;ハイパーアーマー
[Statedef 10051]
type    = S
movetype= A
physics = S
anim = 1

[State -2, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP,NA,SA,HA,NT,ST,HT,NP,SP,HP
time = 30
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State -1]
type = poweradd
trigger1 = var(29) <= 1
trigger1 = time = 0
value = 100

[State -1]
type = poweradd
trigger1 = var(29) >= 1
trigger1 = time = 0
value = 300

[State 10051, 1]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 10051, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 10051, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 10051, 4]
type = ChangeState
trigger1 = Time >= 2;GetHitVar(hittime)
value = 0
ctrl = 1

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

[Statedef 18000]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1888
velset = 0,0

[State -2, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP,NA,SA,HA,NT,ST,HT,NP,SP,HP
time = 30
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[state a]
type = posset
trigger1 = animtime = 0
x = enemy,pos x

;---------------------[終了]
[state a]
type = changestate
trigger1 = animtime = 0
value = 18050



[Statedef 18050]
type = S
ctrl = 0
anim = 1889
velset = 0,0

[State -2, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP,NA,SA,HA,NT,ST,HT,NP,SP,HP
time = 30
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 15

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1


[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = posadd
trigger1 = time = 0
x = 25

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





; HITA_RECOV 
[Statedef 38853]
type    = A
movetype= A
physics = N

[State -2, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP,NA,SA,HA,NT,ST,HT,NP,SP,HP
time = 30
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State -1]
type = poweradd
trigger1 = var(29) <= 1
trigger1 = time = 0
value = 100


[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;---------------------------------------------------------------------------
; Jump Up
[Statedef 38852]
type    = A
movetype= A
physics = Ap     
    $       ype = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP,NA,SA,HA,NT,ST,HT,NP,SP,HP
time = 30
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3p     
    $     im
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

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