;----------------------;
;                      ;
;    ☆葉月クルミ☆    ;
;                      ;
;----------------------;

; Format:
;[Statedef ?]
;type            = 
;movetype        = 
;physics         = 
;anim            = 
;velset          = 0,0
;ctrl            = 0
;poweradd        = 0
;juggle          = 0
;facep2          = 0
;hitdefpersist   = 0
;movehitpersist  = 0
;hitcountpersist = 0
;sprpriority     = 2
;---------------

;[State 0:     VelSet]
;type            = VelSet
;trigger1        = (!Time)
;x               = 0
;y               = 0

;---------------------------------------------------------------------------
; ダッシュ攻撃
[Statedef 1041]
type            = S
movetype        = A
physics         = S
anim            = 1041
;velset          = 0,0
ctrl            = 0
poweradd        = ceil(50*fvar(3))
juggle          = 4
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:    VelSet]
type            = VelSet
trigger1        = (animelem = 1)
x               = 9

[State 0:    PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

[State 1041, 0]
type = Width
trigger1 = FrontEdgeDist < 8
edge = 2,0
ignorehitpause = 1

;---------------
;Sound
;---------------

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (animelem = 1)
value           = 13,3
volume          = 200
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (animelem = 1)
value           = 6,100
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = S, NA
hitflag         = MAF
guardflag       = MA
animtype        = medium
air.animtype    = medium
ground.type     = high
priority        = 7, Hit
damage          = ceil(34*fvar(1)*fvar(2)), 3
pausetime       = 12, 12
guard.pausetime = 8, 8
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -10, -25
hitsound        = S13, 4
guardsound      = S13, 0
ground.slidetime    = 20
ground.cornerpush.veloff = -33
ground.hittime  = 20
guard.hittime   = 10
air.hittime     = 20
ground.velocity = -5, -7.5
air.velocity    = -5, -7.5
guard.velocity  = -10
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7, 1
down.hittime    = 0
down.bounce     = 0
ID              = 0
chainID         = -1
numhits         = 1
kill            = 1
getpower        = ceil(50*fvar(3)), ceil(20*fvar(3))
givepower       = 30, 8
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = -3
envshake.phase  = 1

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

;---------------
[State 0:    ChangeState]
type            = ChangeState
trigger1        = (!AnimTime) 
value           = 102
ctrl            = 1

;---------------------------------------------------------------------------
; エンジェルボム(弱)
[Statedef 336]
type            = S
movetype        = A
physics         = S
anim            = 336
;velset          = 0,0
ctrl            = 0
poweradd        = ceil(50*fvar(3))
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 336, 0]
type = AttackDist
trigger1 = 1
value = 50

[State 0:    Super effect 2];ボム
type            = Explod
trigger1        = (AnimElem = 5)
anim            = 776
ID              = 776
pos             = -22,-44
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 47
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .8, .8
sprpriority     = -1
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     VelSet]
type            = VelSet
trigger1        = (!Time)
x		        = 0
y		        = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 7)
value           = 55,2
volume          = 200
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 7) 
helpertype      = normal
name            = "angel_bomb_light"
id              = 338
pos             = 25,-30
postype         = p1
facing	        = 1
stateno	        = 338
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; エンジェルボムヘルパー(弱)
[Statedef 338]
type            = S
movetype        = A
physics         = N
anim            = 338
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1

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

[State 338, 0]
type = AttackDist
trigger1 = 1
value = 50

[State 0:    No Shadow]
type        = AssertSpecial
trigger1    = 1
flag        = NoShadow

[State 338, NotHitBy]
type        = NotHitBy
trigger1    = 1
value       = SCA
time        = -1

[State 338, HitBy]
type        = HitBy
trigger1    = 1
value       = SCA, AP
time        = -1

[State 338, HitOverRide]
type        = HitOverRide
trigger1    = 1
attr        = SCA, AA, AP, AT
stateno     = 12000
time        = -1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 4)
value           = 34,1
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    VelSet]
type            = VelSet
trigger1        = Anim = 338
trigger1        = Time = 3
x               = 2
y               = -3

[State 0:    VelAdd]
type            = VelAdd
trigger1        = Anim = 338
trigger1        = Time > 3
y               = 0.4

[State 338, ChangeAnim]
type            = ChangeAnim
trigger1        = Anim = 338
trigger1        = Vel Y > 0
trigger1        = Pos Y > -10
value           = 339

[State 0:    PosSet]
type            = PosSet
trigger1        = Anim = 339
y               = 0

[State 0:    VelSet]
type            = VelSet
trigger1        = Anim = 339
trigger1        = AnimElemTime(1) = 0
x               = 0
y               = 0

[State 0:    VelSet]
type            = VelSet
trigger1        = Anim = 339
trigger1        = AnimElemTime(2) >= 0
x               = 9
y               = 0

[State 105: Dust]
type = MakeDust
trigger1 = Anim = 339
trigger1 = AnimElemTime(2) >= 0
pos = 0,6
spacing = 6

[State 0: 	HitDef]
type            = HitDef
trigger1        = Time = 0
attr            = S, SP
hitflag         = MAF
guardflag       = MA
animtype        = diagup
air.animtype    = diagup
priority        = 4, hit
damage          = ceil(ifelse(ishelper(338),72,36)*root,fvar(1)*root,fvar(2)),6
pausetime       = 0, 7
guard.pausetime = 0, 7
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S8000, 1
guardsound      = S8000, 1
ground.slidetime    = 20
ground.hittime  = 20
guard.hittime   = 15
air.hittime     = 20
ground.velocity = -3, -4
air.velocity    = -3, -4
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -3, 0
down.hittime    = 0
down.bounce     = 1
getpower        = 0, 0
givepower       = 18, 4
kill            = 1
numhits         = 1
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = 10
envshake.phase  = 2

[State 338, PowerAdd]
type = PowerAdd
trigger1 = movehit
value = ceil(25*root,fvar(3))
persistent = 0

[State 338, PowerAdd]
type = PowerAdd
trigger1 = moveguarded
value = ceil(8*root,fvar(3))
persistent = 0

[State 0:     Screen Flash]
type            = EnvColor
trigger1        = (movecontact = 1)
value           = 255,255,255
time            = 1
under           = 0

[State 105: Dust]
type = Explod
trigger1 = movecontact
anim = 7013
ID = 7013
pos = 20,0
facing = 1
postype = p1
removetime = -2
scale = .5, .5
sprpriority = 5
ignorehitpause = 1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (movecontact = 1)
value           = 66,4
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = MoveContact
trigger2        = BackEdgeDist <= -75
trigger3        = FrontEdgeDist <= -75

;---------------------------------------------------------------------------
; エンジェルボム(強)
[Statedef 337]
type            = S
movetype        = A
physics         = S
anim            = 337
;velset          = 0,0
ctrl            = 0
poweradd        = ceil(50*fvar(3))
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 337, 0]
type = AttackDist
trigger1 = 1
value = 50

[State 0:    Super effect 2];ボム
type            = Explod
trigger1        = (AnimElem = 5)
anim            = 777
ID              = 777
pos	        = -22,-44
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 47
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .8, .8
sprpriority     = -1
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 7)
helpertype      = normal
name            = "angel_bomb_strong"
id              = 459
pos             = 25,-30
postype         = p1
facing	        = 1
stateno	        = 459
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 0:     VelSet]
type            = VelSet
trigger1        = (!Time)
x		        = 0
y		        = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 7)
value           = 55,6
volume          = 200
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl		    = 1

;---------------------------------------------------------------------------
; エンジェルボムヘルパー(強)
[Statedef 459]
type            = S
movetype        = A
physics         = N
anim            = 459
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1
;---------------

[State 459, 0]
type = AttackDist
trigger1 = 1
value = 50

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 459, NotHitBy]
type        = NotHitBy
trigger1    = 1
value       = SCA
time        = -1

[State 459, HitBy]
type        = HitBy
trigger1    = 1
value       = SCA, AP
time        = -1

[State 459, HitOverRide]
type        = HitOverRide
trigger1    = 1
attr        = SCA, AA, AP, AT
stateno     = 12000
time        = -1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (movecontact = 1)
value           = 66,4
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 105: Dust]
type = MakeDust
trigger1 = Time > 3
pos = 0,0
spacing = 6

[State 0:    VelSet]
type            = VelSet
trigger1        = Time = 3
x               = 9
y               = -5

[State 0:    VelAdd]
type            = VelAdd
trigger1        = Time > 3
y               = 0.4

[State 0:     Screen Flash]
type            = EnvColor
trigger1        = (movecontact = 1)
value           = 255,255,255
time            = 1
under           = 0

[State 0: 	HitDef]
type            = HitDef
trigger1        = Time = 0
attr            = A, SP
hitflag         = MAF
guardflag       = MA
animtype        = diagup
air.animtype    = diagup
priority        = 4, hit
damage          = ceil(60*root,fvar(1)*root,fvar(2)),4
pausetime       = 0, 5
guard.pausetime = 0, 5
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S8000, 1
guardsound      = S8000, 1
ground.slidetime    = 20
ground.hittime  = 20
guard.hittime   = 15
air.hittime     = 20
ground.velocity = -3, -4
air.velocity    = -3, -4
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -4, 1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 18, 4
kill            = 1
numhits         = 1
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = 10
envshake.phase  = 2

[State 459, PowerAdd]
type = PowerAdd
trigger1 = movehit
value = ceil(25*root,fvar(3))
persistent = 0

[State 459, PowerAdd]
type = PowerAdd
trigger1 = moveguarded
value = ceil(8*root,fvar(3))
persistent = 0

[State 105: Dust]
type = Explod
trigger1 = movecontact
anim = 7013
ID = 7013
pos = 20,0
facing = 1
postype = p1
removetime = -2
scale = .5, .5
sprpriority = 5
ignorehitpause = 1

[State 0:    ChangeState]
type            = ChangeState
trigger1        = !MoveContact
trigger1        = Pos Y > -10
value           = 12000
ctrl            = 0

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = MoveContact
trigger2        = BackEdgeDist <= -75
trigger3        = FrontEdgeDist <= -75

;---------------------------------------------------------------------------
; エンジェルシュート（弱）
[Statedef 7922]
type            = A
movetype        = A
physics         = A
anim            = 7922
;velset          = 0,0
ctrl            = 0
poweradd        = ceil(50*fvar(3))
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 7922, 0]
type = AttackDist
trigger1 = 1
value = 50

[State 0:    Super effect 2];けりエフェクト
type            = Explod
trigger1        = (AnimElem = 5)
anim            = 7007
ID              = 7007
pos             = 22,-22
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 17
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .8, .8
sprpriority     = 1
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect 2];ボム
type            = Explod
trigger1        = (AnimElem = 1)
anim            = 254
ID              = 254
pos             = 13,-38
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
removetime      = -2
supermovetime   = 0
pausemovetime   = 0
scale           = .72, .72
sprpriority     = 1
ontop           = 0
ownpal          = 1
removeongethit  = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 5) 
helpertype      = normal
name            = "angel_shot_light"
id              = 929
pos             = 18,-18
postype         = p1
facing          = 1
stateno	        = 929
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 1)
trigger2        = (AnimElem = 2)
trigger3        = (AnimElem = 3)
trigger4        = (AnimElem = 4)
x		        = 0
y		        = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 5)
x		        = -7
y		        = -2.5

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 6)
x		        = -3
y		        = -1.5

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 7)
x		        = -3
y		        = -.5

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 8)
x		        = -2
y		        = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 9)
x		        = -1
y		        = 1.4

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 10)
x		        = -.5
y		        = 2.1

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 11)
trigger2        = (AnimElem = 12)
trigger3        = (AnimElem = 13)
x		        = -.1
y		        = 3.4

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 5)
value           = 13,5
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 5)
value           = 55,2
volume          = 200
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 50
ctrl		    = 0

;---------------------------------------------------------------------------
; エンジェルシュートヘルパー(弱)
[Statedef 929]
type            = S
movetype        = A
physics         = N
anim            = 929
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1
;---------------

[State 929, 0]
type = AttackDist
trigger1 = 1
value = 50

[State 0:    No Shadow]
type        = AssertSpecial
trigger1    = 1
flag        = NoShadow

[State 929, NotHitBy]
type        = NotHitBy
trigger1    = 1
value       = SCA
time        = -1

[State 929, HitBy]
type        = HitBy
trigger1    = 1
value       = SCA, AP
time        = -1

[State 929, HitOverRide]
type        = HitOverRide
trigger1    = 1
attr        = SCA, AA, AP, AT
stateno     = 12000
time        = -1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (movecontact = 1)
value           = 66,4
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 105: Dust]
type = MakeDust
trigger1 = (1)
pos = -2,-2
spacing = 6

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = 10.4
y               = 8.3

[State 0:     Screen Flash]
type            = EnvColor
trigger1        = (movecontact = 1)
value           = 255,255,255
time            = 1
under           = 0

[State 0: 	HitDef]
type            = HitDef
trigger1        = Time = 0
attr            = A, SP
hitflag         = MAF
guardflag       = MA
animtype        = diagup
air.animtype    = diagup
priority        = 4, hit
damage          = ceil(68*root,fvar(1)*root,fvar(2)),6
pausetime       = 0, 8
guard.pausetime = 0, 8
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S8000, 1
guardsound      = S8000, 1
ground.slidetime    = 20
ground.hittime  = 20
guard.hittime   = 18
air.hittime     = 20
ground.velocity = -5, -2
air.velocity    = -6, 4
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -5, 1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 20, 5
kill            = 1
numhits         = 1
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = 10
envshake.phase  = 2

[State 929, PowerAdd]
type = PowerAdd
trigger1 = movehit
value = ceil(30*root,fvar(3))
persistent = 0

[State 929, PowerAdd]
type = PowerAdd
trigger1 = moveguarded
value = ceil(10*root,fvar(3))
persistent = 0

[State 105: Dust]
type = Explod
trigger1 = movecontact
anim = 7013
ID = 7013
pos = 20,0
facing = 1
postype = p1
removetime = -2
scale = .5, .5
sprpriority = 5
ignorehitpause = 1

[State 0:    ChangeState]
type            = ChangeState
trigger1        = !MoveContact
trigger1        = Pos Y > -10
value           = 12000
ctrl            = 0

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = MoveContact
trigger2        = BackEdgeDist <= -75
trigger3        = FrontEdgeDist <= -75

;---------------------------------------------------------------------------
; エンジェルシュート（強）
[Statedef 7923]
type            = A
movetype        = A
physics         = A
anim            = 7923
;velset          = 0,0
ctrl            = 0
poweradd        = ceil(50*fvar(3))
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 7923, 0]
type = AttackDist
trigger1 = 1
value = 50

[State 0:    Super effect 2];けりエフェクト
type            = Explod
trigger1        = (AnimElem = 5)
anim            = 7007
ID              = 7007
pos             = 22,-22
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 17
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .8, .8
sprpriority     = 1
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect 2];ボム
type            = Explod
trigger1        = (AnimElem = 1)
anim            = 254
ID              = 254
pos             = 13,-38
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
removetime      = -2
supermovetime   = 0
pausemovetime   = 0
scale           = .72, .72
sprpriority     = 1
ontop           = 0
ownpal          = 1
removeongethit  = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 5)
helpertype      = normal
name	        = "angel_shot_strong"
id              = 989
pos             = 18,-18
postype         = p1
facing          = 1
stateno	        = 989
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 1)
trigger2        = (AnimElem = 2)
trigger3        = (AnimElem = 3)
trigger4        = (AnimElem = 4)
x		        = 0
y		        = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 5)
x		        = -7
y		        = -2.5

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 6)
x		        = -3
y		        = -1.5

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 7)
x		        = -3
y		        = -.5

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 8)
x		        = -2
y		        = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 9)
x		        = -1
y		        = 1.4

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 10)
x		        = -.5
y		        = 2.1

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 11)
trigger2        = (AnimElem = 12)
trigger3        = (AnimElem = 13)
x		        = -.1
y		        = 3.4

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 5)
value           = 13,5
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 5)
value           = 55,2
volume          = 200
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 50
ctrl		    = 0

;---------------------------------------------------------------------------
; エンジェルシュートヘルパー(強)
[Statedef 989]
type            = S
movetype        = A
physics         = N
anim            = 989
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1
;---------------

[State 989, 0]
type = AttackDist
trigger1 = 1
value = 50

[State 0:    No Shadow]
type        = AssertSpecial
trigger1    = 1
flag        = NoShadow

[State 989, NotHitBy]
type        = NotHitBy
trigger1    = 1
value       = SCA
time        = -1

[State 989, HitBy]
type        = HitBy
trigger1    = 1
value       = SCA, AP
time        = -1

[State 989, HitOverRide]
type        = HitOverRide
trigger1    = 1
attr        = SCA, AA, AP, AT
stateno     = 12000
time        = -1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (movecontact = 1)
value           = 66,4
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 105: Dust]
type = MakeDust
trigger1 = (1)
pos = -2,-5
spacing = 6

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = 11
y               = 3.1

[State 0:     Screen Flash]
type            = EnvColor
trigger1        = (movecontact = 1)
value           = 255,255,255
time            = 1
under           = 0

[State 0: 	HitDef]
type            = HitDef
trigger1        = Time = 0
attr            = A, SP
hitflag         = MAF
guardflag       = MA
animtype        = diagup
air.animtype    = diagup
priority        = 4, hit
damage          = ceil(55*root,fvar(1)*root,fvar(2)),4
pausetime       = 0, 8
guard.pausetime = 0, 8
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S8000, 1
guardsound      = S8000, 1
ground.slidetime    = 20
ground.hittime  = 20
guard.hittime   = 13
air.hittime     = 20
ground.velocity = -6, -2
air.velocity    = -6, 2
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7, 1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 20, 5
kill            = 1
numhits         = 1
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = 10
envshake.phase  = 2

[State 989, PowerAdd]
type = PowerAdd
trigger1 = movehit
value = ceil(30*root,fvar(3))
persistent = 0

[State 989, PowerAdd]
type = PowerAdd
trigger1 = moveguarded
value = ceil(10*root,fvar(3))
persistent = 0

[State 105: Dust]
type = Explod
trigger1 = movecontact
anim = 7013
ID = 7013
pos = 20,0
facing = 1
postype = p1
removetime = -2
scale = .5, .5
sprpriority = 5
ignorehitpause = 1

[State 0:    ChangeState]
type            = ChangeState
trigger1        = !MoveContact
trigger1        = Pos Y > -10
value           = 12000
ctrl            = 0

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = MoveContact
trigger2        = BackEdgeDist <= -75
trigger3        = FrontEdgeDist <= -75

;---------------------------------------------------------------------------
; 対空エンジェルボム(弱)
[Statedef 436]
type            = S
movetype        = A
physics         = S
anim            = 436
;velset          = 0,0
ctrl            = 0
poweradd        = ceil(50*fvar(3))
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 436, 0]
type = AttackDist
trigger1 = 1
value = 50

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 4) 
helpertype      = normal
name            = "air_angel_bomb_light"
id              = 515
pos             = 23,-42
postype         = p1
facing          = 1
stateno	        = 515
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 0:     VelSet]
type            = VelSet
trigger1        = (!Time)
x		        = 0
y		        = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 3)
value           = 55,2
volume          = 200
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl		    = 1

;---------------------------------------------------------------------------
; 対空エンジェルボムヘルパー(弱)
[Statedef 515]
type            = S
movetype        = A
physics         = N
anim            = 515
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1
;---------------

[State 515, 0]
type = AttackDist
trigger1 = 1
value = 50

[State 0:    No Shadow]
type        = AssertSpecial
trigger1    = 1
flag        = NoShadow

[State 515, NotHitBy]
type        = NotHitBy
trigger1    = 1
value       = SCA
time        = -1

[State 515, HitBy]
type        = HitBy
trigger1    = 1
value       = SCA, AP
time        = -1

[State 515, HitOverRide]
type        = HitOverRide
trigger1    = 1
attr        = SCA, AA, AP, AT
stateno     = 12000
time        = -1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (movecontact = 1)
value           = 66,4
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    VelSet]
type            = VelSet
trigger1        = Anim = 515
trigger1        = Time = 0
x               = 1
y               = -5

[State 0:    VelAdd]
type            = VelAdd
trigger1        = Anim = 515
trigger1        = Time > 0
y               = 0.4

[State 515, ChangeAnim]
type            = ChangeAnim
trigger1        = Anim = 515
trigger1        = Vel Y > 0
trigger1        = Pos Y > -10
value           = 516

[State 0:    PosSet]
type            = PosSet
trigger1        = Anim = 516
trigger1        = AnimElemTime(1) = 0
y               = 0

[State 0:    VelSet]
type            = VelSet
trigger1        = Anim = 516
trigger1        = AnimElemTime(1) = 0
x               = 0
y               = 0

[State 0:    VelSet]
type            = VelSet
trigger1        = Anim = 516
trigger1        = AnimElemTime(2) >= 0
x               = 4.2
y               = -9.2

[State 105: Dust]
type = MakeDust
trigger1 = Anim = 516
trigger1 = AnimElemTime(2) >= 0
pos = -5,6
spacing = 6

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

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 24)
value           = 34,1
volume          = 200
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     Screen Flash]
type            = EnvColor
trigger1        = (movecontact = 1)
value           = 255,255,255
time            = 1
under           = 0

[State 0: 	HitDef]
type            = HitDef
trigger1        = Time = 0
attr            = A, SP
hitflag         = MAF
guardflag       = M
animtype        = diagup
air.animtype    = diagup
priority        = 4, hit
damage          = ceil(ifelse(ishelper(515),55,30)*root,fvar(1)*root,fvar(2)),5
pausetime       = 0, 7
guard.pausetime = 0, 7
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S8000, 1
guardsound      = S8000, 1
ground.slidetime    = 20
ground.hittime  = 20
guard.hittime   = 15
air.hittime     = 20
ground.velocity = -2, -6
air.velocity    = -2, -4
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -4, 1
down.hittime    = 22
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 20, 5
kill            = 1
numhits         = 1
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = 10
envshake.phase  = 2

[State 515, PowerAdd]
type = PowerAdd
trigger1 = movehit
value = ceil(25*root,fvar(3))
persistent = 0

[State 515, PowerAdd]
type = PowerAdd
trigger1 = moveguarded
value = ceil(8*root,fvar(3))
persistent = 0

[State 105: Dust]
type = Explod
trigger1 = movecontact
anim = 7013
ID = 7013
pos = 20,0
facing = 1
postype = p1
removetime = -2
scale = .5, .5
sprpriority = 5
ignorehitpause = 1

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = MoveContact
trigger2        = BackEdgeDist <= -75
trigger3        = FrontEdgeDist <= -75

;---------------------------------------------------------------------------
; 対空エンジェルボム(強)
[Statedef 437]
type            = S
movetype        = A
physics         = S
anim            = 437
;velset          = 0,0
ctrl            = 0
poweradd        = ceil(50*fvar(3))
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 437, 0]
type = AttackDist
trigger1 = 1
value = 50

[State 0:     VelSet]
type            = VelSet
trigger1        = (!Time)
x		        = 0
y		        = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 4)
value           = 55,6
volume          = 200
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 5) 
helpertype      = normal
name            = "air_angel_bomb_strong"
id              = 517
pos             = 22,-35
postype         = p1
facing          = 1
stateno	        = 517
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl		    = 1

;---------------------------------------------------------------------------
; 対空エンジェルボムヘルパー(強)
[Statedef 517]
type            = S
movetype        = A
physics         = N
anim            = 517
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1
;---------------

[State 517, 0]
type = AttackDist
trigger1 = 1
value = 50

[State 0:    No Shadow]
type        = AssertSpecial
trigger1    = 1
flag        = NoShadow

[State 517, NotHitBy]
type        = NotHitBy
trigger1    = 1
value       = SCA
time        = -1

[State 517, HitBy]
type        = HitBy
trigger1    = 1
value       = SCA, AP
time        = -1

[State 517, HitOverRide]
type        = HitOverRide
trigger1    = 1
attr        = SCA, AA, AP, AT
stateno     = 12000
time        = -1

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (movecontact = 1)
value           = 66,4
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 105: Dust]
type = MakeDust
trigger1 = (1)
pos = -5,0
spacing = 6

[State 0:    VelSet]
type            = VelSet
trigger1        = Time = 2
x               = 9
y               = -5

[State 0:    VelAdd]
type            = VelAdd
trigger1        = Time > 10
y               = 0.2

[State 0:     Screen Flash]
type            = EnvColor
trigger1        = (movecontact = 1)
value           = 255,255,255
time            = 1
under           = 0

[State 0: 	HitDef]
type            = HitDef
trigger1        = Time = 0
attr            = A, SP
hitflag         = MAF
guardflag       = M
animtype        = diagup
air.animtype    = diagup
priority        = 4, hit
damage          = ceil(ifelse(ishelper(517),48,24)*root,fvar(1)*root,fvar(2)),5
pausetime       = 0, 7
guard.pausetime = 0, 7
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S8000, 1
guardsound      = S8000, 1
ground.slidetime    = 20
ground.hittime  = 20
guard.hittime   = 15
air.hittime     = 20
ground.velocity = -2, -6
air.velocity    = -2, -4
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -4, 1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 20, 5
kill            = 1
numhits         = 1
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = 10
envshake.phase  = 2

[State 517, PowerAdd]
type = PowerAdd
trigger1 = movehit
value = ceil(25*root,fvar(3))
persistent = 0

[State 517, PowerAdd]
type = PowerAdd
trigger1 = moveguarded
value = ceil(8*root,fvar(3))
persistent = 0

[State 105: Dust]
type = Explod
trigger1 = movecontact
anim = 7013
ID = 7013
pos = 20,0
facing = 1
postype = p1
removetime = -2
scale = .5, .5
sprpriority = 5
ignorehitpause = 1

[State 0:    ChangeState]
type            = ChangeState
trigger1        = !MoveContact
trigger1        = Vel Y > 0
trigger1        = Pos Y > -10
value           = 12000
ctrl            = 0

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = MoveContact
trigger2        = BackEdgeDist <= -75
trigger3        = FrontEdgeDist <= -75

;---------------------------------------------------------------------------
; クルミアタック（弱）
[Statedef 1005]
type            = S
movetype        = A
physics         = S
anim            = 1005
;velset          = 0,0
ctrl            = 0
poweradd        = ceil(50*fvar(3))
juggle          = 3
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 1005, NotHitBy]
type            = NotHitBy
trigger1        = time = 0
value           = SCA
time            = 6

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 6,100
volume          = 200
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 2)
x		        = 5
y		        = -5

[State 0:     VelSet]
type            = VelMul
trigger1        = AnimElemTime(3) >= 0
x		        = 0.95

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1
ignorehitpause  = 1
persistent      = 1

[State 0, ]
type            = StateTypeSet
trigger1        = AnimElem = 2
statetype       = A
physics         = A

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 2)
trigger2        = (AnimElem = 4)
value           = 13,3
volume          = 200
channel         = 6
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
;Hit Details
;---------------

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = A, SA
hitflag         = MAF
guardflag       = MA
animtype        = medium
air.animtype    = medium
ground.type     = high
priority        = 4,Hit
damage          = ceil(24*fvar(1)*fvar(2)), 2
pausetime       = 10, 10
guard.pausetime = 8, 8
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -30, -55
hitsound        = S13, 4
guardsound      = S13, 0 
ground.slidetime    = 10
ground.cornerpush.veloff = -8
ground.hittime  = 10
guard.hittime   = 10
air.hittime     = 20
air.cornerpush.veloff = -8
ground.velocity = -2
air.velocity    = -2, -2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0, 0
down.hittime    = 0
down.bounce     = 0
ID              = 212
chainID         = -1
numhits         = 1
kill            = 1
getpower        = ceil(15*fvar(3)), ceil(4*fvar(3))
givepower       = 12, 3
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 4)
attr            = A, SA
hitflag         = MAF
guardflag       = MA
animtype        = heavy
air.animtype    = heavy
ground.type     = low
priority        = 4,Hit
damage          = ceil(30*fvar(1)*fvar(2)), 3
pausetime       = 10, 12
guard.pausetime = 7, 8
sparkno         = S7000
guard.sparkno   = S7007
sparkxy         = -30, -25
hitsound        = S13, 4
guardsound      = S13, 0
ground.slidetime    = 13
ground.cornerpush.veloff = -12
ground.hittime  = 13
guard.hittime   = 13
air.hittime     = 20
air.cornerpush.veloff = -12
ground.velocity = -3.5, -4
air.velocity    = -3.5, -2
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0, 0
down.hittime    = 0
down.bounce     = 0
ID              = 212
chainID         = -1
numhits         = 1
kill            = 1
getpower        = ceil(18*fvar(3)), ceil(4*fvar(3))
givepower       = 13, 3
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1
;---------------

;---------------
[State 0, ]
type                = ChangeState
trigger1            = Vel Y > 0
trigger1            = Pos Y >= -10
value               = 1007
ctrl                = 0

;---------------------------------------------------------------------------
; クルミアタック（強）
[Statedef 1006]
type            = S
movetype        = A
physics         = S
anim            = 1006
;velset          = 0,0
ctrl            = 0
poweradd        = ceil(50*fvar(3))
juggle          = 4
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 1006, 0]
type = Width
trigger1 = FrontEdgeDist < 8
edge = 2,0
ignorehitpause = 1

[State 1006, NotHitBy]
type            = NotHitBy
trigger1        = time = 0
value           = SCA
time            = 8

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 2)
value           = 70,2
volume          = 200
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 3)
value           = 6,100
volume          = 200
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (animelem = 2)
x		        = 7
y		        = -7

[State 0:     VelSet]
type            = VelMul
trigger1        = AnimElemTime(3) >= 0
x		        = 0.9

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1
ignorehitpause  = 1

[State 0, ]
type            = StateTypeSet
trigger1        = AnimElem = 2
statetype       = A
physics         = A

;---------------
;Effects/Sound
;---------------

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 2)
trigger2        = (AnimElem = 4)
value           = 13,3
volume          = 200
channel         = 6
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
;Hit Details
;---------------

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 2)
attr            = C, NA
hitflag         = MAF
guardflag       = MA
animtype        = medium
air.animtype    = medium
ground.type     = high
priority        = 4,Hit
damage          = ceil(30*fvar(1)*fvar(2)), 3
pausetime       = 10, 10
guard.pausetime = 8, 8
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -30, -26
hitsound        = S13, 4
guardsound      = S13, 0
ground.slidetime    = 14
ground.cornerpush.veloff = -10
ground.hittime  = 14
guard.hittime   = 14
air.hittime     = 20
air.cornerpush.veloff = -10
ground.velocity = -3
air.velocity    = -3, -2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0, 0
down.hittime    = 0
down.bounce     = 0
ID              = 212
chainID         = -1
numhits         = 1
kill            = 1
getpower        = ceil(18*fvar(3)), ceil(5*fvar(3))
givepower       = 15, 4
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 4)
attr            = C, NA
hitflag         = MAF
guardflag       = HA
animtype        = heavy
air.animtype    = heavy
ground.type     = low
priority        = 4,Hit
damage          = ceil(38*fvar(1)*fvar(2)), 4
pausetime       = 10, 10
guard.pausetime = 7, 8
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -30, -29
hitsound        = S13, 4
guardsound      = S13, 0
ground.slidetime    = 20
ground.cornerpush.veloff = -15
ground.hittime  = 20
guard.hittime   = 20
air.hittime     = 20
air.cornerpush.veloff = -15
ground.velocity = -6, -6
air.velocity    = -6, -3
fall            = 1
fall.recover    = 1
fall.recovertime= 40
fall.damage     = 0
air.fall        = 1
down.velocity   = 0, 0
down.hittime    = 0
down.bounce     = 0
ID              = 212
chainID         = -1
numhits         = 1
kill            = 1
getpower        = ceil(23*fvar(3)), ceil(6*fvar(3))
givepower       = 20, 5
envshake.time   = 0
envshake.freq   = 60
envshake.ampl   = -2
envshake.phase  = 1

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

;---------------
[State 0, ]
type                = ChangeState
trigger1            = Vel Y > 0
trigger1            = Pos Y >= -10
value               = 1007
ctrl                = 0

;---------------------------------------------------------------------------
; クルミアタック（着地）
[Statedef 1007]
type            = S
movetype        = I
physics         = S
juggle          = 0
velset          = 0,0
anim            = 1007
ctrl            = 0
sprpriority     = 2

[State 1007, 1]
type = Width
trigger1 = FrontEdgeDist < 8
edge = 2,0
ignorehitpause = 1

[State 1007, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1007, 3]
type = PlaySnd
trigger1 = Time = 0
value = 50,1

[State 1007, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; エンジェルスプリットボム
[Statedef 7745]
type            = S
movetype        = A
physics         = S
anim            = 7745
;velset          = 0,0
ctrl            = 0
poweradd        = -1000
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2

;---------------
[State 7745, VarRandom];ランダムカットイン
type = VarRandom
trigger1 = Time = 0
v = 45
range = 0,29
ignorehitpause = 1

[State 7745, 0]
type            = AttackDist
trigger1        = 1
value           = 75

[State 7745, PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 767,77
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7745, Helper]
type            = Helper
trigger1        = time = 0
helpertype      = normal
name            = "icon_off_7745"
id              = 3172
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 3172
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 7745, Helper]
type            = Null;Helper
trigger1        = time = 54
helpertype      = normal
name            = "icon_on_7745"
id              = 7732
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 7732
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 7745, Helper]
type            = Helper
trigger1        = (AnimElem = 14)
helpertype      = normal
name            = "angel_sprit_bomb_7745"
id              = 734
pos             = 27,-40
postype         = p1
facing          = 1
stateno	        = 734
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.0
size.yscale     = 1.0

[State 7745, Helper]
type            = Helper
trigger1        = (AnimElem = 14)
helpertype      = normal
name	        = "air_angel_bomb_strong_7745"
id              = 735
pos             = 20,-30
postype         = p1
facing	        = 1
stateno	        = 517
keyctrl	        = 0
ownpal          = 1
supermovetime   = 0
pausemovetime   = 0
size.xscale     = .72
size.yscale     = .72

[State 7745, Helper]
type            = Helper
trigger1        = (AnimElem = 13)
helpertype      = normal
name            = "air_angel_bomb_light_7745"
id              = 736
pos             = 20,-30
postype         = p1
facing          = 1
stateno	        = 515
keyctrl	        = 0
ownpal          = 1
supermovetime   = 0
pausemovetime   = 0
size.xscale     = .72
size.yscale     = .72

[State 7745, Helper]
type            = Helper
trigger1        = (AnimElem = 13)
helpertype      = normal
name            = "angel_bomb_light_7745"
id              = 737
pos             = 20,-30
postype         = p1
facing          = 1
stateno	        = 338
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 7745, Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
anim            = 6500
ID              = 6500
pos             = -22,-55
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.2, 1
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7745, Super effect 2];ボム
type            = Explod
trigger1        = (AnimElem = 5)
anim            = 7712
ID              = 7712
pos             = -22,-48
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1, 1
sprpriority     = -1
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7745, Super effect 2];光エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
anim            = 6501
ID              = 6501
pos             = -22,-55
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1, 1
sprpriority     = 5
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7745, SwingSound]
type            = PlaySnd
trigger1        = (animelem = 1)
value           = 77,1
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

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

[State 7745, Super effect]
type            = AssertSpecial
trigger1        = Time < 53
flag            = NoBarDisplay
flag2           = Nofg
ignorehitpause  = 1

;カットイン
[State 7745, Explod-1]
type            = Explod
trigger1        = Time = 0
Anim            = 3245+IfElse(Var(45)=0,6,IfElse(Var(45)=1,5,IfElse(Var(45)<=3,4,IfElse(Var(45)<=5,3,IfElse(Var(45)<=7,2,IfElse(Var(45)<=14,1,0))))))
id              = 3245
pos             = 200,260
postype         = back
ownpal          = 1
bindtime        = -1
removetime      = 52
scale           = 0.5,0.5
sprpriority     = -2
supermovetime   = 999999999
pausemovetime   = 999999999

[State 7745, BGPalFX]
type            = BGPalFX
trigger1        = (AnimElem = 1)
time            = 52
add             = -255,-255,-255
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 7745, SuperPause]
type            = SuperPause
trigger1        = (!Time)
time            = 52
pos             = 0,-50
movetime        = 52
darken          = 0
p2defmul        = 1
unhittable      = 1

;---------------
[State 7745, ChangeState]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; エンジェルスプリットボムヘルパー
[Statedef 734]
type            = S
movetype        = A
physics         = N
anim            = 734
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1
;---------------

[State 734, 0]
type = AttackDist
trigger1 = 1
value = 75

[State 734, No Shadow]
type        = AssertSpecial
trigger1    = 1
flag        = NoShadow

[State 734, NotHitBy]
type        = NotHitBy
trigger1    = 1
value       = SCA
time        = -1

[State 734, HitBy]
type        = HitBy
trigger1    = 1
value       = SCA, AP
time        = -1

[State 734, HitOverRide]
type        = HitOverRide
trigger1    = 1
attr        = SCA, AA, AP, AT
stateno     = 12000
time        = -1

[State 734, PunchSound]
type            = PlaySnd
trigger1        = (movecontact = 1)
value           = 66,4
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 734, Dust]
type            = MakeDust
trigger1        = (1)
pos             = -5,0
spacing         = 6

[State 734, Velset]
type            = VelSet
trigger1        = Time = 2
x               = 11
y               = -4

[State 734, VelAdd]
type            = VelAdd
trigger1        = Time > 2
y               = 0.6

[State 734, Screen Flash]
type            = EnvColor
trigger1        = (movecontact = 1)
value           = 255,255,255
time            = 1
under           = 0

[State 734, HitDef]
type            = HitDef
trigger1        = Time = 0
attr            = A, HP
hitflag         = MAF
guardflag       = MA
animtype        = diagup
air.animtype    = diagup
priority        = 6, hit
damage          = ceil(85*root,fvar(1)*root,fvar(2)),10
pausetime       = 0, 12
guard.pausetime = 0, 12
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S8000, 1
guardsound      = S8000, 1
ground.slidetime= 20
ground.hittime  = 20
guard.hittime   = 20
air.hittime     = 20
ground.velocity = -4, -6
air.velocity    = -4, -6
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -7, 1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 30, 10
kill            = 1
numhits         = 1
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = 10
envshake.phase  = 2

[State 734, Dust]
type            = Explod
trigger1        = movecontact
anim            = 7013
ID              = 7013
pos             = 20,0
facing          = 1
postype         = p1
removetime      = -2
scale           = .6, .6
sprpriority     = 5
ignorehitpause  = 1

[State 734, ChangeState]
type            = ChangeState
trigger1        = !MoveContact
trigger1        = Pos Y > -10
value           = 12000
ctrl            = 0

[State 734, DestroySelf]
type            = DestroySelf
trigger1        = MoveContact
trigger2        = BackEdgeDist <= -75
trigger3        = FrontEdgeDist <= -75

;---------------------------------------------------------------------------
; エンジェルハイパーボム
[Statedef 1944]
type            = S
movetype        = A
physics         = S
anim            = 1944
;velset          = 0,0
ctrl            = 0
poweradd        = -2000
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 6

;---------------
[State 1944, VarRandom];ランダムカットイン
type = VarRandom
trigger1 = Time = 0
v = 45
range = 0,29
ignorehitpause = 1

[State 1944, 0]
type            = AttackDist
trigger1        = 1
value           = 75

[State 1944, Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
anim            = 6500
ID              = 6500
pos             = -22,-55
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.2, 1
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 1944, Super effect 2];ボム
type            = Explod
trigger1        = (AnimElem = 5)
anim            = 7717
ID              = 7717
pos             = -22,-48
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .95, .95
sprpriority     = -1
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 1944, Super effect 2];光エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
anim            = 6501
ID              = 6501
pos             = -22,-55
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1, 1
sprpriority     = 5
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 1944, Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 30)
anim            = 6500
ID              = 6500
pos             = 22,-65
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.2, 1
sprpriority     = -2
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 1944, Super effect 2];ハイパーボムグラフィック
type            = Explod
trigger1        = (AnimElem = 30)
anim            = 6710
ID              = 6710
pos             = 22,-48
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.5, 1.5
sprpriority     = -1
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 1944, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 4)
value           = 768, 55
volume          = 255
channel         = 0

[State 1944, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 13)
value           = 551, 3
volume          = 255
channel         = 0

[State 1944, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 34)
value           = 551, 4
volume          = 255
channel         = 0

[State 1944, Helper]
type            = Helper
trigger1        = (AnimElem = 14)
trigger2        = (AnimElem = 22)
trigger3        = (AnimElem = 26)
helpertype      = normal
name            = "hyper_bomb_1"
id              = 1950
pos             = 22,-40+(random%20)
postype         = p1
facing          = 1
stateno	        = 1950
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .82
size.yscale     = .82

[State 1944, Helper]
type            = Helper
trigger1        = (AnimElem = 16)
trigger2        = (AnimElem = 20)
helpertype      = normal
name            = "hyper_bomb_2"
id              = 1951
pos             = 22,-40+(random%20)
postype         = p1
facing          = 1
stateno	        = 1950
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .8
size.yscale     = .8

[State 1944, Helper]
type            = Helper
trigger1        = (AnimElem = 18)
trigger2        = (AnimElem = 24)
trigger3        = (AnimElem = 27)
helpertype      = normal
name            = "hyper_bomb_3"
id              = 1952
pos             = 22,-40+(random%20)
postype         = p1
facing          = 1
stateno	        = 1950
keyctrl	        = 0
ownpal          = 1
supermovetime   = 0
pausemovetime   = 0
size.xscale     = .82
size.yscale     = .82

[State 1944, Helper]
type            = Helper
trigger1        = (AnimElem = 34)
helpertype      = normal
name            = "hyper_bomb_finish"
id              = 1955
pos             = 25,-27
postype         = p1
facing          = 1
stateno	        = 1955
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.5
size.yscale     = 1.5

[State 1944, PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 14)
trigger2        = (AnimElem = 18)
trigger3        = (AnimElem = 20)
trigger4        = (AnimElem = 22)
trigger5        = (AnimElem = 26)
value           = 58,67
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 1944, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 11, 144
channel         = -1

[State 1944, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 33)
value           = 98, 77
volume          = 255
channel         = -1

[State 1944, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 31)
value           = 760, 23
channel         = -1

[State 1944, Super effect]
type            = AssertSpecial
trigger1        = time < 59
trigger2        = time > 125
trigger2        = time < 150
flag            = NoBarDisplay
flag2           = Nofg
ignorehitpause  = 1

[State 1944, Helper]
type            = Helper
trigger1        = time = 0
helpertype      = normal
name            = "icon_off_1944_1"
id              = 3172
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 3172
keyctrl	        = 0
ownpal          = 1
supermovetime   = 0
pausemovetime   = 0
size.xscale     = .72
size.yscale     = .72

[State 1944, Helper]
type            = Null;Helper
trigger1        = time = 36
helpertype      = normal
name            = "icon_on_1944_1"
id              = 7732
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 7732
keyctrl	        = 0
ownpal          = 1
supermovetime   = 0
pausemovetime   = 0
size.xscale     = .72
size.yscale     = .72

[State 1944, Helper]
type            = Helper
trigger1        = time = 128
helpertype      = normal
name            = "icon_off_1944_2"
id              = 3172
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 3172
keyctrl	        = 0
ownpal          = 1
supermovetime   = 0
pausemovetime   = 0
size.xscale     = .72
size.yscale     = .72

[State 1944, Helper]
type            = Null;Helper
trigger1        = time = 150
helpertype      = normal
name            = "icon_on_1944_2"
id              = 7732
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 7732
keyctrl	        = 0
ownpal          = 1
supermovetime   = 0
pausemovetime   = 0
size.xscale     = .72
size.yscale     = .72

;カットイン
[State 1944, Explod-1]
type            = Explod
trigger1        = Time = 0
Anim            = 3245+IfElse(Var(45)=0,6,IfElse(Var(45)=1,5,IfElse(Var(45)<=3,4,IfElse(Var(45)<=5,3,IfElse(Var(45)<=7,2,IfElse(Var(45)<=14,1,0))))))
id              = 3245
pos             = 200,260
postype         = back
ownpal          = 1
bindtime        = -1
removetime      = 58
scale           = 0.5,0.5
sprpriority     = -2
supermovetime   = 999999999
pausemovetime   = 999999999

[State 1944, BGPalFX]
type            = BGPalFX
trigger1        = (AnimElem = 1)
time            = 58
add             = -255,-255,-255
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 1944, SuperPause]
type            = SuperPause
trigger1        = (!Time)
time            = 58
pos             = 0,-50
movetime        = 58
darken          = 0
p2defmul        = 1
unhittable      = 1

[State 1944, BGPalFX]
type            = BGPalFX
trigger1        = (AnimElem = 30)
time            = 27
add             = -255,-255,-255
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 1944, SuperPause]
type            = SuperPause
trigger1        = (AnimElem = 30)
time            = 21
pos             = 0,-50
movetime        = 21
darken          = 0
p2defmul        = 1
unhittable      = 1

;---------------
[State 1944, ChangeState]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; ハイパーボムヘルパー１〜３
[Statedef 1950]
type            = S
movetype        = A
physics         = N
anim            = 1950
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1
;---------------

[State 1950, 0]
type            = AttackDist
trigger1        = 1
value           = 75

[State 1950, No Shadow]
type            = AssertSpecial
trigger1        = 1
flag            = NoShadow

[State 1950, NotHitBy]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = -1

[State 1950, HitBy]
type            = HitBy
trigger1        = 1
value           = SCA, AP
time            = -1

[State 1950, HitOverRide]
type            = HitOverRide
trigger1        = 1
attr            = SCA, AA, AP, AT
stateno         = 12000
time            = -1

[State 1950, PunchSound]
type            = PlaySnd
trigger1        = (movecontact = 1)
value           = 66,4
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 1950, Dust]
type            = MakeDust
trigger1        = (1)
pos             = -5,2
spacing         = 6

[State 1950, VelSet]
type            = VelSet
trigger1        = Time = 2
x               = 9
y               = -3

[State 1950, VelAdd]
type            = VelAdd
trigger1        = Time > 2
y               = 0.2

[State 1950, Screen Flash]
type            = EnvColor
trigger1        = (movecontact = 1)
value           = 255,255,255
time            = 1
under           = 0

[State 1950, HitDef]
type            = HitDef
trigger1        = Time = 0
attr            = A, HP
hitflag         = MAF
guardflag       = MA
animtype        = heavy
air.animtype    = heavy
priority        = 5, hit
damage          = ceil(ifelse(ishelper(1950),17,ifelse(ishelper(1951),21,25))*root,fvar(1)*root,fvar(2)),8
pausetime       = 0, 8
guard.pausetime = 0, 8
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S8000, 1
guardsound      = S8000, 1
ground.slidetime= 20
ground.hittime  = 20
guard.hittime   = 20
air.hittime     = 20
ground.velocity = -5
air.velocity    = -5, -2
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -4, 1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 18, 4
kill            = 1
numhits         = 1
envshake.time   = 10
envshake.freq   = 60
envshake.ampl   = 10
envshake.phase  = 2

[State 1950, Dust]
type            = Explod
trigger1        = movecontact
anim            = 7013
ID              = 7013
pos             = 20,0
facing          = 1
postype         = p1
removetime      = -2
scale           = .5, .5
sprpriority     = 5
ignorehitpause  = 1

[State 1950, ChangeState]
type            = ChangeState
trigger1        = !MoveContact
trigger1        = Pos Y > -10
value           = 12000
ctrl            = 0

[State 1950, DestroySelf]
type            = DestroySelf
trigger1        = MoveContact
trigger2        = BackEdgeDist <= -75
trigger3        = FrontEdgeDist <= -75

;---------------------------------------------------------------------------
; ハイパーボムヘルパーフィニッシュ
[Statedef 1955]
type            = S
movetype        = A
physics         = N
anim            = 1955
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1
;---------------

[State 1955, 0]
type            = AttackDist
trigger1        = 1
value           = 100

[State 1955, No Shadow]
type            = AssertSpecial
trigger1        = 1
flag            = NoShadow

[State 1955, NotHitBy]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = -1

[State 1955, PunchSound]
type            = PlaySnd
trigger1        = (movecontact = 1)
value           = 66,4
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 1955, Dust]
type            = MakeDust
trigger1        = (1)
pos             = -10,5
spacing         = 5

[State 1955, VelSet]
type            = VelSet
trigger1        = Time = 2
x               = 12
y               = -4

[State 1955, VelAdd]
type            = VelAdd
trigger1        = Time > 2
y               = 0.2

[State 1955, Screen Flash]
type            = EnvColor
trigger1        = (movecontact = 1)
value           = 255,255,255
time            = 1
under           = 0

[State 1955, HitDef]
type            = HitDef
trigger1        = (1)
attr            = A, HP
hitflag         = MAFPD
guardflag       = MA
animtype        = diagup
air.animtype    = diagup
priority        = 7, hit
damage          = ceil(130*root,fvar(1)*root,fvar(2)),20
pausetime       = 0, 15
guard.pausetime = 0, 15
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S8000, 1
guardsound      = S8000, 1
ground.slidetime= 20
ground.hittime  = 20
guard.hittime   = 20
air.hittime     = 20
ground.velocity = -7, -6
air.velocity    = -7, -6
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -8, 1
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 75, 20
kill            = 1
numhits         = 1
envshake.time   = 14
envshake.freq   = 68
envshake.ampl   = 12
envshake.phase  = 2

[State 1955, Dust]
type            = Explod
trigger1        = movecontact
anim            = 7013
ID              = 7013
pos             = 20,0
facing          = 1
postype         = p1
removetime      = -2
scale           = .9, .9
sprpriority     = 5
ignorehitpause  = 1

[State 1955, ChangeState]
type            = ChangeState
trigger1        = !MoveContact
trigger1        = Pos Y > -10
value           = 12000
ctrl            = 0

[State 1955, DestroySelf]
type            = DestroySelf
trigger1        = MoveContact
trigger2        = BackEdgeDist <= -75
trigger3        = FrontEdgeDist <= -75

;---------------------------------------------------------------------------
; ツイン☆釘宮パンチ
[Statedef 7655]
type            = S
movetype        = A
physics         = S
anim            = 7655
;velset          = 0,0
ctrl            = 0
poweradd        = -3000
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2

;---------------
[State 7655, VarRandom];ランダムカットイン
type = VarRandom
trigger1 = Time = 0
v = 45
range = 0,29
ignorehitpause = 1

[State 7655, 0]
type            = AttackDist
trigger1        = 1
value           = 100

[State 7655, PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 77,123
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7655, Helper]
type            = Helper
trigger1        = time = 0
helpertype      = normal
name            = "icon_off_7655"
id              = 3172
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 3172
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 7655, Helper]
type            = Null;Helper
trigger1        = time = 124
helpertype      = normal
name            = "icon_on_7655"
id              = 7732
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 7732
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 7655, Super effect 2];地面
type            = Explod
trigger1        = (AnimElem = 54)
anim            = 7025
ID              = 7025
pos             = 5,2
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .5, .3
sprpriority     = 1
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7655, Sound]
type            = PlaySnd
trigger1        = (AnimElem = 54)
value           = 77, 32
channel         = -1

[State 7655, HitDef]
type            = HitDef
trigger1        = (AnimElem = 50)
attr            = S, HA
hitflag         = MAF
guardflag       = 
animtype        = diagup
air.animtype    = diagup
ground.type     = heavy
priority        = 7, Hit
damage          = 300, 300
pausetime       = 1, 10
guard.pausetime = 21, 10
sparkno         = S7005 
guard.sparkno   = S7007
sparkxy         = -15, -45
hitsound        = S87, 100
guardsound      = S66, 4
ground.slidetime= 32
ground.hittime  = 52
guard.hittime   = 52
air.hittime     = 52
ground.velocity = -13, -6
air.velocity    = -13, -6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0, 0
kill            = 1
down.hittime    = 0
down.bounce     = 0
ID              = 202
chainID         = -1
numhits         = 36
getpower        = 0, 0
givepower       = 150, 50
envshake.time   = 22
envshake.freq   = 78
envshake.ampl   = -5
envshake.phase  = 2
p1stateno       = 7667

[State 7655, VelSet]
type            = VelSet
trigger1        = (AnimElem = 50)
x               = 9
y               = 0

[State 7655, VelSet]
type            = VelSet
trigger1        = (AnimElem = 51)
x               = 0
y               = 0

[State 7655, VelSet]
type            = VelSet
trigger1        = (AnimElem = 52)
x               = 1
y               = 0

[State 7655, VelSet]
type            = VelSet
trigger1        = (AnimElem = 53)
x               = 0
y               = 0

[State 7655, StateTypeSet]
type            = StateTypeSet
trigger1        = AnimElem = 54
movetype        = H
statetype       = L

[State 7655, StateTypeSet]
type            = StateTypeSet
trigger1        = AnimElem = 56
movetype        = I

[State 7655, AfterImage]
type            = AfterImage
trigger1        = (AnimElem = 1)
time            = 150
length          = 5
palcolor        = 255
palinvertall    = 0
palbright       = 50,50,50
palcontrast     = 0,0,0
palpostbright   = 30,30,30
paladd          = 55,50,50
palmul          = .35,.35,.35
timegap         = 2
framegap        = 2
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 7655, PalFX]
type            = PalFX;点滅
trigger1        = (time > 25)
trigger1        = (time < 115)
trigger1        = (GameTime%4) = 0
time            = 1
add             = 70,70,70
ignorehitpause  = 1

[State 7655, PalFX-2]
type            = PalFX;点滅
trigger1        = (time > 115)
trigger1        = (time < 145)
trigger1        = (GameTime%4) = 0
time            = 1
add             = 30,30,30
ignorehitpause  = 1

[State 7655, Super effect 2];地面
type            = Explod
trigger1        = (AnimElem = 50)
anim            = 6010
ID              = 6010
pos             = 30,-50
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.2, 1
sprpriority     = 1
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7655, Super effect 2];地面
type            = Explod
trigger1        = (AnimElem = 50)
anim            = 7025
ID              = 7025
pos             = 0,0
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.2, 1
sprpriority     = 1
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7655, Super effect 2];地面煙
type            = Explod
trigger1        = (AnimElem = 50)
anim            = 7011
ID              = 7011
pos             = -20,0
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.4, 1.2
sprpriority     = 1
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7655, SwingSound]
type            = PlaySnd
trigger1        = (animelem = 52)
value           = 877,8
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7655, SwingSound]
type            = PlaySnd
trigger1        = (animelem = 50)
value           = 76,9
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7655, SwingSound]
type            = PlaySnd
trigger1        = (animelem = 1)
value           = 544,2
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 7655, Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
trigger2        = (AnimElem = 6)
trigger3        = (AnimElem = 20)
anim            = 6500
ID              = 6500
pos             = -2,-35
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.4, 1.2
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7655, Super effect 2];光エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
trigger2        = (AnimElem = 6)
trigger3        = (AnimElem = 20)
anim            = 6501
ID              = 6501
pos	        = -2,-35
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.4, 1.2
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 7655, super effect]
type            = AssertSpecial
trigger1        = time < 126
flag            = NoBarDisplay
flag2           = Nofg
ignorehitpause  = 1

;カットイン
[State 7655, Explod-1]
type            = Explod
trigger1        = Time = 0
Anim            = 3245+IfElse(Var(45)=0,6,IfElse(Var(45)=1,5,IfElse(Var(45)<=3,4,IfElse(Var(45)<=5,3,IfElse(Var(45)<=7,2,IfElse(Var(45)<=14,1,0))))))
id              = 3245
pos             = 200,260
postype         = back
ownpal          = 1
bindtime        = -1
removetime      = 125
scale           = 0.5,0.5
sprpriority     = -2
supermovetime   = 999999999
pausemovetime   = 999999999

[State 7655, BGPalFX]
type            = BGPalFX
trigger1        = (AnimElem = 1)
time            = 125
add             = -255,-255,-255
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 7655, SuperPause]
type            = SuperPause
trigger1        = (!Time)
time            = 125
pos             = 0,-50
movetime        = 125
darken          = 0
p2defmul        = 1
unhittable      = 1

;---------------
[State 7655, ChangeState]
type            = ChangeState
trigger1        = (!AnimTime) 
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; ツイン釘宮パンチ当った時
[Statedef 7667]
type            = S
movetype        = I
physics         = S
anim            = 7667
;velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 2
;---------------

[State 0:     EnvShake]
type            = EnvShake
trigger1        = (AnimElem = 1)
time            = 20
freq            = 88
ampl            = -9
phase           = 3

[State -2]
type = PalFX;点滅
trigger1 = (time < 30)
trigger1 = (GameTime%4) = 0
time = 1
add = 30,30,30
ignorehitpause = 1

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 1)
x		        = 0
y		        = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 2)
trigger2        = (AnimElem = 3)
trigger3        = (AnimElem = 4)
x		        = 1
y		        = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 5)
x		        = 1
y		        = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (AnimElem = 6)
x		        = 1
y		        = 0

[State 1002:     AfterImage]
type            = AfterImage
trigger1        = (!Time)
time            = 50
length          = 5
palcolor        = 255
palinvertall    = 0
palbright       = 50,50,50
palcontrast     = 0,0,0
palpostbright   = 30,30,30
paladd          = 55,50,50
palmul          = .35,.35,.35
timegap         = 2
framegap        = 2
trans           = Add
ignorehitpause  = 1
persistent      = 1

[State 0:     SwingSound]
type            = PlaySnd
trigger1        = (animelem = 1)
value           = 87,99
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 0
ctrl            = 1

;---------------------------------------------------------------------------
; ストライカー：リリカ
[Statedef 3600]
type = S
movetype = I
physics = S
anim = 3600
velset = 0,0
ctrl = 0

[State 3600, SwingSound]
type            = PlaySnd
trigger1        = (AnimElem = 2)
value           = 999,33
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 3600, Helper];リリカ発動
type            = Helper
trigger1        = AnimElem = 1
name            = "lilica"
ID              = 999
pos             = -50,0
postype         = back
sprpriority     = 3
stateno         = 999
keyctrl         = 0
ownpal          = 1
size.xscale     = .46
size.yscale     = .46

[State 3600, End]
type            = ChangeState
trigger1        = AnimTime = 0
value           = 0
ctrl            = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 復帰リリカ
;-------------------復帰リリカ登場
[Statedef 289]
type = S
movetype = I
physics = N
anim = 999
velset = 0,0
ctrl = 0
sprpriority = 0
poweradd = 0

[State 289, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 999
elem = 9
ctrl = 0

[State 289, 振り向き]
type       = Turn;				『振り向き』
trigger1   = ParentDist X < -45;		条件１、クルミの背面から45以上離れると振り向く
trigger2   = Vel X = 0;				条件２、停止状態で
trigger2   = Facing != Root,Facing;			クルミと違う方向を向いていたら振り向く
trigger3   = ParentDist X < -25;		条件３、クルミの背面から25以上離れ
trigger3   = Facing = Root,Facing;			クルミと同じ方向を向いていたら振り向く

[State 289, 移動]
type       = VelSet;				『移動』
trigger1   = ParentDist X != [-35,-25];		条件１、クルミの背面以外の位置にいたら前進する
x          = 1.2
y          = 0

[State 289, クルミ右向き時の停止]
type       = VelSet;				『クルミ右向き時の停止』
triggerall = Root,Facing = 1
trigger1   = Root,ScreenPos X < ScreenPos X+35;	条件１、クルミもリリカも右向き時
trigger1   = Facing = 1;				リリカの現在位置から35右に足した位置よりもクルミは左にいる
trigger2   = Root,ScreenPos X > ScreenPos X+35;	条件２、クルミは右向き、リリカは左向き時
trigger2   = Facing = -1;				リリカの現在位置から35右に足した位置よりもクルミは右にいる
x = 0

[State 289, クルミ左向き時の停止]
type       = VelSet;				『クルミ左向き時の停止』
triggerall = Root,Facing = -1
trigger1   = Root,ScreenPos X > ScreenPos X-35;	条件１、クルミもリリカも左向き時
trigger1   = Facing = -1;				リリカの現在位置から35左に足した位置よりもクルミは右にいる
trigger2   = Root,ScreenPos X < ScreenPos X-35;	条件２、クルミは左向き、リリカは右向き時
trigger2   = Facing = 1;				リリカの現在位置から35左に足した位置よりもクルミは左にいる
x = 0

[State 289, 停止時のアニメ]
type       = ChangeAnim;			『停止時のアニメ』
trigger1   = Time > 30;				条件１、登場から31フレーム以上経過後　
;trigger1   = Root,Vel X = 0;				クルミも
trigger1   = Vel X = 0;					リリカも停止状態で
trigger1   = Anim != 1699;				既に立ちアニメ表示している時以外
value      = 1699;					←ここに好きなアニメNo入れれば停止時に表示される
ctrl       = 0;						判定つけてReversalDefの条件に追加すれば停止時にも泣き発動

[State 289, 移動時のアニメ]
type       = ChangeAnim;			『移動時のアニメ』
trigger1   = Time > 30;				条件１、登場から31フレーム以上経過後
trigger1   = Vel X != 0;				移動状態で
trigger1   = Anim != 9213;				既に移動アニメ表示している時以外
value      = 9213
ctrl       = 0

[State 289, HitOverRide]
Type       = HitOverRide
trigger1   = Time > 100
time       = 1
attr       = SCA,AA,AP
stateno    = 1099
ignorehitpause = 1

[State 289, 0];
type       = null;ReversalDef
triggerall = Time > 100
trigger1   = (1)
attr       = S, ST
reversal.attr = SCA, AA, AP
hitflag    = MAFPD
priority   = 7, miss
pausetime  = 1,1
sparkno    = s7005
hitsound   = S13,4
p1stateno  = 1099
numhits    = 0

[State 289, 無敵]
type       = null;NotHitBy
trigger1   = 1
value      = SCA
time       = -1

[State 289, ChangeState];クルミがまけた時
type       = ChangeState
trigger1   = root,alive = 0
value      = 955

[State 289, ChangeState];クルミ勝った時
type       = ChangeState
trigger1   = roundstate != 2
trigger1   = enemy,alive = 0
value      = 959

[State 289, PlayerPush]
type       = PlayerPush
trigger1   = 1
value      = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; リリカ
;-------------------リリカ登場
[Statedef 999]
type = S
movetype = I
physics = N
anim = 999
velset = 0,0
ctrl = 0
sprpriority = 0
poweradd = -1500

[State -2]
type = DisplayToClipboard
trigger1 = 1
text = "%d,%d,%d,%d"
params = ceil(Root,ScreenPos X), ceil(ScreenPos X), root,facing, facing
ignorehitpause = 1

[State 3600,Sound]
type       = PlaySnd
trigger1   = Time = 35
value      = S99,44
channel    = 6

[State 999, 0]
type       = Null;ChangeAnim
trigger1   = time = 210
value      = 9213
ctrl       = 0

[State 999, 振り向き]
type       = Turn;				『振り向き』
trigger1   = ParentDist X < -45;		条件１、クルミの背面から45以上離れると振り向く
trigger2   = Vel X = 0;				条件２、停止状態で
trigger2   = Facing != Root,Facing;			クルミと違う方向を向いていたら振り向く
trigger3   = ParentDist X < -25;			条件３、クルミの背面から25以上離れ
trigger3   = Facing = Root,Facing;			クルミと同じ方向を向いていたら振り向く

[State 999, 移動]
type       = VelSet;				『移動』
trigger1   = ParentDist X != [-35,-25];		条件１、クルミの背面以外の位置にいたら前進する
x          = 1.2
y          = 0

[State 999, クルミ右向き時の停止]
type       = VelSet;				『クルミ右向き時の停止』
triggerall = Root,Facing = 1
trigger1   = Root,ScreenPos X < ScreenPos X+35;	条件１、クルミもリリカも右向き時
trigger1   = Facing = 1;				リリカの現在位置から35右に足した位置よりもクルミは左にいる
trigger2   = Root,ScreenPos X > ScreenPos X+35;	条件２、クルミは右向き、リリカは左向き時
trigger2   = Facing = -1;				リリカの現在位置から35右に足した位置よりもクルミは右にいる
x = 0

[State 999, クルミ左向き時の停止]
type       = VelSet;				『クルミ左向き時の停止』
triggerall = Root,Facing = -1
trigger1   = Root,ScreenPos X > ScreenPos X-35;	条件１、クルミもリリカも左向き時
trigger1   = Facing = -1;				リリカの現在位置から35左に足した位置よりもクルミは右にいる
trigger2   = Root,ScreenPos X < ScreenPos X-35;	条件２、クルミは左向き、リリカは右向き時
trigger2   = Facing = 1;				リリカの現在位置から35左に足した位置よりもクルミは左にいる
x = 0

[State 999, 停止時のアニメ]
type       = ChangeAnim;			『停止時のアニメ』
trigger1   = Time > 63;				条件１、登場から64フレーム以上経過後　
;trigger1   = Root,Vel X = 0;				クルミも
trigger1   = Vel X = 0;					リリカも停止状態で
trigger1   = Anim != 1699;				既に立ちアニメ表示している時以外
value      = 1699;					←ここに好きなアニメNo入れれば停止時に表示される
ctrl       = 0;						判定つけてReversalDefの条件に追加すれば停止時にも泣き発動

[State 999, 移動時のアニメ]
type       = ChangeAnim;			『移動時のアニメ』
trigger1   = Time > 63;				条件１、登場から64フレーム以上経過後
trigger1   = Vel X != 0;				移動状態で
trigger1   = Anim != 9213;				既に移動アニメ表示している時以外
value      = 9213
ctrl       = 0

[State 999, HitOverRide]
Type       = HitOverRide
trigger1   = Time > 63
time       = 1
attr       = SCA,AA,AP
stateno    = 1099
ignorehitpause = 1

[State 999, 0];
type       = null;ReversalDef
triggerall = Time > 63
trigger1   = (1)
attr       = S, ST
reversal.attr = SCA, AA, AP
hitflag    = MAFPD
priority   = 7, miss
pausetime  = 1,1
sparkno    = s7005
hitsound   = S13,4
p1stateno  = 1099	;リリカ攻撃喰らい１へ
numhits    = 0

[State 999, 無敵]
type       = null;NotHitBy
trigger1   = 1
value      = SCA
time       = -1

[State 999, ChangeState];クルミがまけた時
type       = ChangeState
trigger1   = root,alive = 0
value      = 955

[State 999, ChangeState];クルミ勝った時
type       = ChangeState
trigger1   = roundstate != 2
trigger1   = enemy,alive = 0
value      = 959

[State 999, PlayerPush]
type       = PlayerPush
trigger1   = 1
value      = 1

;---------------------------------------------------------------------------
; リリカ攻撃喰らい１
[Statedef 1099]
type = S
movetype = I
physics = N
anim = 1099
velset = 0,0
ctrl = 0
sprpriority = 0
poweradd = 0

[State 1099, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = S99,55
channel = 6

[State 1099, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1099, ScreenBound];カメラ固定
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1099, ChangeState];泣き発動１へ
type = ChangeState
trigger1 = AnimElem = 8
value = 1144

[State 1099, DestroySelf]
type = DestroySelf
trigger1 = Time = 400

;---------------------------------------------------------------------------
; リリカ泣き攻撃発動１
[Statedef 1144]
type = S
movetype = A
physics = N
anim = 1144
velset = 0,0
ctrl = 0
sprpriority = 0
poweradd = 0

[State 1144, 0]
type            = AttackDist
trigger1        = 1
value           = 120

[State 1144, StateTypeSet]
type            = StateTypeSet
trigger1        = AnimElem = 37
movetype        = I

[State 1144, Push]
type            = PlayerPush
trigger1        = 1
value           = 1

[State 1144, Turn]
type            = Turn
trigger1        = Time = 0
trigger1        = P2Dist X < -20

[State 1144];カメラ固定
type            = ScreenBound
trigger1        = 1
value           = 0
movecamera      = 0,0

[State 0:    Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 1)
trigger2        = (AnimElem = 10)
trigger3        = (AnimElem = 18)
trigger4        = (AnimElem = 28)
anim            = 7025
ID              = 7025
pos             =  0,0
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = .5, .5
sprpriority     = -2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 3600,Sound]
type            = PlaySnd
trigger1        = AnimElem = 1
value           = S99,66
channel         = 6

[State 1144, Sound]
type            = PlaySnd
trigger1        = AnimElem = 32
value           = S99,77
channel         = 6

[State 0:     EnvShake]
type 		= EnvShake
triggerall 	= (time < 210)
trigger1 	= ((time > 2) && (timemod = 8,0)) 
time 		= 8
freq 		= 20
ampl 		= 3

[State 0:    Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 3)
trigger2        = (AnimElem = 9)
trigger3        = (AnimElem = 17)
trigger4        = (AnimElem = 20)
trigger5        = (AnimElem = 28)
anim            = 7048
ID              = 7048
pos	        = -14,-130
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 2.4, 2.3
sprpriority     = 2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
trigger2        = (AnimElem = 9)
trigger3        = (AnimElem = 17)
trigger4        = (AnimElem = 25)
trigger5        = (AnimElem = 32)
anim            = 7049
ID              = 7049
pos             = -12,-110
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 2.4, 2.3
sprpriority     = -2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 8)
trigger2        = (AnimElem = 19)
trigger3        = (AnimElem = 26)
trigger4        = (AnimElem = 32)
anim            = 7050
ID              = 7050
pos             = -12,-152
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 2, 2
sprpriority     = 3
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 3)
trigger2        = (AnimElem = 7)
trigger3        = (AnimElem = 11)
trigger4        = (AnimElem = 15)
trigger5        = (AnimElem = 19)
trigger6        = (AnimElem = 23)
trigger7        = (AnimElem = 27)
trigger8        = (AnimElem = 31)
trigger9        = (AnimElem = 35)
attr            = S, NA
hitflag         = MAFPD
guardflag       = MA
animtype        = heavy
air.animtype    = heavy
ground.type     = high
priority        = 4, hit
damage          = 8, 4
pausetime       = 0, 10
guard.pausetime = 0, 10
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -15, -65
hitsound        = S420, 0
guardsound      = S66, 66
ground.slidetime    = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.hittime  = 20
guard.hittime   = 20
air.hittime     = 20
ground.velocity = -6
air.velocity    = -6
fall            = 0
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -4, 1
kill            = 0
down.hittime    = 0
down.bounce     = 0
ID              = 1144
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 20, 10
envshake.time   = 0
envshake.freq   = 70
envshake.ampl   = -25
envshake.phase  = 15

[State 1144, ChangeState];クルミがまけた時
type            = ChangeState
trigger1        = root,alive = 0
value           = 955

[State 1144, ChangeState];クルミ勝った時
type            = ChangeState
trigger1        = roundstate != 2
trigger1        = enemy,alive = 0
value           = 959

[State 1144, ChangeState];復帰
type            = ChangeState
trigger1        = time >= 600
value           = 289

[State 1144, HitOverRide]
Type            = HitOverRide
trigger1        = Time > 90
time            = 1
attr            = SCA,AA,AP
stateno         = 1212
ignorehitpause  = 1

[State 1144, 0];
type            = null;ReversalDef
trigger1        = AnimElem = 37
trigger2        = AnimElem = 38
trigger3        = AnimElem = 39
trigger4        = AnimElem = 40
attr            = S, ST
reversal.attr   = SCA, AA, AP
hitflag         = MAFPD
priority        = 7, miss
pausetime       = 1,1
sparkno         = s7005
hitsound        = S13,4
p1stateno       = 1212	;リリカ攻撃喰らい２へ
numhits         = 0

[State 1144,	DestroySelf]
type            = DestroySelf
trigger1        = time = 999

;---------------------------------------------------------------------------
; リリカ攻撃喰らい２
[Statedef 1212]
type = S
movetype = I
physics = N
anim = 1099
velset = 0,0
ctrl = 0
sprpriority = 0
poweradd = 0

[State 1212];カメラ固定
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1212, Sound]
type = PlaySnd
trigger1 = animelem = 1
value = 99, 55
channel = 6

[State 1212, Sound]
type = PlaySnd
trigger1 = animelem = 1
value = S99,55
channel = 6

[State 1212, Push]
type = PlayerPush
trigger1 = 1
value = 1

[State 1212, ChangeState];泣き発動２へ
type = ChangeState
trigger1 = animelem = 8
value = 1155

;---------------------------------------------------------------------------
; リリカ泣き攻撃発動２
[Statedef 1155]
type = S
movetype = A
physics = N
anim = 1155
velset = 0,0
ctrl = 0
sprpriority = 0
poweradd = 0

[State 1155, 0]
type            = AttackDist
trigger1        = 1
value           = 180

[State 1155, StateTypeSet]
type            = StateTypeSet
trigger1        = AnimElem = 40
movetype        = I

[State 1155, Push]
type            = PlayerPush
trigger1        = 1
value           = 1

[State 1155:     Turn]
type            = Turn
trigger1        = Time = 0
trigger1        = P2Dist X < -20

[State 1155];カメラ固定
type            = ScreenBound
trigger1        = 1
value           = 0
movecamera      = 0,0

[State 1155, HitOverRide]
Type            = HitOverRide
trigger1        = Time > 115
time            = 1
attr            = SCA,AA,AP
stateno         = 1299
ignorehitpause  = 1

[State 1155, 0];
type            = null;ReversalDef
trigger1        = AnimElem = 40
trigger2        = AnimElem = 41
attr            = S, ST
reversal.attr   = SCA, AA, AP
hitflag         = MAFPD
priority        = 7, miss
pausetime       = 1,1
sparkno         = s7005
hitsound        = S13,4
p1stateno       = 1299	;リリカふっとびへ
numhits         = 0

[State 0:    Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 5)
trigger2        = (AnimElem = 11)
trigger3        = (AnimElem = 15)
trigger4        = (AnimElem = 20)
trigger5        = (AnimElem = 24)
trigger6        = (AnimElem = 28)
anim            = 7049
ID              = 7049
pos             = -12,-120
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 3.3, 2.6
sprpriority     = -2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 1)
trigger2        = (AnimElem = 9)
trigger3        = (AnimElem = 18)
trigger4        = (AnimElem = 26)
trigger5        = (AnimElem = 31)
trigger6        = (AnimElem = 36)
anim            = 7025
ID              = 7025
pos             = -12,0
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1, 1
sprpriority     = -2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 1)
trigger2        = (AnimElem = 10)
trigger3        = (AnimElem = 16)
trigger4        = (AnimElem = 24)
trigger5        = (AnimElem = 28)
trigger6        = (AnimElem = 36)
anim            = 7050
ID              = 7050
pos             = -12,-150
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 2.8, 2.4
sprpriority     = 3
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 3)
trigger2        = (AnimElem = 8)
trigger3        = (AnimElem = 14)
trigger4        = (AnimElem = 19)
trigger5        = (AnimElem = 24)
trigger6        = (AnimElem = 27)
trigger7        = (AnimElem = 32)
trigger8        = (AnimElem = 37)
anim            = 7048
ID              = 7048
pos             = -14,-125
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 3, 2.7
sprpriority     = 2
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 2)
trigger2        = (AnimElem = 10)
trigger3        = (AnimElem = 20)
trigger4        = (AnimElem = 22)
trigger5        = (AnimElem = 27)
trigger6        = (AnimElem = 31)
trigger7        = (AnimElem = 33)
trigger8        = (AnimElem = 37)
anim            = 7047
ID              = 7047
pos             = -12,-156
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 2.9, 2.4
sprpriority     = 3
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 1155, Sound]
type            = PlaySnd
trigger1        = AnimElem = 1
value           = S99,88
channel         = 5

[State 1155, Sound]
type            = PlaySnd
trigger1        = AnimElem = 19
value           = S999,22
channel         = 6

[State 0:     EnvShake]
type 		= EnvShake
triggerall 	= (time < 250)
trigger1 	= ((time > 2) && (timemod = 8,0)) 
time 		= 7
freq 		= 55
ampl 		= 5

[State 0:     HitDef]
type            = HitDef
trigger1        = (AnimElem = 3)
trigger2        = (AnimElem = 7)
trigger3        = (AnimElem = 11)
trigger4        = (AnimElem = 15)
trigger5        = (AnimElem = 19)
trigger6        = (AnimElem = 23)
trigger7        = (AnimElem = 27)
trigger8        = (AnimElem = 31)
trigger9        = (AnimElem = 35)
trigger10       = (AnimElem = 39)
attr            = S, NA
hitflag         = MAFPD
guardflag       = MA
animtype        = diagup
air.animtype    = diagup
ground.type     = high
priority        = 7, hit
damage          = 10, 6
pausetime       = 0, 15
guard.pausetime = 0, 15
sparkno         = S7005
guard.sparkno   = S7007
sparkxy         = -15, -65
hitsound        = S420, 0
guardsound      = S66, 66
ground.slidetime    = 20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.hittime  = 20
guard.hittime   = 20
air.hittime     = 20
ground.velocity = -8, -5
air.velocity    = -8, -5
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = -6, 1
kill            = 0
down.hittime    = 0
down.bounce     = 0
ID              = 1155
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 25, 15
envshake.time   = 0
envshake.freq   = 70
envshake.ampl   = -25
envshake.phase  = 15

[State 1155, ChangeState];クルミがまけた時
type            = ChangeState
trigger1        = root,alive = 0
value           = 955

[State 1155, ChangeState];クルミ勝った時
type            = ChangeState
trigger1        = roundstate != 2
trigger1        = enemy,alive = 0
value           = 959

[State 1155, ChangeState];復帰
type            = ChangeState
trigger1        = time >= 900
value           = 289

;---------------------------------------------------------------------------
; リリカふっとび
[Statedef 1299]
type = A
movetype = H
physics = N
anim = 1299
velset = -4,-8
ctrl = 0
sprpriority = 0
poweradd = 0

[State 1299, Dust]
type             = MakeDust
trigger1         = (1)
pos              = 0,25
spacing          = 6

[State 1299, Sound]
type             = PlaySnd
trigger1         = animelem = 1
value            = S8,44
channel          = 6

[State 1299,	DestroySelf]
type            = DestroySelf
triggerall      = Time > 600
trigger1        = BackEdgeDist <= -75
trigger2        = FrontEdgeDist <= -75

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; リリカ(クルミ勝った時）
[Statedef 959]
type = S
movetype = A
physics = N
anim = 959
velset = 0,0
ctrl = 0
sprpriority = 0
poweradd = 0

[State 959, 0]
type = PosSet
trigger1 = root,stateno = 9999
x = -55
y = 0

[State 959, Turn]
type = Turn
triggerall = P2bodyDist X < -20
trigger1 = AnimElem = 1

[State 959, Turn]
type = Turn
triggerall = ParentDist X < 20
trigger1 = AnimElem = 3

[State 959, Turn]
type = Turn
triggerall = ParentDist X < 20
trigger1 = Time = 120

[State 959, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 99, 99
channel = 6

[State 959, Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 999, 11
channel = 6

[State 959, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; リリカ(クルミ負けた時）
[Statedef 955]
type = S
movetype = A
physics = N
anim = 955
velset = 0,0
ctrl = 0
sprpriority = 2
poweradd = 0

[State 955, StopSND] 
type = StopSnd
trigger1 = Time = 1
channel = 6

[State 955, Turn]
type = Turn
triggerall = ParentDist X < -20
trigger1 = AnimElem = 1

[State 955, Turn]
type = Turn
triggerall = ParentDist X < -20
trigger1 = AnimElem = 3

[State 955, Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 797, 794
channel = 6

[State 955, Sound]
type = PlaySnd
trigger1 = Time = 390
value = 99, 77
channel = 6

[State 955, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

;---------------------------------------------------------------------------
; おとなになるのですっ！
[Statedef 2291]
type            = S
movetype        = I
physics         = S
anim            = 2291
;velset          = 0,0
ctrl            = 0
poweradd        = -3000
juggle          = 0
facep2          = 1
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 3
;---------------

[State 988,	SuperPause]
type            = SuperPause
trigger1        = (AnimElem = 1) 
time            = 150
pos             = 0,0
movetime        = 150
darken          = 0
p2defmul        = 1
unhittable      = 1

[State 0:     Super effect]
type            = AssertSpecial
trigger1        = time < 150
flag            = NoBarDisplay

[State 0:     Super effect]
type            = AssertSpecial
trigger1        = (1)
flag            = TimerFreeze

[State 0:     BGPalFX]
type            = BGPalFX
trigger1        = (AnimElem = 1) 
time            = 150
add             = -255,-255,-255
mul             = 255,255,255
sinadd          = 0,0,0,1
color           = 256
invertall       = 0

[State 0:    Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 1)
anim            = 6500
ID              = 6500
pos             = 5,-45
postype         = p1
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.2, 1
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect 2];光エフェクト
type            = Explod
trigger1        = (AnimElem = 1)
anim            = 6501
ID              = 6501
pos             = 5,-45
postype         = p1
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = -2
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1, 1
sprpriority     = 5
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect];超必エフェクト
type            = Explod
trigger1        = (AnimElem = 11)
anim            = 6508
ID              = 6508
pos             = 160, 190
postype         = left
facing          = -1
vfacing         = -1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 70
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.8, 1.7
sprpriority     = 999
ontop           = 1
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Super effect 2];光エフェクト
type            = Explod
trigger1        = (AnimElem = 11)
anim            = 6509
ID              = 6509
pos             = 160, 190
postype         = left
facing          = 1
vfacing         = 1
bindtime        = 1
vel             = 0,0
accel           = 0,0
random          = 0,0
removetime      = 70
supermovetime   = 999999999
pausemovetime   = 999999999
scale           = 1.8, 1.7
sprpriority     = 5
ontop           = 0
shadow          = 0,0,0
ownpal          = 1
removeongethit  = 1

[State 0:    Helper]
type            = Helper
trigger1        = time = 0
helpertype      = normal
name            = "icon_off_2291"
id              = 3172
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 3172
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 0:    Helper]
type            = Null;Helper
trigger1        = time = 100
helpertype      = normal
name            = "icon_on_2291"
id              = 7732
pos             = 17,-30
postype         = p1
facing          = 1
stateno	        = 7732
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 3,55
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 1)
value           = 77,123
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 18)
value           = 100,0
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 2)
value           = 999,33
volume          = 255
channel         = 0
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = (AnimElem = 11)
value           = 8,7
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 8001, Explod-3];手前リリカひょこ
type = Explod
trigger1 = AnimElem = 10
Anim = 2297
id = 2297
pos = 50, 173
postype = left
ownpal = 1
bindtime = -1
removetime = 100
scale = .6,.6
sprpriority = 44
supermovetime = 999999999
pausemovetime = 999999999
ontop = 1

[State 3600,Helper];ナビリリカ発動
type = Helper
trigger1 = NumHelper(2292) = 0
trigger1 = AnimElem = 12
name = "lilica_display_1"
ID = 2292
pos = 0, 0
postype = left
sprpriority = -1
stateno = 2292
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = .5
ontop = 1

[State 3600,Helper];暗幕発動
type = Helper
trigger1 = NumHelper(8787) = 0
trigger1 = AnimElem = 12
name = "lilica_display_2"
ID = 8787
pos = 0, -20
postype = left
sprpriority = -2
stateno = 8787
keyctrl = 0
ownpal = 1
size.xscale = .56
size.yscale = .68

[State -2:      StopSND] 
type            = StopSnd
trigger1        = AnimElem = 30
channel         = 8

[State 0:     PunchSound]
type            = PlaySnd
trigger1        = AnimElem = 12
value           = 997, ifelse(random>500,54,ifelse(random> 500,997,997))
volume          = 255
channel         = 8
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     VelSet]
type            = VelSet
trigger1        = (!Time)
x		        = 0
y		        = 0

[State 0:     PlayerPush]
type            = PlayerPush
trigger1        = (1)
value           = 1

;---------------
[State 0:     End]
type            = ChangeState
trigger1        = (!AnimTime)
value           = 2295
ctrl		    = 0

;---------------------------------------------------------------------------
; おとなになるのですっ！(終了)
[Statedef 2295]
type            = S
movetype        = I
physics         = S
anim            = 2295
ctrl            = 0
sprpriority     = 2
;---------------

[State 2295, PosSet]
type            = PosSet
trigger1        = Time = 0
x           = IfElse(Facing = -1, 140, -140)

[State 2295, ChangeState]
type            = ChangeState
trigger1        = AnimTime = 0
value           = 0
ctrl		    = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ナビリリカ
;-------------------ナビリリカ登場
[Statedef 2292]
type = S
movetype = I
physics = N
anim = 2292
velset = 0.0, 0
ctrl = 0
sprpriority = -1
poweradd = 0
bindtime = -1

[State 3600,Sound]
type = PlaySnd
trigger1 = animelem = 55
trigger2 = animelem = 56
trigger3 = animelem = 57
trigger4 = animelem = 58
trigger5 = animelem = 59
trigger6 = animelem = 60
trigger7 = animelem = 61
trigger8 = animelem = 62
trigger9 = animelem = 63
trigger10 = animelem = 64
trigger11 = animelem = 65
trigger12 = animelem = 66
trigger13 = animelem = 67
trigger14 = animelem = 68
trigger15 = animelem = 69
trigger16 = animelem = 70
trigger17 = animelem = 71
trigger18 = animelem = 72
value = 8, 8
channel = 6

[State 3600,Sound]
type = PlaySnd
trigger1 = animelem = 55
trigger2 = animelem = 56
trigger3 = animelem = 57
trigger4 = animelem = 58
trigger5 = animelem = 59
trigger6 = animelem = 60
trigger7 = animelem = 61
trigger8 = animelem = 62
trigger9 = animelem = 63
trigger10 = animelem = 64
trigger11 = animelem = 65
trigger12 = animelem = 66
trigger13 = animelem = 67
trigger14 = animelem = 68
trigger15 = animelem = 69
trigger16 = animelem = 70
trigger17 = animelem = 71
trigger18 = animelem = 72
value = 8, 25
channel = 3

[State 52, 2];位置
type = PosSet
trigger1        = Time < 5000
x               = -45
y               = -80

[State 500:     PosAdd]
type            = PosAdd
trigger1        = time < 5000
x               = -45
y               = -80

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 72)
helpertype      = normal
name            = "Bells_72"
id              = 813
pos             = 180,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 2
size.yscale     = 2

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 71)
helpertype      = normal
name            = "Bells_71"
id              = 813
pos             = 280,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.4
size.yscale     = 1.4

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 70)
helpertype      = normal
name            = "Bells_70"
id              = 813
pos             = 0,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.1
size.yscale     = 1.1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 69)
helpertype      = normal
name            = "Bells_69"
id              = 813
pos             = 150,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.5
size.yscale     = 1.5

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 68)
helpertype      = normal
name            = "Bells_68"
id              = 813
pos             = 70,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .8
size.yscale     = .8

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 67)
helpertype      = normal
name            = "Bells_67"
id              = 813
pos             = 200,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 66)
helpertype      = normal
name            = "Bells_66"
id              = 813
pos             = 30,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.3
size.yscale     = 1.3

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 65)
helpertype      = normal
name            = "Bells_65"
id              = 813
pos             = 290,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.3
size.yscale     = 1.3

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 64)
helpertype      = normal
name            = "Bells_64"
id              = 813
pos             = 120,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .9
size.yscale     = .9

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 63)
helpertype      = normal
name            = "Bells_63"
id              = 813
pos             = 215,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.2
size.yscale     = 1.2

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 62)
helpertype      = normal
name            = "Bells_62"
id              = 813
pos             = 155,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 61)
helpertype      = normal
name            = "Bells_"
id              = 813
pos             = 105,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 60)
helpertype      = normal
name            = "Bells_60"
id              = 813
pos             = 290,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1.1
size.yscale     = 1.1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 59)
helpertype      = normal
name            = "Bells_59"
id              = 813
pos             = 180,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 58)
helpertype      = normal
name            = "Bells_58"
id              = 813
pos             = 90,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .9
size.yscale     = .9

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 57)
helpertype      = normal
name            = "Bells_57"
id              = 813
pos             = 60,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .8
size.yscale     = .8

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 56)
helpertype      = normal
name            = "Bells_56"
id              = 813
pos             = 210,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = 1
size.yscale     = 1

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 55)
helpertype      = normal
name            = "Bells_55_1"
id              = 813
pos             = 80,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .9
size.yscale     = .9

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 55)
helpertype      = normal
name            = "Bells_55_2"
id              = 813
pos             = 80,-270
postype         = left
facing          = 1
stateno	        = 813
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .9
size.yscale     = .9

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 39)
;trigger2        = (AnimElem = 48)
helpertype      = normal
name            = "Cherry_2"
id              = 812
pos             = -30,-50
postype         = left
facing          = 1
stateno	        = 812
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 48)
helpertype      = normal
name            = "Cherry_2"
id              = 813
pos             = -30,-50
postype         = left
facing          = 1
stateno	        = 812
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 39)
;trigger2        = (AnimElem = 48)
helpertype      = normal
name            = "Cherry_1"
id              = 817
pos             = -30,-20
postype         = right
facing          = 1
stateno	        = 817
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 48)
helpertype      = normal
name            = "Cherry_1"
id              = 818
pos             = -30,-20
postype         = right
facing          = 1
stateno	        = 817
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 35)
trigger2        = (AnimElem = 43)
trigger3        = (AnimElem = 52)
helpertype      = normal
name            = "Bag_2"
id              = 811
pos             = -30,-10
postype         = left
facing          = 1
stateno	        = 811
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 0:    Helper]
type            = Helper
trigger1        = (AnimElem = 35) 
trigger2        = (AnimElem = 43) 
trigger3        = (AnimElem = 52) 
helpertype      = normal
name            = "Bag_1"
id              = 819
pos             = -30,-60
postype         = right
facing          = 1
stateno	        = 819
keyctrl	        = 0
ownpal          = 1
supermovetime	= 0
pausemovetime	= 0
size.xscale     = .72
size.yscale     = .72

[State 191:     AssertSpecial]
type            = AssertSpecial
trigger1        = (1)
flag            = Intro
flag2           = NoMusic
flag3           = NoShadow

[State 0:     PunchSound];告知音
type            = PlaySnd
trigger1        = (AnimElem = 26) 
value           = 8,25
volume          = 255
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound];告知音
type            = PlaySnd
trigger1        = (AnimElem = 34) 
trigger2        = (AnimElem = 38) 
trigger3        = (AnimElem = 42) 
trigger4        = (AnimElem = 47) 
trigger5        = (AnimElem = 51) 
value           = 9,78
volume          = 255
channel         = 2
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

[State 0:     PunchSound];まあいっか
type            = PlaySnd
trigger1        = (AnimElem = 73) 
value           = 7,85
volume          = 255
channel         = -1
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

;開始エフェクト
[State 2292, Explod]
type = Explod
trigger1 = time = 1099
Anim = 4677
id = 4677
pos = 160, 120
postype = back
ownpal = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 9
supermovetime = 999999999
pausemovetime = 999999999

[State 2292, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 2292, ChangeState];クルミ勝った時
type = ChangeState
triggerall = time > 1010
triggerall = time < 1050
trigger1 = roundstate != 2
trigger1 = enemy,alive = 0
value = 364

[State 2292, ChangeState];クルミ負け
type = ChangeState
trigger1 = root,alive = 0
value = 365

[State 2292, Push]
type = PlayerPush
trigger1 = 1
value = 1

[State 2292,	DestroySelf]
type            = DestroySelf
trigger1        = time >= 1100

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ナビリリカ(クルミ勝った時）
[Statedef 364]
type = S
movetype = I
physics = N
anim = 364
velset = 0,0
ctrl = 0
sprpriority = 0
poweradd = 0

[State 191:     AssertSpecial]
type            = AssertSpecial
trigger1        = (1)
flag            = Intro
flag2           = NoMusic
flag3           = NoShadow

[State 52, 2];位置
type = PosSet
trigger1        = Time < 5000
x               = -45
y               = -80

[State 500:     PosAdd]
type            = PosAdd
trigger1        = Time < 5000
x               = -45
y               = -80

[State 0:     PunchSound];勝ちBGM
type            = PlaySnd
trigger1        = time = 1
value           = 727,772
volume          = 255
channel         = 8
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ナビリリカ(クルミ負けた時）
[Statedef 365]
type = S
movetype = I
physics = N
anim = 365
velset = 0,0
ctrl = 0
sprpriority = 0
poweradd = 0

[State 191:	AssertSpecial]
type		= AssertSpecial
trigger1        = (1)
flag		= Intro
flag2		= NoMusic
flag3           = NoShadow

[State 0:     PunchSound];負けBGM
type            = PlaySnd
trigger1        = time = 1
value           = 99,55
volume          = 255
channel         = 8
lowpriority     = 0 
freqmul         = 1.0
loop            = 0
pan             = 0
abspan          = 0

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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 暗幕
;-------------------暗幕
[Statedef 8787]
type = S
movetype = I
physics = N
anim = 8787
velset = 0,0
ctrl = 0
sprpriority = -2
poweradd = 0

[State 52, 2];位置
type = PosSet
trigger1        = time < 5000
x               = 0
y               = -52

[State 500:     PosAdd]
type            = PosAdd
trigger1        = time < 5000
x               = 0
y               = -52

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 9901,	DestroySelf]
type		= DestroySelf
trigger1        = time >= 1100

;---------------------------------------------------------------------------
; ベルヘルパー
[Statedef 813]
type            = S
movetype        = A
physics         = S
anim            = 813
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1
;---------------

[State 105: Dust]
type = MakeDust
trigger1 = (1)
pos = 0,-18
spacing = 6

[State 0:    Velset]
type            = VelSet
triggerall = (Time < 34)
trigger1        = (1)
x               = 0
y               = 7.5

[State 0:    Velset]
type            = VelSet
trigger1        = time = 35
x               = 0
y               = 0

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 0:    NotHitBy]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = -1

[State 0: 	HitDef]
type            = HitDef
trigger1        = Time = 0
attr            = A, SP
hitflag         = MAFPD
guardflag       = 
animtype        = diagup
air.animtype    = diagup
priority        = 7, hit
damage          = ceil(25*root,fvar(1)*root,fvar(2)),5
pausetime       = 0, 10
guard.pausetime = 0, 10
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S87, 99
guardsound      = S87, 33
ground.slidetime    = 15
ground.hittime  = 15
guard.hittime   = 15
air.hittime     = 15
ground.velocity = 0, -5
air.velocity    = 0, -5
fall            = 1
fall.recover    = 0
fall.damage     = 0
air.fall        = 1
down.velocity   = 0, -5
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 20, 3
kill            = 1
numhits         = 1
envshake.time   = 10
envshake.freq   = 45
envshake.ampl   = 8
envshake.phase  = 2

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = time = 100

;---------------------------------------------------------------------------
; チェリーヘルパー１
[Statedef 812]
type            = S
movetype        = A
physics         = S
anim            = 812
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1
;---------------

[State 105: Dust]
type = MakeDust
trigger1 = (1)
pos = -8,0
spacing = 6

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = IfElse(IsHelper(812), 2.8, 1.4)
y               = 0

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 0:    NotHitBy]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = -1

[State 0: 	HitDef]
type            = HitDef
trigger1        = Time = 0
attr            = S, SP
hitflag         = MAFPD
guardflag       = 
animtype        = diagup
air.animtype    = diagup
priority        = 7, hit
damage          = ceil(30*root,fvar(1)*root,fvar(2)),6
pausetime       = 0, 6
guard.pausetime = 0, 6
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S87, 99
guardsound      = S87, 99
ground.slidetime    = 15
ground.hittime  = 15
guard.hittime   = 15
air.hittime     = 15
ground.velocity = -2, -2
air.velocity    = -2, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall            = 1
fall.recover    = 1
fall.recovertime= 15
fall.damage     = 0
air.fall        = 1
down.velocity   = -2, -2
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 20, 3
kill            = 0
numhits         = 1
envshake.time   = 10
envshake.freq   = 45
envshake.ampl   = 8
envshake.phase  = 2

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = BackEdgeDist <= -75
trigger2        = FrontEdgeDist <= -75

;---------------------------------------------------------------------------
; チェリーヘルパー２
[Statedef 817]
type            = S
movetype        = A
physics         = S
anim            = 812
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1
;---------------

[State 105: Dust]
type = MakeDust
trigger1 = (1)
pos = 20,0
spacing = 6

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = IfElse(IsHelper(817), -3.3, -1.6)
y               = 0

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 0:    NotHitBy]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = -1

[State 0: 	HitDef]
type            = HitDef
trigger1        = Time = 0
attr            = S, SP
hitflag         = MAFPD
guardflag       = 
animtype        = diagup
air.animtype    = diagup
priority        = 7, hit
damage          = ceil(30*root,fvar(1)*root,fvar(2)),6
pausetime       = 0, 6
guard.pausetime = 0, 6
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S87, 99
guardsound      = S87, 99
ground.slidetime    = 15
ground.hittime  = 15
guard.hittime   = 15
air.hittime     = 15
ground.velocity = 2, -2
air.velocity    = 2, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall            = 1
fall.recover    = 1
fall.recovertime= 15
fall.damage     = 0
air.fall        = 1
down.velocity   = 2, -2
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 20, 3
kill            = 0
numhits         = 1
envshake.time   = 10
envshake.freq   = 45
envshake.ampl   = 8
envshake.phase  = 2

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = BackEdgeDist <= -75
trigger2        = FrontEdgeDist <= -75

;---------------------------------------------------------------------------
; かばんヘルパー１
[Statedef 811]
type            = S
movetype        = A
physics         = S
anim            = 811
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1
;---------------

[State 105: Dust]
type = MakeDust
trigger1 = (1)
pos = -10,0
spacing = 6

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = 3.4
y               = 0

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 0:    NotHitBy]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = -1

[State 0: 	HitDef]
type            = HitDef
trigger1        = Time = 0
attr            = S, SP
hitflag         = MAFPD
guardflag       = 
animtype        = diagup
air.animtype    = diagup
priority        = 7, hit
damage          = ceil(35*root,fvar(1)*root,fvar(2)),8
pausetime       = 0, 8
guard.pausetime = 0, 8
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S87, 99
guardsound      = S87, 99
ground.slidetime    = 15
ground.hittime  = 15
guard.hittime   = 15
air.hittime     = 15
ground.velocity = -3, -2
air.velocity    = -3, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall            = 1
fall.recover    = 1
fall.recovertime= 20
fall.damage     = 0
air.fall        = 1
down.velocity   = -3, -2
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 20, 3
kill            = 0
numhits         = 1
envshake.time   = 10
envshake.freq   = 45
envshake.ampl   = 8
envshake.phase  = 2

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = BackEdgeDist <= -75
trigger2        = FrontEdgeDist <= -75

;---------------------------------------------------------------------------
; かばんヘルパー２
[Statedef 819]
type            = S
movetype        = A
physics         = S
anim            = 811
velset          = 0,0
ctrl            = 0
poweradd        = 0
juggle          = 0
facep2          = 0
hitdefpersist   = 0
movehitpersist  = 0
hitcountpersist = 0
sprpriority     = 5
numhits         = 1
;---------------

[State 105: Dust]
type = MakeDust
trigger1 = (1)
pos = 30,0
spacing = 6

[State 0:    Velset]
type            = VelSet
trigger1        = (Time > 1)
x               = -2.9
y               = 0

[State 0:    No Shadow]
Type        = AssertSpecial
Trigger1    = 1
Flag        = NoShadow

[State 0:    NotHitBy]
type            = NotHitBy
trigger1        = 1
value           = SCA
time            = -1

[State 0: 	HitDef]
type            = HitDef
trigger1        = Time = 0
attr            = S, SP
hitflag         = MAFPD
guardflag       = 
animtype        = diagup
air.animtype    = diagup
priority        = 7, hit
damage          = ceil(35*root,fvar(1)*root,fvar(2)),8
pausetime       = 0, 8
guard.pausetime = 0, 8
sparkno         = S7006
guard.sparkno   = S7006
sparkxy         = 0, 0
hitsound        = S87, 99
guardsound      = S87, 99
ground.slidetime    = 15
ground.hittime  = 15
guard.hittime   = 15
air.hittime     = 15
ground.velocity = 3, -2
air.velocity    = 3, -2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall            = 1
fall.recover    = 1
fall.recovertime= 20
fall.damage     = 0
air.fall        = 1
down.velocity   = 3, -2
down.hittime    = 0
down.bounce     = 1
ID              = 8000
chainID         = -1
numhits         = 1
getpower        = 0, 0
givepower       = 20, 3
kill            = 0
numhits         = 1
envshake.time   = 10
envshake.freq   = 45
envshake.ampl   = 8
envshake.phase  = 2

[State 0:    DestroySelf]
type            = DestroySelf
trigger1        = BackEdgeDist <= -75
trigger2        = FrontEdgeDist <= -75

;---------------------------------------------------------------------------
; ボムヘルパー消去
[Statedef 12000]
ctrl = 0
velset = 0,0
anim = 10000

[State 12000, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 12000, 2]
type = Explod
trigger1 = Time = 0
anim = 7013
id = 12000
pos = 0,0
facing = 1
postype = p1
removetime = -2
scale = .5, .5
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 12000, 3]
type = PlaySnd
trigger1 = Time = 1
value = 66,4
volume = 255
channel = -1

[State 12000, 4]
type = DestroySelf
trigger1 = Time > 0
trigger1 = NumExplod(12000) = 0

;---------------------------------------------------------------------------
; ステージ端測定ヘルパー（前方）
[Statedef 100000]
type     = A
movetype = I
physics  = N
velset = 10,0
anim = 0
ctrl = 0

[State 100000]
type = SelfState
trigger1 = !ishelper
value = 0

[State 100000]
type = AssertSpecial
trigger1 = ishelper
flag  = invisible
flag2 = noshadow
ignorehitpause = 1

[State 100000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 100000]
type = VarSet
trigger1 = time = 0
var(0) = 0

[State 100000]
type = Projectile
trigger1 = time = 0
trigger1 = numprojID(100000) < 1
projID = 100000
projanim = 10000
projstagebound = enemynear(root,var(55)),const(size.ground.front)*-2
projedgebound = 100000
projremovetime = -1
projpriority = 9999
velocity = 10, 0
offset = 0, 0
supermovetime = 999999999
pausemovetime = 999999999

[state 100000]
type = VelSet
trigger1 = vel x > 0
trigger1 = root,numprojID(100000) = 0
x = 0

[state 100000]
type = VarSet
trigger1 = time > 0
trigger1 = vel x = 0
trigger1 = numhelper(100000) > 0
trigger1 = root,numprojID(100000) = 0
var(0) = ceil(rootdist x)

[state 110000]
type = DestroySelf
trigger1 = time > 0
trigger1 = var(0)
trigger1 = numhelper(7732) > 0
trigger1 = helper(7732),var(0)

;---------------------------------------------------------------------------
; ステージ端測定ヘルパー（後方）
[Statedef 110000]
type     = A
movetype = I
physics  = N
velset = -10,0
anim = 0
ctrl = 0

[State 110000]
type = SelfState
trigger1 = !IsHelper
value = 0

[State 110000]
type = AssertSpecial
trigger1 = ishelper
flag  = invisible
flag2 = noshadow
ignorehitpause = 1

[State 110000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 110000]
type = VarSet
trigger1 = time = 0
var(0) = 0

[State 110000]
type = Projectile
trigger1 = time = 0
trigger1 = numprojID(110000) < 1
projID = 110000
projanim = 10000
projstagebound = enemynear(root,var(55)),const(size.ground.front)*-2
projedgebound = 110000
projremovetime = -1
projpriority = 9999
velocity = -10, 0
offset = 0, 0
supermovetime = 999999999
pausemovetime = 999999999

[State 110000]
type = VelSet
trigger1 = vel X < 0
trigger1 = root,numprojID(110000) = 0
x = 0

[State 110000]
type = VarSet
trigger1 = time > 0
trigger1 = vel x = 0
trigger1 = numhelper(110000) > 0
trigger1 = root,numprojID(110000) = 0
var(0) = ceil(rootdist x)

[State 110000]
type = DestroySelf
trigger1 = time > 0
trigger1 = var(0)
trigger1 = numhelper(7732) > 0
trigger1 = helper(7732),var(1)

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