]
type = VarAdd
trigger1 = AnimElem = 10
var(10) = -1

[State 940,1]
type = changestate
trigger1 = AnimElem = 16
value = 0
ctrl = 1

[Statedef 941];小タル爆弾
type = A
movetype = A
physics = N
anim = 6001
sprpriority = 4

[State 941, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 941,0]
type = velset
trigger1 = time = 0
x = 3.0
y = -1.5

[State 941,1]
type = veladd
trigger1 = 1
y = 0.2

[State 941,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 40 * (1 + (0.5 * Parent,Var(31))),8 * (1 + (0.5 * Parent,Var(31)))
getpower =  30 * (1 + (Var(35)*0.5)),15
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -5.5,0
air.velocity = -3.5,-3
ground.cornerpush.veloff = 0
air.fall = 1

[State 941,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 965;消滅用のステートです
time = 1

[State 941,4];直撃
type = changestate
trigger1 = movecontact = 1
value = 965

[State 941,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
trigger1 = time >= 20
value = 966

[State 941,6];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 967

;---------------------------------------------------------------------------
;小タル爆弾中
[Statedef 950]
type = S
movetype = A
physics = S
anim = 926
ctrl = 0
poweradd = 15


[State 950]
type = Helper
trigger1 = AnimElem = 10
helpertype = normal
stateno = 951
pos = 20,-40
postype = p1

[State 950, 0]
type = VarAdd
trigger1 = AnimElem = 10
var(10) = -1

[State 950,1]
type = changestate
trigger1 = AnimElem = 16
value = 0
ctrl = 1

[Statedef 951];小タル爆弾
type = A
movetype = A
physics = N
anim = 6001
sprpriority = 4

[State 951, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 951,0]
type = velset
trigger1 = time = 0
x = 4.5
y = -2.3

[State 951,1]
type = veladd
trigger1 = 1
y = 0.2

[State 951,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 40 * (1 + (0.5 * Parent,Var(31))),8 * (1 + (0.5 * Parent,Var(31)))
getpower =  30 * (1 + (Var(35)*0.5)),15
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -6.3,0
air.velocity = -3.5,-3
ground.cornerpush.veloff = 0
air.fall = 1

[State 951,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 965
time = 1

[State 951,4];直撃
type = changestate
trigger1 = movecontact = 1
value = 965

[State 951,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
trigger1 = time >= 20
value = 966

[State 951,6];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 967

;---------------------------------------------------------------------------
;小タル爆弾強
[Statedef 960]
type = S
movetype = A
physics = S
anim = 927
ctrl = 0
poweradd = 15


[State 950]
type = Helper
trigger1 = AnimElem = 10
helpertype = normal
stateno = 961
pos = 20,-40
postype = p1

[State 960, 0]
type = VarAdd
trigger1 = AnimElem = 10
var(10) = -1

[State 960,1]
type = changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 961];小タル爆弾
type = A
movetype = A
physics = N
anim = 6001
sprpriority = 4

[State 961, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 961,0]
type = velset
trigger1 = time = 0
x = 6.0
y = -3.5

[State 961,1]
type = veladd
trigger1 = 1
y = 0.2

[State 961,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 40 * (1 + (0.5 * Parent,Var(31))),8 * (1 + (0.5 * Parent,Var(31)))
getpower =  30 * (1 + (Var(35)*0.5)),15
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -6.3,0
air.velocity = -3.5,-3
ground.cornerpush.veloff = 0
air.fall = 1

[State 961,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 965
time = 1

[State 961,4];直撃
type = changestate
trigger1 = movecontact = 1
value = 965

[State 961,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
trigger1 = time >= 20
value = 966

[State 961,6];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 967


;---------------------------------------------------------------------------
;少タル爆弾の爆発

[Statedef 965];爆発-直撃
type = A
movetype = A
velset = 0,0;止めます
physics = N
anim = 6000

[State 965, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 965, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 0
channel = 1 


[State 965,1]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 40 * (1 + (0.5 * Parent,Var(31))),8 * (1 + (0.5 * Parent,Var(31)))
getpower =  30 * (1 + (Var(35)*0.5)),15
animtype  = back
hitflag = -MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -6.3,0
air.velocity = -3.5,-3
ground.cornerpush.veloff = 0
air.fall = 1

[State 965,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 966];爆発-地面関節
type = A
movetype = A
velset = 0,0;止めます
physics = N
anim = 6000

[State 966, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 966, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 0
channel = 1 


[State 966,1]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 40 * (1 + (0.5 * Parent,Var(31))),8 * (1 + (0.5 * Parent,Var(31)))
getpower =  30 * (1 + (Var(35)*0.5)),15
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -1.0,-7.5
air.velocity = -1.2,-7.2
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 966,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 967];爆発-壁関節
type = A
movetype = A
velset = 0,0;止めます
physics = N
anim = 6000

[State 967, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 967, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 0
channel = 1 


[State 967,1]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 40 * (1 + (0.5 * Parent,Var(31))),8 * (1 + (0.5 * Parent,Var(31)))
getpower =  30 * (1 + (Var(35)*0.5)),15
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 3,-4.7
air.velocity = 3,-4.7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 967,2]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;小タル爆弾EX1
[Statedef 970]
type = S
movetype = A
physics = S
anim = 928
ctrl = 0
poweradd = -500 * fvar(14)

[State 970, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 970]
type = Helper
trigger1 = AnimElem = 10
helpertype = normal
stateno = 971
pos = 20,-40
postype = p1

[State 970, 0]
type = VarAdd
trigger1 = AnimElem = 10
var(11) = -1

[State 970,1]
type = changestate
trigger1 = AnimElem = 16
value = 0
ctrl = 1

[Statedef 971];小タル爆弾
type = A
movetype = A
physics = N
anim = 6002
sprpriority = 4

[State 971, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 971,0]
type = velset
trigger1 = time = 0
x = 3.0
y = -1.5

[State 971,1]
type = veladd
trigger1 = 1
y = 0.2

[State 971,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 53 * (1 + (0.5 * Parent,Var(31))),10 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -3.5,-4
air.velocity = -3.5,-1.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 971,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 995
time = 1

[State 971,4];直撃
type = changestate
trigger1 = movecontact = 1
value = 995

[State 971,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
trigger1 = time >= 20
value = 996

[State 971,6];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 997

;---------------------------------------------------------------------------
;小タル爆弾EX2
[Statedef 980]
type = S
movetype = A
physics = S
anim = 928
ctrl = 0
poweradd = -500 * fvar(14)

[State 980, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 980]
type = Helper
trigger1 = AnimElem = 10
helpertype = normal
stateno = 981
pos = 20,-40
postype = p1

[State 980, 0]
type = VarAdd
trigger1 = AnimElem = 10
var(11) = -1

[State 980,1]
type = changestate
trigger1 = AnimElem = 16
value = 0
ctrl = 1

[Statedef 981];小タル爆弾
type = A
movetype = A
physics = N
anim = 6002
sprpriority = 4

[State 981, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 981,0]
type = velset
trigger1 = time = 0
x = 4.5
y = -2.3

[State 981,1]
type = veladd
trigger1 = 1
y = 0.2

[State 981,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 53 * (1 + (0.5 * Parent,Var(31))),10 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -3.5,-4
air.velocity = -3.5,-1.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 981,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 995
time = 1

[State 981,4];直撃
type = changestate
trigger1 = movecontact = 1
value = 995

[State 981,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
trigger1 = time >= 20
value = 996

[State 981,6];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 997

;---------------------------------------------------------------------------
;小タル爆弾EX3
[Statedef 990]
type = S
movetype = A
physics = S
anim = 928
ctrl = 0
poweradd = -500 * fvar(14)

[State 990, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 990]
type = Helper
trigger1 = AnimElem = 10
helpertype = normal
stateno = 991
pos = 20,-40
postype = p1

[State 990, 0]
type = VarAdd
trigger1 = AnimElem = 10
var(11) = -1

[State 990,1]
type = changestate
trigger1 = AnimElem = 16
value = 0
ctrl = 1

[Statedef 991];小タル爆弾
type = A
movetype = A
physics = N
anim = 6002
sprpriority = 4

[State 991, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 991,0]
type = velset
trigger1 = time = 0
x = 6.0
y = -3.5

[State 991,1]
type = veladd
trigger1 = 1
y = 0.2

[State 991,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 53 * (1 + (0.5 * Parent,Var(31))),10 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -3.5,-4
air.velocity = -3.5,-2.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 991,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 995
time = 1

[State 991,4];直撃
type = changestate
trigger1 = movecontact = 1
value = 995

[State 991,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
trigger1 = time >= 20
value = 996

[State 991,6];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 997


;---------------------------------------------------------------------------
少タル爆弾EXの爆発
[Statedef 995];爆発-直撃
type = A
movetype = A
velset = 0,0
physics = N
anim = 6003

[State 995, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 995, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 0
channel = 1 


[State 995,1]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 53 * (1 + (0.5 * Parent,Var(31))),10 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = -MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -3.5,-4
air.velocity = -3.5,-1.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 995,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 996];爆発-地面関節
type = A
movetype = A
velset = 0,0
physics = N
anim = 6003

[State 996, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 996, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 0
channel = 1 


[State 996,1]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 53 * (1 + (0.5 * Parent,Var(31))),10 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -1.4,-8.1
air.velocity = -1.4,-8.1
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 996,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 997];爆発-壁関節
type = A
movetype = A
velset = 0,0
physics = N
anim = 6003

[State 997, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 997, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 0
channel = 1 


[State 997,1]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 53 * (1 + (0.5 * Parent,Var(31))),10 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 25
ground.hittime  = 30
ground.velocity = 3.5,-5
air.velocity = 3.5,-5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 997,2]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;打ち上げタル爆弾弱
[Statedef 1010]
type = S
movetype = A
physics = S
anim = 930
ctrl = 0
poweradd = 14

[State 1010]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
stateno = 1011
pos = 30,-35
postype = p1

[State 1010,0]
type = velset
trigger1 = AnimElem = 12
x = -15.0

[State 1010,1]
type = veladd
trigger1 = 1
trigger1 = AnimElem <= 12
x = 7


[State 1010, 0]
type = VarAdd
trigger1 = AnimElem = 10
var(12) = -1

[State 1010,1]
type = changestate
trigger1 = 1
trigger1 = AnimElem = 19
value = 0
ctrl = 1

[Statedef 1011];打ち上げタル爆弾
type = A
movetype = A
physics = N
anim = 6004
sprpriority = 4

[State 1011, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 1011,1]
type = veladd
trigger1 = 1
x = 0.3
y = -0.07

[State 1011,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 30 * (1 + (0.5 * Parent,Var(31))),6 * (1 + (0.5 * Parent,Var(31)))
getpower =  28 * (1 + (Var(35)*0.5)),14
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5.5,0
air.velocity = -1.7,-7.4
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 120


[State 1011,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1140
time = 1

[State 1011,4];直撃
type = changestate
trigger1 = movecontact = 1
trigger2 = time >= 36
value = 1140

[State 1011,5];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 1142

;---------------------------------------------------------------------------
;打ち上げタル爆弾中
[Statedef 1020]
type = S
movetype = A
physics = S
anim = 931
ctrl = 0
poweradd = 18

[State 1020]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
stateno = 1021
pos = 30,-37
postype = p1

[State 1020,0]
type = velset
trigger1 = AnimElem = 12
x = -13.0

[State 1020,1]
type = veladd
trigger1 = 1
trigger1 = AnimElem <= 12
x = 6.5


[State 1020, 0]
type = VarAdd
trigger1 = AnimElem = 10
var(12) = -1

[State 1020,1]
type = changestate
trigger1 = 1
trigger1 = AnimElem = 19
value = 0
ctrl = 1

[Statedef 1021];打ち上げタル爆弾
type = A
movetype = A
physics = N
anim = 6005
sprpriority = 4

[State 1021, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 1021,1]
type = veladd
trigger1 = 1
x = 0.25
y = -0.15

[State 1021,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 30 * (1 + (0.5 * Parent,Var(31))),6 * (1 + (0.5 * Parent,Var(31)))
getpower =  28 * (1 + (Var(35)*0.5)),14
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5.5,0
air.velocity = -1.7,-7.4
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 120


[State 1021,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1140
time = 1

[State 1021,4];直撃
type = changestate
trigger1 = movecontact = 1
trigger2 = time >= 36
value = 1140

[State 1021,5];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 1142
;---------------------------------------------------------------------------
;打ち上げタル爆弾強
[Statedef 1030]
type = S
movetype = A
physics = S
anim = 931
ctrl = 0
poweradd = 18

[State 1030]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
stateno = 1031
pos = 20,-45
postype = p1

[State 1030,0]
type = velset
trigger1 = AnimElem = 12
x = -12

[State 1030,1]
type = veladd
trigger1 = 1
trigger1 = AnimElem <= 12
x = 6


[State 1030, 0]
type = VarAdd
trigger1 = AnimElem = 10
var(12) = -1

[State 1030,1]
type = changestate
trigger1 = 1
trigger1 = AnimElem = 19
value = 0
ctrl = 1

[Statedef 1031];打ち上げタル爆弾
type = A
movetype = A
physics = N
anim = 6006
sprpriority = 4

[State 1031, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 1031,1]
type = veladd
trigger1 = 1
x = 0.17
y = -0.2

[State 1031,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 30 * (1 + (0.5 * Parent,Var(31))),6 * (1 + (0.5 * Parent,Var(31)))
getpower =  28 * (1 + (Var(35)*0.5)),14
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5.5,0
air.velocity = -1.7,-7.4
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 120


[State 1031,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1140
time = 1

[State 1031,4];直撃
type = changestate
trigger1 = movecontact = 1
trigger2 = time >= 36
value = 1140

[State 1031,5];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 1142

;---------------------------------------------------------------------------
;打ち上げタル爆弾EX弱
[Statedef 1040]
type = S
movetype = A
physics = S
anim = 933
ctrl = 0
poweradd = -500 * fvar(14)

[State 1104, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1040]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
stateno = 1041
pos = 30,-35
postype = p1

[State 1040,0]
type = velset
trigger1 = AnimElem = 12
x = -15.0

[State 1040,1]
type = veladd
trigger1 = 1
trigger1 = AnimElem <= 12
x = 7


[State 1040, 0]
type = VarAdd
trigger1 = AnimElem = 10
var(13) = -1

[State 1040,1]
type = changestate
trigger1 = 1
trigger1 = AnimElem = 19
value = 0
ctrl = 1

[Statedef 1041];打ち上げタル爆弾
type = A
movetype = A
physics = N
anim = 6007
sprpriority = 4

[State 1041, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 1041,1]
type = veladd
trigger1 = 1
x = 0.45
y = -0.1

[State 1041,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 55 * (1 + (0.5 * Parent,Var(31))),11 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -1.5,-5
air.velocity = -1.4,-8.7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1041,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1190
time = 1

[State 1041,4];直撃
type = changestate
trigger1 = movecontact = 1
trigger2 = time >= 36
value = 1190

[State 1041,5];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 1192

;---------------------------------------------------------------------------
;打ち上げタル爆弾EX中
[Statedef 1050]
type = S
movetype = A
physics = S
anim = 933
ctrl = 0
poweradd = -500 * fvar(14)

[State 1050, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1050]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
stateno = 1051
pos = 30,-35
postype = p1

[State 1050,0]
type = velset
trigger1 = AnimElem = 12
x = -15.0

[State 1050,1]
type = veladd
trigger1 = 1
trigger1 = AnimElem <= 12
x = 7


[State 1050, 0]
type = VarAdd
trigger1 = AnimElem = 10
var(13) = -1

[State 1050,1]
type = changestate
trigger1 = 1
trigger1 = AnimElem = 19
value = 0
ctrl = 1

[Statedef 1051];打ち上げタル爆弾
type = A
movetype = A
physics = N
anim = 6008
sprpriority = 4

[State 1051, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 1051,1]
type = veladd
trigger1 = 1
x = 0.31
y = -0.18

[State 1051,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 55 * (1 + (0.5 * Parent,Var(31))),11 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -1.5,-5
air.velocity = -1.4,-8.7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1051,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1190
time = 1

[State 1051,4];直撃
type = changestate
trigger1 = movecontact = 1
trigger2 = time >= 36
value = 1190

[State 1051,5];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 1192

;---------------------------------------------------------------------------
;打ち上げタル爆弾EX強
[Statedef 1060]
type = S
movetype = A
physics = S
anim = 933
ctrl = 0
poweradd = -500 * fvar(14)

[State 1060, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1060]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
stateno = 1061
pos = 30,-35
postype = p1

[State 1060,0]
type = velset
trigger1 = AnimElem = 12
x = -15.0

[State 1060,1]
type = veladd
trigger1 = 1
trigger1 = AnimElem <= 12
x = 7


[State 1060, 0]
type = VarAdd
trigger1 = AnimElem = 10
var(13) = -1

[State 1060,1]
type = changestate
trigger1 = 1
trigger1 = AnimElem = 19
value = 0
ctrl = 1

[Statedef 1061];打ち上げタル爆弾
type = A
movetype = A
physics = N
anim = 6009
sprpriority = 4

[State 1061, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 1061,1]
type = veladd
trigger1 = 1
x = 0.22
y = -0.24

[State 1061,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 55 * (1 + (0.5 * Parent,Var(31))),11 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -1.5,-5
air.velocity = -1.4,-8.7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1061,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1190
time = 1

[State 1061,4];直撃
type = changestate
trigger1 = movecontact = 1
trigger2 = time >= 36
value = 1190

[State 1061,5];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 1192

;---------------------------------------------------------------------------
;打ち下げタル爆弾弱
[Statedef 1110]
type = A
movetype = A
physics = A
anim = 1110
ctrl = 0
poweradd = 18

[State 1110]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal 
stateno = 1111
pos = 30,-35
postype = p1

[State 1110,0]
type = velset
trigger1 = AnimElem = 1
y = -0.5

[State 1110,1]
type = velset
trigger1 = AnimElem = 8
x = -3.5
y = -4.7

[State 1110, 2]
type = VarAdd
trigger1 = AnimElem = 8
var(12) = -1

[State 1110,3]
type = changestate
trigger1 = 1
trigger1 = movecontact = 1
value = 0
ctrl = 1

[Statedef 1111];打ち下げタル爆弾
type = A
movetype = A
physics = N
anim = 6010
sprpriority = 4

[State 1111, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 1111,1]
type = veladd
trigger1 = 1
x = 0.3
y = 0.07

[State 1111,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 30 * (1 + (0.5 * Parent,Var(31))),6 * (1 + (0.5 * Parent,Var(31)))
getpower =  28 * (1 + (Var(35)*0.5)),14
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5.5,0
air.velocity = -2.5,-3.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 150

[State 1111,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1140
time = 1

[State 1111,4];直撃
type = changestate
trigger1 = movecontact = 1
trigger2 = time >= 36
value = 1140

[State 1111,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
trigger1 = time >= 20
value = 1141

[State 1111,6];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 1142


;---------------------------------------------------------------------------
;打ち下げタル爆弾中
[Statedef 1120]
type = A
movetype = A
physics = A
anim = 1120
ctrl = 0
poweradd = 18

[State 1120]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
stateno = 1121
pos = 30,-35
postype = p1

[State 1120,0]
type = velset
trigger1 = AnimElem = 1
y = -0.5

[State 1120,1]
type = velset
trigger1 = AnimElem = 8
x = -2.3
y = -6.4

[State 1120, 2]
type = VarAdd
trigger1 = AnimElem = 8
var(12) = -1

[State 1120,3]
type = changestate
trigger1 = 1
trigger1 = movecontact = 1
value = 0
ctrl = 1

[Statedef 1121];打ち下げタル爆弾
type = A
movetype = A
physics = N
anim = 6011
sprpriority = 4

[State 1121, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 1121,1]
type = veladd
trigger1 = 1
x = 0.25
y = 0.14

[State 1121,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 30 * (1 + (0.5 * Parent,Var(31))),6 * (1 + (0.5 * Parent,Var(31)))
getpower =  28 * (1 + (Var(35)*0.5)),14
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5.5,0
air.velocity = -2.5,-3.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 150


[State 1121,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1140
time = 1

[State 1121,4];直撃
type = changestate
trigger1 = movecontact = 1
trigger2 = time >= 36
value = 1140

[State 1121,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
trigger1 = time >= 20
value = 1141

[State 1121,6];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 1142
;---------------------------------------------------------------------------
;打ち下げタル爆弾強
[Statedef 1130]
type = A
movetype = A
physics = A
anim = 1130
ctrl = 0
poweradd = 18

[State 1130]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
stateno = 1131
pos = 30,-35
postype = p1

[State 1130,0]
type = velset
trigger1 = AnimElem = 1
y = -0.5

[State 1130,1]
type = velset
trigger1 = AnimElem = 8
x = -1.0
y = -7.5

[State 1130, 2]
type = VarAdd
trigger1 = AnimElem = 8
var(12) = -1

[State 1130,3]
type = changestate
trigger1 = 1
trigger1 = movecontact = 1
value = 0
ctrl = 1

[Statedef 1131];打ち下げタル爆弾
type = A
movetype = A
physics = N
anim = 6012
sprpriority = 4

[State 1131, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 1131,1]
type = veladd
trigger1 = 1
x = 0.21
y = 0.21

[State 1131,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 30 * (1 + (0.5 * Parent,Var(31))),6 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5.5,0
air.velocity = -2.5,-3.5
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 150


[State 1131,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1140
time = 1

[State 1131,4];直撃
type = changestate
trigger1 = movecontact = 1
trigger2 = time >= 36
value = 1140

[State 1131,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
trigger1 = time >= 20
value = 1141

[State 1131,6];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 1142

;---------------------------------------------------------------------------
;打ち上げ＆下げタル爆弾の爆発
[Statedef 1140];爆発-直撃
type = A
movetype = A
velset = 0,0
physics = N
anim = 6000

[State 1140, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1140, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 0
channel = 1 


[State 1140,1]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 30 * (1 + (0.5 * Parent,Var(31))),6 * (1 + (0.5 * Parent,Var(31)))
getpower =  28 * (1 + (Var(35)*0.5)),14
animtype  = back
hitflag = -MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -5.5,0
air.velocity = -.5,-3.5
ground.cornerpush.veloff = 0
air.fall = 1

[State 1140,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 1141];爆発-地面関節
type = A
movetype = A
velset = 0,0
physics = N
anim = 6000

[State 1141, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1141, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 0
channel = 1 


[State 1141,1]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 30 * (1 + (0.5 * Parent,Var(31))),6 * (1 + (0.5 * Parent,Var(31)))
getpower =  28 * (1 + (Var(35)*0.5)),14
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -3.5,-6
air.velocity = -2,-6
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1141,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 1142];爆発-壁関節
type = A
movetype = A
velset = 0,0
physics = N
anim = 6000

[State 1142, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1142, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 0
channel = 1 


[State 1142,1]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 30 * (1 + (0.5 * Parent,Var(31))),6 * (1 + (0.5 * Parent,Var(31)))
getpower =  28 * (1 + (Var(35)*0.5)),14
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 3.5,-4.5
air.velocity = 3,-4.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1142,2]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;打ち下げタル爆弾EX弱
[Statedef 1150]
type = A
movetype = A
physics = A
anim = 1150
ctrl = 0
poweradd = -500 * fvar(14)

[State 1150, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1150]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
stateno = 1151
pos = 30,-35
postype = p1

[State 1150,0]
type = velset
trigger1 = AnimElem = 1
y = -0.5

[State 1150,1]
type = velset
trigger1 = AnimElem = 8
x = -4.2
y = -5.24


[State 1150, 3]
type = VarAdd
trigger1 = AnimElem = 8
var(13) = -1

[Statedef 1151];打ち上げタル爆弾
type = A
movetype = A
physics = N
anim = 6013
sprpriority = 4

[State 1151, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 1151,1]
type = veladd
trigger1 = 1
x = 0.6
y = 0.14

[State 1131,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 55 * (1 + (0.5 * Parent,Var(31))),11 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -1.5,-5
air.velocity = -3.5,-6.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0


[State 1151,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1190
time = 1

[State 1151,4];直撃
type = changestate
trigger1 = movecontact = 1
trigger2 = time >= 36
value = 1190

[State 1151,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
trigger1 = time >= 20
value = 1191

[State 1151,6];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 1192

;---------------------------------------------------------------------------
;打ち下げタル爆弾EX中
[Statedef 1160]
type = A
movetype = A
physics = A
anim = 1160
ctrl = 0
poweradd = -500 * fvar(14)

[State 1160, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1160]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
stateno = 1161
pos = 30,-35
postype = p1

[State 1160,0]
type = velset
trigger1 = AnimElem = 1
y = -0.5

[State 1160,1]
type = velset
trigger1 = AnimElem = 8
x = -2.76
y = -6.8


[State 1160, 3]
type = VarAdd
trigger1 = AnimElem = 8
var(13) = -1

[Statedef 1161];打ち上げタル爆弾
type = A
movetype = A
physics = N
anim = 6014
sprpriority = 4

[State 1161, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 1161,1]
type = veladd
trigger1 = 1
x = 0.5
y = 0.28

[State 1161,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 55 * (1 + (0.5 * Parent,Var(31))),11 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -1.5,-5
air.velocity = -3.5,-6.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0


[State 1161,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1190
time = 1

[State 1161,4];直撃
type = changestate
trigger1 = movecontact = 1
trigger2 = time >= 36
value = 1190

[State 1161,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
trigger1 = time >= 20
value = 1191

[State 1161,6];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 1192

;---------------------------------------------------------------------------
;打ち下げタル爆弾EX強
[Statedef 1170]
type = A
movetype = A
physics = A
anim = 1170
ctrl = 0
poweradd = -500 * fvar(14)

[State 1170, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1170]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
stateno = 1171
pos = 30,-35
postype = p1

[State 1170,0]
type = velset
trigger1 = AnimElem = 1
y = -0.5

[State 1170,1]
type = velset
trigger1 = AnimElem = 8
x = -1.2
y = -9.3


[State 1170, 3]
type = VarAdd
trigger1 = AnimElem = 8
var(13) = -1

[Statedef 1171];打ち上げタル爆弾
type = A
movetype = A
physics = N
anim = 6015
sprpriority = 4

[State 1171, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 1171,1]
type = veladd
trigger1 = 1
x = 0.42
y = 0.42

[State 1171,2]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 55 * (1 + (0.5 * Parent,Var(31))),11 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -1.5,-5
air.velocity = -3.5,-6.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0


[State 1171,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1190
time = 1

[State 1171,4];直撃
type = changestate
trigger1 = movecontact = 1
trigger2 = time >= 36
value = 1190

[State 1171,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
trigger1 = time >= 20
value = 1191

[State 1171,6];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 1192


;---------------------------------------------------------------------------
打ち上げ＆打ち下げタル爆弾EXの爆発
[Statedef 1190];爆発-直撃
type = A
movetype = A
velset = 0,0
physics = N
anim = 6003

[State 1190, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1190, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 0
channel = 1 


[State 1190,1]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 55 * (1 + (0.5 * Parent,Var(31))),11 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = -MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -1.5,-5
air.velocity = -3.5,-5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1190,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 1191];爆発-地面関節
type = A
movetype = A
velset = 0,0
physics = N
anim = 6003

[State 1191, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1191, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 0
channel = 1 


[State 1191,1]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 55 * (1 + (0.5 * Parent,Var(31))),11 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -1.5,-7
air.velocity = -2.5,-7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1191,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 1192];爆発-壁関節
type = A
movetype = A
velset = 0,0
physics = N
anim = 6003

[State 1192, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1192, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 0
channel = 1 


[State 1192,1]
type = hitdef
trigger1 = Time = 0
attr = S, SP
damage    = 55 * (1 + (0.5 * Parent,Var(31))),11 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 25
ground.hittime  = 40
ground.velocity = 3,-5
air.velocity = 3,-5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1192,2]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;小タル爆弾調合
[Statedef 1215]
type = S
movetype = A
physics = S
anim = 1215
ctrl = 0

[State 1205, 0];ネコの調合術フラグリセット
type = VarSet
trigger1 = time = 1
var(17) = 0

[State 1205, 0];ネコの調合術フラグ判定(調合成功率無し)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 300
trigger1 = Var(41) = 0
var(17) = 0

[State 1205, 0];ネコの調合術フラグ判定(調合成功率20%)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 500
trigger1 = Var(41) = 1
var(17) = 1

[State 1205, 0];ネコの調合術フラグ判定(調合成功率45%)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 750
trigger1 = Var(41) = 2
var(17) = 1

[State 8002, Effect_Exp]
type = Explod
trigger1 = AnimElemTime(24) = 1
trigger1 = var(17) = 1
anim = 8105
scale = 0.5,0.5
facing = Facing
vel = 0, -0.3
postype = p1
pos = 0,-70
ontop = 1
ownpal = 1
removeongethit = 1


[State 1215, 2]
type = VarAdd
trigger1 = AnimElem = 24
trigger1 = var(17) = 0
var(10) = 1

[State 1215, 2];調合術発動(2倍)
type = VarAdd
trigger1 = AnimElem = 24
trigger1 = var(17) = 1
var(10) = 2

[State 1215, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1215, 0

[State 1215, 4]
type = PlaySnd
trigger1 = AnimElem = 24
value = 1215, 1

[State 1215, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;小タル爆弾G調合
[Statedef 1216]
type = S
movetype = A
physics = S
anim = 1215
ctrl = 0

[State 1205, 0];ネコの調合術フラグリセット
type = VarSet
trigger1 = time = 1
var(17) = 0

[State 1205, 0];ネコの調合術フラグ判定(調合成功率無し)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 300
trigger1 = Var(41) = 0
var(17) = IfElse(Random <= 150,1,2)


[State 1205, 0];ネコの調合術フラグ判定(調合成功率20%)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 500
trigger1 = Var(41) = 1
var(17) = IfElse(Random <= 250,1,2)

[State 1205, 0];ネコの調合術フラグ判定(調合成功率45%)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 750
trigger1 = Var(41) = 2
var(17) = IfElse(Random <= 375,1,2)

[State 8002, Effect_Exp]
type = Explod
trigger1 = AnimElemTime(24) = 1
trigger1 = var(17) = 1 || var(17) = 2
anim = 8105
scale = 0.5,0.5
facing = Facing
vel = 0, -0.3
postype = p1
pos = 0,-70
ontop = 1
ownpal = 1
removeongethit = 1

[State 1216, 2]
type = VarAdd
trigger1 = AnimElem = 24 && var(17) != 2
var(10) = -1 + Var(31)

[State 1216, 2]
type = VarAdd
trigger1 = AnimElem = 24
trigger1 = var(17) = 0 || var(17) = 2
var(11) = 1

[State 1216, 2];調合術発動(2倍)
type = VarAdd
trigger1 = AnimElem = 24
trigger1 = var(17) = 1
var(11) = 2

[State 1216, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1215, 0

[State 1216, 4]
type = PlaySnd
trigger1 = AnimElem = 24
value = 1215, 1

[State 1216, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;小タル爆弾W調合
[Statedef 1217]
type = S
movetype = A
physics = S
anim = 1217
ctrl = 0

[State 1205, 0];ネコの調合術フラグリセット
type = VarSet
trigger1 = time = 1
var(17) = 0

[State 1205, 0];ネコの調合術フラグ判定1(調合成功率無し)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 300
trigger1 = Var(41) = 0
var(17) = IfElse(Random <= 120 ,1 ,IfElse(Random > 120 && Random <= 240 ,2 ,3))

[State 1205, 0];ネコの調合術フラグ判定1(調合成功率20%)
type = VarSet
trigger1 = time = 1
trigger1 = Random < 500
trigger1 = Var(41) = 1
var(17) = IfElse(Random <= 200 ,1 ,IfElse(Random > 200 && Random <= 400 ,2 ,3))

[State 1205, 0];ネコの調合術フラグ判定1(調合成功率45%)
type = VarSet
trigger1 = time = 1
trigger1 = Random < 750
trigger1 = Var(41) = 2
var(17) = IfElse(Random <= 300 ,1 ,IfElse(Random > 300 && Random <= 600 ,2 ,3))

[State 8002, Effect_Exp]
type = Explod
trigger1 = AnimElemTime(38) = 1
trigger1 = var(17) = 1 || var(17) = 2 || var(17) = 3
anim = 8105
scale = 0.5,0.5
facing = Facing
vel = 0, -0.3
postype = p1
pos = 0,-70
ontop = 1
ownpal = 1
removeongethit = 1

[State 1217, 2]
type = VarAdd
trigger1 = AnimElem = 38
trigger1 = var(17) = 0 || var(17) = 2
var(10) = 1

[State 1217, 2]
type = VarAdd
trigger1 = AnimElem = 38
trigger1 = var(17) = 0 || var(17) = 1
var(11) = 1

[State 1217, 2];調合術発動(2倍)
type = VarAdd
trigger1 = AnimElem = 38
trigger1 = var(17) = 1 || var(17) = 3
var(10) = 2

[State 1217, 2];調合術発動(2倍)
type = VarAdd
trigger1 = AnimElem = 38
trigger1 = var(17) = 2 || var(17) = 3
var(11) = 2

[State 1217, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1215, 0

[State 1217, 4]
type = PlaySnd
trigger1 = AnimElem = 38
value = 1215, 1

[State 1217, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;小タル爆弾調合EX
[Statedef 1218]
type = S
movetype = A
physics = S
anim = 1218
ctrl = 0
poweradd = -500 * fvar(14)

[State 1205, 0];ネコの調合術フラグリセット
type = VarSet
trigger1 = time = 1
var(17) = 0

[State 1205, 0];ネコの調合術フラグ判定1(調合成功率無し)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 300
trigger1 = Var(41) = 0
var(17) = IfElse(Random <= 120 ,1 ,IfElse(Random > 120 && Random <= 240 ,2 ,3))

[State 1205, 0];ネコの調合術フラグ判定1(調合成功率20%)
type = VarSet
trigger1 = time = 1
trigger1 = Random < 500
trigger1 = Var(41) = 1
var(17) = IfElse(Random <= 200 ,1 ,IfElse(Random > 200 && Random <= 400 ,2 ,3))

[State 1205, 0];ネコの調合術フラグ判定1(調合成功率45%)
type = VarSet
trigger1 = time = 1
trigger1 = Random < 750
trigger1 = Var(41) = 2
var(17) = IfElse(Random <= 300 ,1 ,IfElse(Random > 300 && Random <= 600 ,2 ,3))

[State 1218, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 8002, Effect_Exp]
type = Explod
trigger1 = AnimElemTime(25) = 1
trigger1 = var(17) = 1 || var(17) = 2 || var(17) = 3
anim = 8105
scale = 0.5,0.5
facing = Facing
vel = 0, -0.3
postype = p1
pos = 0,-70
ontop = 1
ownpal = 1
removeongethit = 1

[State 1217, 2]
type = VarAdd
trigger1 = AnimElem = 25
trigger1 = var(17) = 0 || var(17) = 2
var(10) = 1 + Var(31)

[State 1217, 2]
type = VarAdd
trigger1 = AnimElem = 25
trigger1 = var(17) = 0 || var(17) = 1
var(11) = 1 + Var(31)

[State 1217, 2];調合術発動(2倍)
type = VarAdd
trigger1 = AnimElem = 25
trigger1 = var(17) = 1 || var(17) = 3
var(10) = 2 + Var(31)

[State 1217, 2];調合術発動(2倍)
type = VarAdd
trigger1 = AnimElem = 25
trigger1 = var(17) = 2 || var(17) = 3
var(11) = 2 + Var(31)

[State 1218, 4]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1215, 0

[State 1218, 5]
type = PlaySnd
trigger1 = AnimElem = 25
value = 1215, 1

[State 1218,6]
type = changestate
trigger1 = 1
trigger1 = movecontact = 1
value = 0
ctrl = 1

[State 1218, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;打ち上げ&打ち下げタル爆弾調合
[Statedef 1220]
type = S
movetype = A
physics = S
anim = 1215
ctrl = 0

[State 1205, 0];ネコの調合術フラグリセット
type = VarSet
trigger1 = time = 1
var(17) = 0

[State 1205, 0];ネコの調合術フラグ判定(調合成功率無し)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 300
trigger1 = Var(41) = 0
var(17) = 1

[State 1205, 0];ネコの調合術フラグ判定(調合成功率20%)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 500
trigger1 = Var(41) = 1
var(17) = 1

[State 1205, 0];ネコの調合術フラグ判定(調合成功率45%)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 750
trigger1 = Var(41) = 2
var(17) = 1

[State 8002, Effect_Exp]
type = Explod
trigger1 = AnimElemTime(24) = 1
trigger1 = var(17) = 1
anim = 8105
scale = 0.5,0.5
facing = Facing
vel = 0, -0.3
postype = p1
pos = 0,-70
ontop = 1
ownpal = 1
removeongethit = 1


[State 1215, 2]
type = VarAdd
trigger1 = AnimElem = 24
trigger1 = var(17) = 0
var(12) = 1

[State 1215, 2];調合術発動(2倍)
type = VarAdd
trigger1 = AnimElem = 24
trigger1 = var(17) = 1
var(12) = 2

[State 1220, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1215, 0

[State 1220, 4]
type = PlaySnd
trigger1 = AnimElem = 24
value = 1215, 1

[State 1220, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;打ち上げ&打ち下げタル爆弾G調合
[Statedef 1221]
type = S
movetype = A
physics = S
anim = 1215
ctrl = 0

[State 1205, 0];ネコの調合術フラグリセット
type = VarSet
trigger1 = time = 1
var(17) = 0

[State 1205, 0];ネコの調合術フラグ判定(調合成功率無し)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 300
trigger1 = Var(41) = 0
var(17) = IfElse(Random <= 150,1,2)


[State 1205, 0];ネコの調合術フラグ判定(調合成功率20%)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 500
trigger1 = Var(41) = 1
var(17) = IfElse(Random <= 250,1,2)

[State 1205, 0];ネコの調合術フラグ判定(調合成功率45%)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 750
trigger1 = Var(41) = 2
var(17) = IfElse(Random <= 375,1,2)

[State 8002, Effect_Exp]
type = Explod
trigger1 = AnimElemTime(24) = 1
trigger1 = var(17) = 1 || var(17) = 2
anim = 8105
scale = 0.5,0.5
facing = Facing
vel = 0, -0.3
postype = p1
pos = 0,-70
ontop = 1
ownpal = 1
removeongethit = 1

[State 1216, 2]
type = VarAdd
trigger1 = AnimElem = 24 && var(17) != 2
var(12) = -1 + Var(31)

[State 1216, 2]
type = VarAdd
trigger1 = AnimElem = 24
trigger1 = var(17) = 0 || var(17) = 2
var(13) = 1

[State 1216, 2];調合術発動(2倍)
type = VarAdd
trigger1 = AnimElem = 24
trigger1 = var(17) = 1
var(13) = 2

[State 1221, 4]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1215, 0

[State 1221, 5]
type = PlaySnd
trigger1 = AnimElem = 24
value = 1215, 1

[State 1221, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;打ち上げ&打ち下げタル爆弾W調合
[Statedef 1222]
type = S
movetype = A
physics = S
anim = 1217
ctrl = 0

[State 1205, 0];ネコの調合術フラグリセット
type = VarSet
trigger1 = time = 1
var(17) = 0

[State 1205, 0];ネコの調合術フラグ判定1(調合成功率無し)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 300
trigger1 = Var(41) = 0
var(17) = IfElse(Random <= 120 ,1 ,IfElse(Random > 120 && Random <= 240 ,2 ,3))

[State 1205, 0];ネコの調合術フラグ判定1(調合成功率20%)
type = VarSet
trigger1 = time = 1
trigger1 = Random < 500
trigger1 = Var(41) = 1
var(17) = IfElse(Random <= 200 ,1 ,IfElse(Random > 200 && Random <= 400 ,2 ,3))

[State 1205, 0];ネコの調合術フラグ判定1(調合成功率45%)
type = VarSet
trigger1 = time = 1
trigger1 = Random < 750
trigger1 = Var(41) = 2
var(17) = IfElse(Random <= 300 ,1 ,IfElse(Random > 300 && Random <= 600 ,2 ,3))

[State 8002, Effect_Exp]
type = Explod
trigger1 = AnimElemTime(38) = 1
trigger1 = var(17) = 1 || var(17) = 2 || var(17) = 3
anim = 8105
scale = 0.5,0.5
facing = Facing
vel = 0, -0.3
postype = p1
pos = 0,-70
ontop = 1
ownpal = 1
removeongethit = 1

[State 1217, 2]
type = VarAdd
trigger1 = AnimElem = 38
trigger1 = var(17) = 0 || var(17) = 2
var(12) = 1

[State 1217, 2]
type = VarAdd
trigger1 = AnimElem = 38
trigger1 = var(17) = 0 || var(17) = 1
var(13) = 1

[State 1217, 2];調合術発動(2倍)
type = VarAdd
trigger1 = AnimElem = 38
trigger1 = var(17) = 1 || var(17) = 3
var(12) = 2

[State 1217, 2];調合術発動(2倍)
type = VarAdd
trigger1 = AnimElem = 38
trigger1 = var(17) = 2 || var(17) = 3
var(13) = 2

[State 1222, 4]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1215, 0

[State 1222, 5]
type = PlaySnd
trigger1 = AnimElem = 38
value = 1215, 1

[State 1222, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;打ち上げ&打ち下げタル爆弾調合EX
[Statedef 1224]
type = S
movetype = A
physics = S
anim = 1218
ctrl = 0
poweradd = -500 * fvar(14)

[State 1205, 0];ネコの調合術フラグリセット
type = VarSet
trigger1 = time = 1
var(17) = 0

[State 1205, 0];ネコの調合術フラグ判定1(調合成功率無し)
type = VarSet
trigger1 = time = 1
trigger1 = Random <= 300
trigger1 = Var(41) = 0
var(17) = IfElse(Random <= 120 ,1 ,IfElse(Random > 120 && Random <= 240 ,2 ,3))

[State 1205, 0];ネコの調合術フラグ判定1(調合成功率20%)
type = VarSet
trigger1 = time = 1
trigger1 = Random < 500
trigger1 = Var(41) = 1
var(17) = IfElse(Random <= 200 ,1 ,IfElse(Random > 200 && Random <= 400 ,2 ,3))

[State 1205, 0];ネコの調合術フラグ判定1(調合成功率45%)
type = VarSet
trigger1 = time = 1
trigger1 = Random < 750
trigger1 = Var(41) = 2
var(17) = IfElse(Random <= 300 ,1 ,IfElse(Random > 300 && Random <= 600 ,2 ,3))

[State 1224, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1205, 0];ネコの調合術フラグリセット
type = VarSet
trigger1 = time = 1
var(17) = 0


[State 8002, Effect_Exp]
type = Explod
trigger1 = AnimElemTime(25) = 1
trigger1 = var(17) = 1 || var(17) = 2 || var(17) = 3
anim = 8105
scale = 0.5,0.5
facing = Facing
vel = 0, -0.3
postype = p1
pos = 0,-70
ontop = 1
ownpal = 1
removeongethit = 1

[State 1217, 2]
type = VarAdd
trigger1 = AnimElem = 25
trigger1 = var(17) = 0 || var(17) = 2
var(12) = 1 + Var(31)

[State 1217, 2]
type = VarAdd
trigger1 = AnimElem = 25
trigger1 = var(17) = 0 || var(17) = 1
var(13) = 1 + Var(31)

[State 1217, 2];調合術発動(2倍)
type = VarAdd
trigger1 = AnimElem = 25
trigger1 = var(17) = 1 || var(17) = 3
var(12) = 2 + Var(31)

[State 1217, 2];調合術発動(2倍)
type = VarAdd
trigger1 = AnimElem = 25
trigger1 = var(17) = 2 || var(17) = 3
var(13) = 2 + Var(31)

[State 1224, 4]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1215, 0

[State 1224, 5]
type = PlaySnd
trigger1 = AnimElem = 25
value = 1215, 1

[State 1224,6]
type = changestate
trigger1 = 1
trigger1 = movecontact = 1
value = 0
ctrl = 1

[State 1224, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;小タル爆弾弱-派生
[Statedef 1940]
type = S
movetype = A
physics = S
anim = 1925
ctrl = 0
poweradd = 15


[State 1940]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 941
pos = 20,-40
postype = p1

[State 1940, 0]
type = VarAdd
trigger1 = AnimElem = 3
var(10) = -1

[State 1940,1]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;小タル爆弾中-派生
[Statedef 1950]
type = S
movetype = A
physics = S
anim = 1926
ctrl = 0
poweradd = 15


[State 1950]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 951
pos = 20,-40
postype = p1

[State 1950, 0]
type = VarAdd
trigger1 = AnimElem = 3
var(10) = -1

[State 1950,1]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;小タル爆弾強-派生
[Statedef 1960]
type = S
movetype = A
physics = S
anim = 1927
ctrl = 0
poweradd = 15


[State 1960]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 961
pos = 20,-40
postype = p1

[State 1960, 0]
type = VarAdd
trigger1 = AnimElem = 3
var(10) = -1

[State 1960,1]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;小タル爆弾EX1
[Statedef 1970]
type = S
movetype = A
physics = S
anim = 1928
ctrl = 0
poweradd = -500

[State 990, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1970, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1970, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1970]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 971
pos = 20,-40
postype = p1

[State 1970, 0]
type = VarAdd
trigger1 = AnimElem = 3
var(11) = -1

[State 1970,1]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;小タル爆弾EX2
[Statedef 1980]
type = S
movetype = A
physics = S
anim = 1928
ctrl = 0
poweradd = -500

[State 990, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1980, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1980, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1980]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 981
pos = 20,-40
postype = p1

[State 1980, 0]
type = VarAdd
trigger1 = AnimElem = 3
var(11) = -1

[State 1980,1]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;小タル爆弾EX3
[Statedef 1990]
type = S
movetype = A
physics = S
anim = 1928
ctrl = 0
poweradd = -500

[State 990, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1990, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1990, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1990]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 991
pos = 20,-40
postype = p1

[State 1990, 0]
type = VarAdd
trigger1 = AnimElem = 3
var(11) = -1

[State 1990,1]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;打ち上げタル爆弾弱
[Statedef 2110]
type = S
movetype = A
physics = S
anim = 1930
ctrl = 0
poweradd = 14

[State 2110]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 1011
pos = 30,-35
postype = p1

[State 2110,0]
type = velset
trigger1 = AnimElem = 3
x = -15.0

[State 2110,1]
type = veladd
trigger1 = 1
trigger1 = AnimElem <= 3
x = 7


[State 2110, 0]
type = VarAdd
trigger1 = AnimElem = 3
var(12) = -1

[State 2110,1]
type = changestate
trigger1 = 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;打ち上げタル爆弾中
[Statedef 2120]
type = S
movetype = A
physics = S
anim = 1931
ctrl = 0
poweradd = 14

[State 2120]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 1021
pos = 30,-35
postype = p1

[State 2120,0]
type = velset
trigger1 = AnimElem = 3
x = -13.0

[State 2120,1]
type = veladd
trigger1 = 1
trigger1 = AnimElem <= 3
x = 6.5

[State 2120, 0]
type = VarAdd
trigger1 = AnimElem = 3
var(12) = -1

[State 2120,1]
type = changestate
trigger1 = 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;打ち上げタル爆弾強
[Statedef 2130]
type = S
movetype = A
physics = S
anim = 1932
ctrl = 0
poweradd = 14

[State 2130]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 1031
pos = 30,-35
postype = p1

[State 2130,0]
type = velset
trigger1 = AnimElem = 3
x = -12.0

[State 2130,1]
type = veladd
trigger1 = 1
trigger1 = AnimElem <= 3
x = 6

[State 2130, 0]
type = VarAdd
trigger1 = AnimElem = 3
var(12) = -1

[State 2130,1]
type = changestate
trigger1 = 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;打ち上げタル爆弾EX弱
[Statedef 2140]
type = S
movetype = A
physics = S
anim = 1933
ctrl = 0
poweradd = -500

[State 1980, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1980, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 990, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 2140]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 1041
pos = 30,-35
postype = p1

[State 2140,0]
type = velset
trigger1 = AnimElem = 3
x = -15.0

[State 2140,1]
type = veladd
trigger1 = 1
trigger1 = AnimElem <= 3
x = 7

[State 2140, 0]
type = VarAdd
trigger1 = AnimElem = 3
var(13) = -1

[State 2140,1]
type = changestate
trigger1 = 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;打ち上げタル爆弾EX中
[Statedef 2150]
type = S
movetype = A
physics = S
anim = 1934
ctrl = 0
poweradd = -500

[State 1980, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1980, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 990, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 2150]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 1051
pos = 30,-35
postype = p1

[State 2150,0]
type = velset
trigger1 = AnimElem = 3
x = -15.0

[State 2150,1]
type = veladd
trigger1 = 1
trigger1 = AnimElem <= 3
x = 7

[State 2150, 0]
type = VarAdd
trigger1 = AnimElem = 3
var(13) = -1

[State 2150,1]
type = changestate
trigger1 = 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;打ち上げタル爆弾EX強
[Statedef 2160]
type = S
movetype = A
physics = S
anim = 1935
ctrl = 0
poweradd = -500

[State 1980, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1980, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 990, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 2160]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 1061
pos = 30,-35
postype = p1

[State 2160,0]
type = velset
trigger1 = AnimElem = 3
x = -15.0

[State 2160,1]
type = veladd
trigger1 = 1
trigger1 = AnimElem <= 3
x = 7

[State 2160, 0]
type = VarAdd
trigger1 = AnimElem = 3
var(13) = -1

[State 2160,1]
type = changestate
trigger1 = 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1
