[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 0.5		 ;Horizontal scaling factor.
yscale = 0.5		 ;Vertical scaling factor.
ground.back = 8		 ;Player width (back, ground)
ground.front = 8	 ;Player width (front, ground)
air.back = 8		 ;Player width (back, air)
air.front = 8		 ;Player width (front, air)
height = 45		 ;Height of player (for opponent to jump over)
attack.dist = 160	 ;Default attack distance
proj.attack.dist = 100	 ;Default attack distance for projectiles
proj.doscale = 0	 ;Set to 1 to scale projectiles too
head.pos = 0,-40	 ;Approximate position of head
mid.pos = 0,-25		 ;Approximate position of midsection
shadowoffset = 0	 ;Number of pixels to vertically offset the shadow
draw.offset = 0,0	 ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.0		 ;Walk forward
walk.back = -2.0	 ;Walk backward
run.fwd  = 3.5,0	 ;Run forward (x, y)
run.back = -3.5,0	 ;Hop backward (x, y)
jump.neu = 0,-7.5	 ;Neutral jumping velocity (x, y)
jump.back = -2.0	 ;Jump back Speed (x, y)
jump.fwd = 2.0		 ;Jump forward Speed (x, y)
runjump.back = -2.0,-7.5 ;Running jump speeds (opt)
runjump.fwd = 2,-7.5	 ;.
airjump.neu = 0,-7.5	 ;.
airjump.back = -2.0	 ;Air jump speeds (opt)
airjump.fwd = 2.0	 ;.

[Movement]
airjump.num = 0;1	 ;Number of air jumps allowed (opt)
airjump.height = 35	 ;Minimum distance from ground before you can air jump (opt)
yaccel = .45		 ;Vertical acceleration
stand.friction = .85	 ;Friction coefficient when standing
crouch.friction = .82	 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; 使用している変数（本体）
;
; Var(0)	：特殊振り向き設定
; Var(1)	：ジャンプ回数制限
; Var(2)	：弱魔法溜め攻撃処理
; Var(3)	：強魔法溜め攻撃処理
; Var(4)	：エフェクト収縮処理
; Var(5)	：ジャンプコマンド処理
; Var(6)	：ダウン後無敵状態可視化
; Var(51)	：ジャンプボタン設定	[Helper(40000),Var(1)]
; Var(52)	：ガード有無設定	[Helper(40000),Var(2)]
; Var(53)	：オリジナル技有無設定	[Helper(40000),Var(3)]
; Var(54)	：ボイス有無設定	[Helper(40000),Var(4)]
; Var(59)	：A.I.起動用

; FVar(1)	：攻撃力アップ

; 使用している変数（ヘルパー）
;
; Var(1)	：魔法の矢角度ランダム表示

;---------------------------------------------------------------------------
; 判定負け
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; 勝利ポーズ（未搭載）
[Statedef 180]
type = S

[State 180, 0]
type = ChangeState
trigger1 = 1
value = 0

[State 180, 1]
type = Null;ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; 勝利ポーズ（未搭載）
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

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

;---------------------------------------------------------------------------
; イントロ（開始）
[Statedef 190]
type = S
ctrl = 0
anim = 40000
velset = 0,0

[State 190, 1]
type = ChangeState
trigger1 = Time = 0
value = 191 + (Random%2)

;---------------------------------------------------------------------------
; イントロ１
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 1] ;Freeze animation until PreIntro is over
type = Null;ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; イントロ２
[Statedef 192]
type = S
ctrl = 0
anim = 40000
velset = 0,0

[State 192, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 2]
type = Helper
trigger1 = Time = 1
stateno = 19200
id = 19200
name = "Intro_192"
helpertype = Normal
postype = P1
pos = -200,0
size.xscale = Const(size.xscale)
size.yscale = Const(size.yscale)
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 3
ignorehitpause = 1

[State 192, 3]
type = ChangeState
trigger1 = NumHelper(19200) > 0
trigger1 = Helper(19200),RootDist X <= 0
value = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 弱攻撃始動（地上）
[Statedef 1000]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = Null
trigger1 = Var(2) = 0
trigger1 = Time = 42
trigger1 = Var(2) := 1
trigger2 = Var(2) = 1
trigger2 = Time = 72
trigger2 = Var(2) := 2
trigger3 = Var(2) = -1
trigger3 = Time = 42
trigger3 = Var(2) := 3

[State 1000, 2]
type = PlaySnd
trigger1 = Var(2) = 0 || Var(2) = -1
trigger1 = Time = 12
value = s1000, 0
persistent = 0

[State 1000, 3]
type = PlaySnd
trigger1 = Var(2) = 1
trigger1 = Time = 42
value = s1000, 1
persistent = 0

[State 1000, 4]
type = PlaySnd
trigger1 = Var(2) = 2
trigger1 = Time = 72
trigger2 = Var(2) = 3
trigger2 = Time = 42
value = s1000, 2
persistent = 0

;丸っこいエフェクト
[State 1000, 5]
type = Explod
trigger1 = Time = 12
anim = 10200
id = 10200
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1000, 6]
type = Explod
trigger1 = Var(2) = 1
trigger1 = Time = 42
anim = 10200
id = 10201
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1000, 7]
type = Explod
trigger1 = Var(2) = 2
trigger1 = Time = 72
trigger2 = Var(2) = 3
trigger2 = Time = 42
anim = 10200
id = 10202
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト
[State 1000, 8]
type = Explod
trigger1 = NumExplod(10100) = 0
trigger1 = Time >= 13
anim = 10100
id = 10100
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 1000, 9]
type = Explod
trigger1 = Time = 12
anim = 10400
id = 10400
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1000, 10]
type = ChangeState
trigger1 = AnimElemTime(5) > 0
trigger1 = Command != "holda"
value = 1010
ctrl = 0

[State 1000, 11]
type = ChangeState
triggerall = AnimElemTime(5) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 弱攻撃始動（空中）
[Statedef 1001]
type     = A
movetype = I
physics  = A
juggle   = 0
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1001, 1]
type = PosSet
trigger1 = 1
y = Pos Y

[State 1001, 2]
type = VelSet
trigger1 = 1
y = 0

[State 1001, 3]
type = Null
trigger1 = Var(2) = 0
trigger1 = Time = 42
trigger1 = Var(2) := 1
trigger2 = Var(2) = 1
trigger2 = Time = 72
trigger2 = Var(2) := 2
trigger3 = Var(2) = -1
trigger3 = Time = 42
trigger3 = Var(2) := 3

[State 1001, 4]
type = PlaySnd
trigger1 = Var(2) = 0 || Var(2) = -1
trigger1 = Time = 12
value = s1000, 0
persistent = 0

[State 1001, 5]
type = PlaySnd
trigger1 = Var(2) = 1
trigger1 = Time = 42
value = s1000, 1
persistent = 0

[State 1001, 6]
type = PlaySnd
trigger1 = Var(2) = 2
trigger1 = Time = 72
trigger2 = Var(2) = 3
trigger2 = Time = 42
value = s1000, 2
persistent = 0

;魔方陣エフェクト
[State 1001, 7]
type = Explod
trigger1 = NumExplod(10000) = 0
anim = 10000
id = 10000
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
sprpriority = -1
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;丸っこいエフェクト
[State 1001, 8]
type = Explod
trigger1 = Time = 12
anim = 10200
id = 10200
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1001, 9]
type = Explod
trigger1 = Var(2) = 1
trigger1 = Time = 42
anim = 10200
id = 10201
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1001, 10]
type = Explod
trigger1 = Var(2) = 2
trigger1 = Time = 72
trigger2 = Var(2) = 3
trigger2 = Time = 42
anim = 10200
id = 10202
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト
[State 1001, 11]
type = Explod
trigger1 = NumExplod(10100) = 0
trigger1 = Time >= 13
anim = 10100
id = 10100
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 1001, 12]
type = Explod
trigger1 = Time = 12
anim = 10400
id = 10400
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1001, 13]
type = ChangeState
trigger1 = AnimElemTime(5) > 0
trigger1 = Command != "holda"
value = 1011
ctrl = 0

[State 1001, 14]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(5) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 弱攻撃発射（地上）
[Statedef 1010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset = 0,0
anim = ifelse(Var(2) = 0, 1010, ifelse(Var(2) >= 2, 1012, 1011))
ctrl = 0
sprpriority = 2

[State 1011, PlaySnd_1]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Var(2) <= 1
trigger1 = Time = 1
value = s200, 0+Random%3
persistent = 0

[State 1011, PlaySnd_2]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Var(2) >= 2
trigger1 = Time = 1
value = s200, 7
persistent = 0

[State 1010, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(10100) > 0
id = 10100
ignorehitpause = 1

;炎っぽいエフェクト
[State 1010, 1]
type = Explod
trigger1 = Var(2) = 0 || Var(2) = -1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1010, 2]
type = Explod
trigger1 = Var(2) = 1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1010, 3]
type = Explod
trigger1 = Var(2) >= 2
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;===========================================================================
;エフェクトと矢の向きを同期させる方法が思いつかなかったので、
;結局、一つずつ処理をすることに･･･。

;発射エフェクト１
[State 1010, 2]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10300
id = 10300
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト２
[State 1010, 2]
type = Helper
trigger1 = AnimElemTime(4) = 0
stateno = 10301
id = 10301
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト３
[State 1010, 2]
type = Helper
trigger1 = AnimElemTime(7) = 0
stateno = 10302
id = 10302
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト４
[State 1010, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(10) = 0
stateno = 10303
id = 10303
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト５
[State 1010, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(13) = 0
stateno = 10304
id = 10304
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト６
[State 1010, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(16) = 0
stateno = 10305
id = 10305
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト７
[State 1010, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(19) = 0
stateno = 10306
id = 10306
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト８
[State 1010, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(22) = 0
stateno = 10307
id = 10307
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト９
[State 1010, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(25) = 0
stateno = 10308
id = 10308
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１０
[State 1010, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(28) = 0
stateno = 10309
id = 10309
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１１
[State 1010, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(31) = 0
stateno = 10310
id = 10310
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１２
[State 1010, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(34) = 0
stateno = 10311
id = 10311
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１３
[State 1010, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(37) = 0
stateno = 10312
id = 10312
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１４
[State 1010, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(40) = 0
stateno = 10313
id = 10313
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢１
[State 1010, 2]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 11000
id = 11000
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢２
[State 1010, 2]
type = Helper
trigger1 = AnimElemTime(4) = 0
stateno = 11001
id = 11001
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢３
[State 1010, 2]
type = Helper
trigger1 = AnimElemTime(7) = 0
stateno = 11002
id = 11002
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢４
[State 1010, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(10) = 0
stateno = 11003
id = 11003
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢５
[State 1010, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(13) = 0
stateno = 11004
id = 11004
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢６
[State 1010, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(16) = 0
stateno = 11005
id = 11005
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢７
[State 1010, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(19) = 0
stateno = 11006
id = 11006
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢８
[State 1010, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(22) = 0
stateno = 11007
id = 11007
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢９
[State 1010, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(25) = 0
stateno = 11008
id = 11008
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１０
[State 1010, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(28) = 0
stateno = 11009
id = 11009
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１１
[State 1010, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(31) = 0
stateno = 11010
id = 11010
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１２
[State 1010, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(34) = 0
stateno = 11011
id = 11011
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１３
[State 1010, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(37) = 0
stateno = 11012
id = 11012
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１４
[State 1010, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(40) = 0
stateno = 11013
id = 11013
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;===========================================================================

[State 1010, 4]
type = VarSet
triggerall = Var(2) != 0
trigger1 = Anim = 1010
trigger1 = AnimElemTime(8) = 0
trigger2 = Anim = 1011
trigger2 = AnimElemTime(20) = 0
trigger3 = Anim = 1012
trigger3 = AnimElemTime(41) = 0
v = 2
value = 0
ignorehitpause = 1

[State 1010, 5]
type = ChangeState
triggerall = AnimElemTime(1) > 1
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1010, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 弱攻撃発射（空中）
[Statedef 1011]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = ifelse(Var(2) = 0, 1010, ifelse(Var(2) >= 2, 1012, 1011))
ctrl = 0
sprpriority = 2

[State 1011, PlaySnd_1]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Var(2) <= 1
trigger1 = Time = 1
value = s200, 0+Random%3
persistent = 0

[State 1011, PlaySnd_2]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Var(2) >= 2
trigger1 = Time = 1
value = s200, 7
persistent = 0

[State 1011, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(10100) > 0
id = 10100
ignorehitpause = 1

;炎っぽいエフェクト
[State 1011, 1]
type = Explod
trigger1 = Var(2) = 0 || Var(2) = -1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1011, 2]
type = Explod
trigger1 = Var(2) = 1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1011, 3]
type = Explod
trigger1 = Var(2) >= 2
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;===========================================================================
;エフェクトと矢の向きを同期させる方法が思いつかなかったので、
;結局、一つずつ処理をすることに･･･。

;発射エフェクト１
[State 1011, 2]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10300
id = 10300
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト２
[State 1011, 2]
type = Helper
trigger1 = AnimElemTime(4) = 0
stateno = 10301
id = 10301
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト３
[State 1011, 2]
type = Helper
trigger1 = AnimElemTime(7) = 0
stateno = 10302
id = 10302
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト４
[State 1011, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(10) = 0
stateno = 10303
id = 10303
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト５
[State 1011, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(13) = 0
stateno = 10304
id = 10304
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト６
[State 1011, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(16) = 0
stateno = 10305
id = 10305
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト７
[State 1011, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(19) = 0
stateno = 10306
id = 10306
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト８
[State 1011, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(22) = 0
stateno = 10307
id = 10307
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト９
[State 1011, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(25) = 0
stateno = 10308
id = 10308
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１０
[State 1011, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(28) = 0
stateno = 10309
id = 10309
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１１
[State 1011, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(31) = 0
stateno = 10310
id = 10310
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１２
[State 1011, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(34) = 0
stateno = 10311
id = 10311
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１３
[State 1011, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(37) = 0
stateno = 10312
id = 10312
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１４
[State 1011, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(40) = 0
stateno = 10313
id = 10313
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢１
[State 1011, 2]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 11000
id = 11000
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢２
[State 1011, 2]
type = Helper
trigger1 = AnimElemTime(4) = 0
stateno = 11001
id = 11001
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢３
[State 1011, 2]
type = Helper
trigger1 = AnimElemTime(7) = 0
stateno = 11002
id = 11002
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢４
[State 1011, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(10) = 0
stateno = 11003
id = 11003
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢５
[State 1011, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(13) = 0
stateno = 11004
id = 11004
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢６
[State 1011, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(16) = 0
stateno = 11005
id = 11005
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢７
[State 1011, 2]
type = Helper
trigger1 = Anim != 1010
trigger1 = AnimElemTime(19) = 0
stateno = 11006
id = 11006
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢８
[State 1011, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(22) = 0
stateno = 11007
id = 11007
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢９
[State 1011, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(25) = 0
stateno = 11008
id = 11008
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１０
[State 1011, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(28) = 0
stateno = 11009
id = 11009
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１１
[State 1011, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(31) = 0
stateno = 11010
id = 11010
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１２
[State 1011, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(34) = 0
stateno = 11011
id = 11011
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１３
[State 1011, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(37) = 0
stateno = 11012
id = 11012
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１４
[State 1011, 2]
type = Helper
trigger1 = Anim = 1012
trigger1 = AnimElemTime(40) = 0
stateno = 11013
id = 11013
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(20*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;===========================================================================

[State 1011, 4]
type = VarSet
triggerall = Var(2) != 0
trigger1 = Anim = 1010
trigger1 = AnimElemTime(8) = 0
trigger2 = Anim = 1011
trigger2 = AnimElemTime(20) = 0
trigger3 = Anim = 1012
trigger3 = AnimElemTime(41) = 0
v = 2
value = 0
ignorehitpause = 1

[State 1011, 5]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(1) > 1
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1011, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 上弱攻撃始動（地上）
[Statedef 1020]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State 1020, 1]
type = Null
trigger1 = Var(2) = 0
trigger1 = Time = 45
trigger1 = Var(2) := 1
trigger2 = Var(2) = 1
trigger2 = Time = 75
trigger2 = Var(2) := 2
trigger3 = Var(2) = -1
trigger3 = Time = 45
trigger3 = Var(2) := 3

[State 1020, 2]
type = PlaySnd
trigger1 = Var(2) = 0 || Var(2) = -1
trigger1 = Time = 15
value = s1000, 0
persistent = 0

[State 1020, 3]
type = PlaySnd
trigger1 = Var(2) = 1
trigger1 = Time = 45
value = s1000, 1
persistent = 0

[State 1020, 4]
type = PlaySnd
trigger1 = Var(2) = 2
trigger1 = Time = 75
trigger2 = Var(2) = 3
trigger2 = Time = 45
value = s1000, 2
persistent = 0

;丸っこいエフェクト
[State 1020, 5]
type = Explod
trigger1 = Time = 15
anim = 10200
id = 10200
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(-14*Const(size.xscale)),Ceil(-64*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1020, 6]
type = Explod
trigger1 = Var(2) = 1
trigger1 = Time = 45
anim = 10200
id = 10201
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-14*Const(size.xscale)),Ceil(-64*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1020, 7]
type = Explod
trigger1 = Var(2) = 2
trigger1 = Time = 75
trigger2 = Var(2) = 3
trigger2 = Time = 45
anim = 10200
id = 10202
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-14*Const(size.xscale)),Ceil(-64*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト
[State 1020, 8]
type = Explod
trigger1 = NumExplod(10100) = 0
trigger1 = Time >= 16
anim = 10100
id = 10100
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(-8*Const(size.xscale)),Ceil(-58*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 1020, 9]
type = Explod
trigger1 = Time = 15
anim = 10401
id = 10400
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(20*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1020, 10]
type = ChangeState
trigger1 = AnimElemTime(6) > 0
trigger1 = Command != "holda"
value = 1030
ctrl = 0

[State 1020, 11]
type = ChangeState
triggerall = AnimElemTime(6) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 上弱攻撃始動（空中）
[Statedef 1021]
type     = A
movetype = I
physics  = A
juggle   = 0
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State 1021, 1]
type = PosSet
trigger1 = 1
y = Pos Y

[State 1021, 2]
type = VelSet
trigger1 = 1
y = 0

[State 1021, 3]
type = Null
trigger1 = Var(2) = 0
trigger1 = Time = 45
trigger1 = Var(2) := 1
trigger2 = Var(2) = 1
trigger2 = Time = 75
trigger2 = Var(2) := 2
trigger3 = Var(2) = -1
trigger3 = Time = 45
trigger3 = Var(2) := 3

[State 1021, 4]
type = PlaySnd
trigger1 = Var(2) = 0 || Var(2) = -1
trigger1 = Time = 15
value = s1000, 0
persistent = 0

[State 1021, 5]
type = PlaySnd
trigger1 = Var(2) = 1
trigger1 = Time = 45
value = s1000, 1
persistent = 0

[State 1021, 6]
type = PlaySnd
trigger1 = Var(2) = 2
trigger1 = Time = 75
trigger2 = Var(2) = 3
trigger2 = Time = 45
value = s1000, 2
persistent = 0

;魔方陣エフェクト
[State 1021, 7]
type = Explod
trigger1 = NumExplod(10000) = 0
anim = 10000
id = 10000
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
sprpriority = -1
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;丸っこいエフェクト
[State 1021, 8]
type = Explod
trigger1 = Time = 15
anim = 10200
id = 10200
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(-14*Const(size.xscale)),Ceil(-64*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1021, 9]
type = Explod
trigger1 = Var(2) = 1
trigger1 = Time = 45
anim = 10200
id = 10201
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-14*Const(size.xscale)),Ceil(-64*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1021, 10]
type = Explod
trigger1 = Var(2) = 2
trigger1 = Time = 75
trigger2 = Var(2) = 3
trigger2 = Time = 45
anim = 10200
id = 10202
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-14*Const(size.xscale)),Ceil(-64*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト
[State 1021, 11]
type = Explod
trigger1 = NumExplod(10100) = 0
trigger1 = Time >= 16
anim = 10100
id = 10100
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(-8*Const(size.xscale)),Ceil(-58*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 1021, 12]
type = Explod
trigger1 = Time = 15
anim = 10401
id = 10400
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(20*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1021, 13]
type = ChangeState
trigger1 = AnimElemTime(6) > 0
trigger1 = Command != "holda"
value = 1031
ctrl = 0

[State 1021, 14]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(6) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 上弱攻撃発射（地上）
[Statedef 1030]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset = 0,0
anim = ifelse(Var(2) = 0, 1030, ifelse(Var(2) >= 2, 1032, 1031))
ctrl = 0
sprpriority = 2

[State 1030, PlaySnd_1]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Var(2) <= 1
trigger1 = Time = 1
value = s200, 0+Random%3
persistent = 0

[State 1030, PlaySnd_2]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Var(2) >= 2
trigger1 = Time = 1
value = s200, 7
persistent = 0

[State 1030, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(10100) > 0
id = 10100
ignorehitpause = 1

;炎っぽいエフェクト
[State 1030, 1]
type = Explod
trigger1 = Var(2) = 0 || Var(2) = -1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(-8*Const(size.xscale)),Ceil(-58*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1030, 2]
type = Explod
trigger1 = Var(2) = 1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-8*Const(size.xscale)),Ceil(-58*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1030, 3]
type = Explod
trigger1 = Var(2) >= 2
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-8*Const(size.xscale)),Ceil(-58*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;===========================================================================
;エフェクトと矢の向きを同期させる方法が思いつかなかったので、
;結局、一つずつ処理をすることに･･･。

;発射エフェクト１
[State 1030, 2]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10320
id = 10320
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト２
[State 1030, 2]
type = Helper
trigger1 = AnimElemTime(4) = 0
stateno = 10321
id = 10321
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト３
[State 1030, 2]
type = Helper
trigger1 = AnimElemTime(7) = 0
stateno = 10322
id = 10322
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト４
[State 1030, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(10) = 0
stateno = 10323
id = 10323
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト５
[State 1030, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(13) = 0
stateno = 10324
id = 10324
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト６
[State 1030, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(16) = 0
stateno = 10325
id = 10325
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト７
[State 1030, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(19) = 0
stateno = 10326
id = 10326
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト８
[State 1030, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(22) = 0
stateno = 10327
id = 10327
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト９
[State 1030, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(25) = 0
stateno = 10328
id = 10328
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１０
[State 1030, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(28) = 0
stateno = 10329
id = 10329
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１１
[State 1030, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(31) = 0
stateno = 10330
id = 10330
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１２
[State 1030, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(34) = 0
stateno = 10331
id = 10331
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１３
[State 1030, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(37) = 0
stateno = 10332
id = 10332
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１４
[State 1030, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(40) = 0
stateno = 10333
id = 10333
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢１
[State 1030, 2]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 11020
id = 11020
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢２
[State 1030, 2]
type = Helper
trigger1 = AnimElemTime(4) = 0
stateno = 11021
id = 11021
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢３
[State 1030, 2]
type = Helper
trigger1 = AnimElemTime(7) = 0
stateno = 11022
id = 11022
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢４
[State 1030, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(10) = 0
stateno = 11023
id = 11023
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢５
[State 1030, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(13) = 0
stateno = 11024
id = 11024
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢６
[State 1030, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(16) = 0
stateno = 11025
id = 11025
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢７
[State 1030, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(19) = 0
stateno = 11026
id = 11026
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢８
[State 1030, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(22) = 0
stateno = 11027
id = 11027
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢９
[State 1030, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(25) = 0
stateno = 11028
id = 11028
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１０
[State 1030, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(28) = 0
stateno = 11029
id = 11029
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１１
[State 1030, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(31) = 0
stateno = 11030
id = 11030
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１２
[State 1030, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(34) = 0
stateno = 11031
id = 11031
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１３
[State 1030, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(37) = 0
stateno = 11032
id = 11032
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１４
[State 1030, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(40) = 0
stateno = 11033
id = 11033
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;===========================================================================

[State 1030, 4]
type = VarSet
triggerall = Var(2) != 0
trigger1 = Anim = 1030
trigger1 = AnimElemTime(8) = 0
trigger2 = Anim = 1031
trigger2 = AnimElemTime(20) = 0
trigger3 = Anim = 1032
trigger3 = AnimElemTime(41) = 0
v = 2
value = 0
ignorehitpause = 1

[State 1030, 5]
type = ChangeState
triggerall = AnimElemTime(1) > 1
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 上弱攻撃発射（空中）
[Statedef 1031]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = ifelse(Var(2) = 0, 1030, ifelse(Var(2) >= 2, 1032, 1031))
ctrl = 0
sprpriority = 2

[State 1031, PlaySnd_1]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Var(2) <= 1
trigger1 = Time = 1
value = s200, 0+Random%3
persistent = 0

[State 1031, PlaySnd_2]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Var(2) >= 2
trigger1 = Time = 1
value = s200, 7
persistent = 0

[State 1031, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(10100) > 0
id = 10100
ignorehitpause = 1

;炎っぽいエフェクト
[State 1031, 1]
type = Explod
trigger1 = Var(2) = 0 || Var(2) = -1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(-8*Const(size.xscale)),Ceil(-58*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1031, 2]
type = Explod
trigger1 = Var(2) = 1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-8*Const(size.xscale)),Ceil(-58*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1031, 3]
type = Explod
trigger1 = Var(2) >= 2
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-8*Const(size.xscale)),Ceil(-58*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;===========================================================================
;エフェクトと矢の向きを同期させる方法が思いつかなかったので、
;結局、一つずつ処理をすることに･･･。

;発射エフェクト１
[State 1031, 2]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10320
id = 10320
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト２
[State 1031, 2]
type = Helper
trigger1 = AnimElemTime(4) = 0
stateno = 10321
id = 10321
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト３
[State 1031, 2]
type = Helper
trigger1 = AnimElemTime(7) = 0
stateno = 10322
id = 10322
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト４
[State 1031, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(10) = 0
stateno = 10323
id = 10323
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト５
[State 1031, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(13) = 0
stateno = 10324
id = 10324
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト６
[State 1031, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(16) = 0
stateno = 10325
id = 10325
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト７
[State 1031, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(19) = 0
stateno = 10326
id = 10326
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト８
[State 1031, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(22) = 0
stateno = 10327
id = 10327
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト９
[State 1031, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(25) = 0
stateno = 10328
id = 10328
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１０
[State 1031, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(28) = 0
stateno = 10329
id = 10329
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１１
[State 1031, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(31) = 0
stateno = 10330
id = 10330
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１２
[State 1031, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(34) = 0
stateno = 10331
id = 10331
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１３
[State 1031, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(37) = 0
stateno = 10332
id = 10332
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１４
[State 1031, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(40) = 0
stateno = 10333
id = 10333
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢１
[State 1031, 2]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 11020
id = 11020
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢２
[State 1031, 2]
type = Helper
trigger1 = AnimElemTime(4) = 0
stateno = 11021
id = 11021
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢３
[State 1031, 2]
type = Helper
trigger1 = AnimElemTime(7) = 0
stateno = 11022
id = 11022
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢４
[State 1031, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(10) = 0
stateno = 11023
id = 11023
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢５
[State 1031, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(13) = 0
stateno = 11024
id = 11024
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢６
[State 1031, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(16) = 0
stateno = 11025
id = 11025
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢７
[State 1031, 2]
type = Helper
trigger1 = Anim != 1030
trigger1 = AnimElemTime(19) = 0
stateno = 11026
id = 11026
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢８
[State 1031, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(22) = 0
stateno = 11027
id = 11027
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢９
[State 1031, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(25) = 0
stateno = 11028
id = 11028
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１０
[State 1031, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(28) = 0
stateno = 11029
id = 11029
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１１
[State 1031, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(31) = 0
stateno = 11030
id = 11030
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１２
[State 1031, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(34) = 0
stateno = 11031
id = 11031
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１３
[State 1031, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(37) = 0
stateno = 11032
id = 11032
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１４
[State 1031, 2]
type = Helper
trigger1 = Anim = 1032
trigger1 = AnimElemTime(40) = 0
stateno = 11033
id = 11033
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;===========================================================================

[State 1031, 4]
type = VarSet
triggerall = Var(2) != 0
trigger1 = Anim = 1030
trigger1 = AnimElemTime(8) = 0
trigger2 = Anim = 1031
trigger2 = AnimElemTime(20) = 0
trigger3 = Anim = 1032
trigger3 = AnimElemTime(41) = 0
v = 2
value = 0
ignorehitpause = 1

[State 1031, 5]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(1) > 1
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1031, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 下弱攻撃始動（地上）
[Statedef 1040]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1040
ctrl = 0
sprpriority = 2

[State 1040, 1]
type = Null
trigger1 = Var(2) = 0
trigger1 = Time = 45
trigger1 = Var(2) := 1
trigger2 = Var(2) = 1
trigger2 = Time = 75
trigger2 = Var(2) := 2
trigger3 = Var(2) = -1
trigger3 = Time = 45
trigger3 = Var(2) := 3

[State 1040, 2]
type = PlaySnd
trigger1 = Var(2) = 0 || Var(2) = -1
trigger1 = Time = 15
value = s1000, 0
persistent = 0

[State 1040, 3]
type = PlaySnd
trigger1 = Var(2) = 1
trigger1 = Time = 45
value = s1000, 1
persistent = 0

[State 1040, 4]
type = PlaySnd
trigger1 = Var(2) = 2
trigger1 = Time = 75
trigger2 = Var(2) = 3
trigger2 = Time = 45
value = s1000, 2
persistent = 0

;丸っこいエフェクト
[State 1040, 5]
type = Explod
trigger1 = Time = 15
anim = 10200
id = 10200
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(12*Const(size.xscale)),Ceil(-56*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1040, 6]
type = Explod
trigger1 = Var(2) = 1
trigger1 = Time = 45
anim = 10200
id = 10201
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(12*Const(size.xscale)),Ceil(-56*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1040, 7]
type = Explod
trigger1 = Var(2) = 2
trigger1 = Time = 75
trigger2 = Var(2) = 3
trigger2 = Time = 45
anim = 10200
id = 10202
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(12*Const(size.xscale)),Ceil(-56*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト
[State 1040, 8]
type = Explod
trigger1 = NumExplod(10100) = 0
trigger1 = Time >= 16
anim = 10100
id = 10100
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(18*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 1040, 9]
type = Explod
trigger1 = Time = 15
anim = 10402
id = 10400
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-24*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1040, 10]
type = ChangeState
trigger1 = AnimElemTime(6) > 0
trigger1 = Command != "holda"
value = 1050
ctrl = 0

[State 1040, 11]
type = ChangeState
triggerall = AnimElemTime(6) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 下弱攻撃始動（空中）
[Statedef 1041]
type     = A
movetype = I
physics  = A
juggle   = 0
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1040
ctrl = 0
sprpriority = 2

[State 1041, 1]
type = PosSet
trigger1 = 1
y = Pos Y

[State 1041, 2]
type = VelSet
trigger1 = 1
y = 0

[State 1041, 3]
type = Null
trigger1 = Var(2) = 0
trigger1 = Time = 45
trigger1 = Var(2) := 1
trigger2 = Var(2) = 1
trigger2 = Time = 75
trigger2 = Var(2) := 2
trigger3 = Var(2) = -1
trigger3 = Time = 45
trigger3 = Var(2) := 3

[State 1041, 4]
type = PlaySnd
trigger1 = Var(2) = 0 || Var(2) = -1
trigger1 = Time = 15
value = s1000, 0
persistent = 0

[State 1041, 5]
type = PlaySnd
trigger1 = Var(2) = 1
trigger1 = Time = 45
value = s1000, 1
persistent = 0

[State 1041, 6]
type = PlaySnd
trigger1 = Var(2) = 2
trigger1 = Time = 75
trigger2 = Var(2) = 3
trigger2 = Time = 45
value = s1000, 2
persistent = 0

;魔方陣エフェクト
[State 1041, 7]
type = Explod
trigger1 = NumExplod(10000) = 0
anim = 10000
id = 10000
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
sprpriority = -1
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;丸っこいエフェクト
[State 1041, 8]
type = Explod
trigger1 = Time = 15
anim = 10200
id = 10200
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(12*Const(size.xscale)),Ceil(-56*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1041, 9]
type = Explod
trigger1 = Var(2) = 1
trigger1 = Time = 45
anim = 10200
id = 10201
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(12*Const(size.xscale)),Ceil(-56*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1041, 10]
type = Explod
trigger1 = Var(2) = 2
trigger1 = Time = 75
trigger2 = Var(2) = 3
trigger2 = Time = 45
anim = 10200
id = 10202
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(12*Const(size.xscale)),Ceil(-56*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト
[State 1041, 11]
type = Explod
trigger1 = NumExplod(10100) = 0
trigger1 = Time >= 16
anim = 10100
id = 10100
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(18*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 1041, 12]
type = Explod
trigger1 = Time = 15
anim = 10402
id = 10400
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-24*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1041, 13]
type = ChangeState
trigger1 = AnimElemTime(6) > 0
trigger1 = Command != "holda"
value = 1051
ctrl = 0

[State 1041, 14]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(6) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 下弱攻撃発射（地上）
[Statedef 1050]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset = 0,0
anim = ifelse(Var(2) = 0, 1050, ifelse(Var(2) >= 2, 1052, 1051))
ctrl = 0
sprpriority = 2

[State 1050, PlaySnd_1]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Var(2) <= 1
trigger1 = Time = 1
value = s200, 0+Random%3
persistent = 0

[State 1050, PlaySnd_2]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Var(2) >= 2
trigger1 = Time = 1
value = s200, 7
persistent = 0

[State 1050, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(10100) > 0
id = 10100
ignorehitpause = 1

;炎っぽいエフェクト
[State 1050, 1]
type = Explod
trigger1 = Var(2) = 0 || Var(2) = -1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(18*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1050, 2]
type = Explod
trigger1 = Var(2) = 1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(18*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1050, 3]
type = Explod
trigger1 = Var(2) >= 2
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(18*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;===========================================================================
;エフェクトと矢の向きを同期させる方法が思いつかなかったので、
;結局、一つずつ処理をすることに･･･。

;発射エフェクト１
[State 1050, 2]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10340
id = 10340
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト２
[State 1050, 2]
type = Helper
trigger1 = AnimElemTime(4) = 0
stateno = 10341
id = 10341
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト３
[State 1050, 2]
type = Helper
trigger1 = AnimElemTime(7) = 0
stateno = 10342
id = 10342
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト４
[State 1050, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(10) = 0
stateno = 10343
id = 10343
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト５
[State 1050, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(13) = 0
stateno = 10344
id = 10344
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト６
[State 1050, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(16) = 0
stateno = 10345
id = 10345
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト７
[State 1050, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(19) = 0
stateno = 10346
id = 10346
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト８
[State 1050, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(22) = 0
stateno = 10347
id = 10347
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト９
[State 1050, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(25) = 0
stateno = 10348
id = 10348
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１０
[State 1050, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(28) = 0
stateno = 10349
id = 10349
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１１
[State 1050, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(31) = 0
stateno = 10350
id = 10350
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１２
[State 1050, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(34) = 0
stateno = 10351
id = 10351
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１３
[State 1050, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(37) = 0
stateno = 10352
id = 10352
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１４
[State 1050, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(40) = 0
stateno = 10353
id = 10353
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢１
[State 1050, 2]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 11040
id = 11040
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢２
[State 1050, 2]
type = Helper
trigger1 = AnimElemTime(4) = 0
stateno = 11041
id = 11041
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢３
[State 1050, 2]
type = Helper
trigger1 = AnimElemTime(7) = 0
stateno = 11042
id = 11042
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢４
[State 1050, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(10) = 0
stateno = 11043
id = 11043
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢５
[State 1050, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(13) = 0
stateno = 11044
id = 11044
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢６
[State 1050, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(16) = 0
stateno = 11045
id = 11045
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢７
[State 1050, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(19) = 0
stateno = 11046
id = 11046
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢８
[State 1050, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(22) = 0
stateno = 11047
id = 11047
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢９
[State 1050, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(25) = 0
stateno = 11048
id = 11048
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１０
[State 1050, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(28) = 0
stateno = 11049
id = 11049
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１１
[State 1050, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(31) = 0
stateno = 11050
id = 11050
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１２
[State 1050, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(34) = 0
stateno = 11051
id = 11051
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１３
[State 1050, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(37) = 0
stateno = 11052
id = 11052
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１４
[State 1050, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(40) = 0
stateno = 11053
id = 11053
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;===========================================================================

[State 1050, 4]
type = VarSet
triggerall = Var(2) != 0
trigger1 = Anim = 1050
trigger1 = AnimElemTime(8) = 0
trigger2 = Anim = 1051
trigger2 = AnimElemTime(20) = 0
trigger3 = Anim = 1052
trigger3 = AnimElemTime(41) = 0
v = 2
value = 0
ignorehitpause = 1

[State 1050, 5]
type = ChangeState
triggerall = AnimElemTime(1) > 1
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1050, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 下弱攻撃発射（空中）
[Statedef 1051]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = ifelse(Var(2) = 0, 1050, ifelse(Var(2) >= 2, 1052, 1051))
ctrl = 0
sprpriority = 2

[State 1051, PlaySnd_1]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Var(2) <= 1
trigger1 = Time = 1
value = s200, 0+Random%3
persistent = 0

[State 1051, PlaySnd_2]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Var(2) >= 2
trigger1 = Time = 1
value = s200, 7
persistent = 0

[State 1051, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(10100) > 0
id = 10100
ignorehitpause = 1

;炎っぽいエフェクト
[State 1051, 1]
type = Explod
trigger1 = Var(2) = 0 || Var(2) = -1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(18*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1051, 2]
type = Explod
trigger1 = Var(2) = 1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(18*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1051, 3]
type = Explod
trigger1 = Var(2) >= 2
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(18*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;===========================================================================
;エフェクトと矢の向きを同期させる方法が思いつかなかったので、
;結局、一つずつ処理をすることに･･･。

;発射エフェクト１
[State 1051, 2]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10340
id = 10340
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト２
[State 1051, 2]
type = Helper
trigger1 = AnimElemTime(4) = 0
stateno = 10341
id = 10341
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト３
[State 1051, 2]
type = Helper
trigger1 = AnimElemTime(7) = 0
stateno = 10342
id = 10342
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト４
[State 1051, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(10) = 0
stateno = 10343
id = 10343
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト５
[State 1051, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(13) = 0
stateno = 10344
id = 10344
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト６
[State 1051, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(16) = 0
stateno = 10345
id = 10345
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト７
[State 1051, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(19) = 0
stateno = 10346
id = 10346
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト８
[State 1051, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(22) = 0
stateno = 10347
id = 10347
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト９
[State 1051, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(25) = 0
stateno = 10348
id = 10348
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１０
[State 1051, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(28) = 0
stateno = 10349
id = 10349
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１１
[State 1051, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(31) = 0
stateno = 10350
id = 10350
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１２
[State 1051, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(34) = 0
stateno = 10351
id = 10351
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１３
[State 1051, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(37) = 0
stateno = 10352
id = 10352
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト１４
[State 1051, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(40) = 0
stateno = 10353
id = 10353
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢１
[State 1051, 2]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 11040
id = 11040
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢２
[State 1051, 2]
type = Helper
trigger1 = AnimElemTime(4) = 0
stateno = 11041
id = 11041
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢３
[State 1051, 2]
type = Helper
trigger1 = AnimElemTime(7) = 0
stateno = 11042
id = 11042
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢４
[State 1051, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(10) = 0
stateno = 11043
id = 11043
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢５
[State 1051, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(13) = 0
stateno = 11044
id = 11044
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢６
[State 1051, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(16) = 0
stateno = 11045
id = 11045
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢７
[State 1051, 2]
type = Helper
trigger1 = Anim != 1050
trigger1 = AnimElemTime(19) = 0
stateno = 11046
id = 11046
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢８
[State 1051, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(22) = 0
stateno = 11047
id = 11047
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢９
[State 1051, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(25) = 0
stateno = 11048
id = 11048
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１０
[State 1051, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(28) = 0
stateno = 11049
id = 11049
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１１
[State 1051, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(31) = 0
stateno = 11050
id = 11050
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１２
[State 1051, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(34) = 0
stateno = 11051
id = 11051
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１３
[State 1051, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(37) = 0
stateno = 11052
id = 11052
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢１４
[State 1051, 2]
type = Helper
trigger1 = Anim = 1052
trigger1 = AnimElemTime(40) = 0
stateno = 11053
id = 11053
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;===========================================================================

[State 1051, 4]
type = VarSet
triggerall = Var(2) != 0
trigger1 = Anim = 1050
trigger1 = AnimElemTime(8) = 0
trigger2 = Anim = 1051
trigger2 = AnimElemTime(20) = 0
trigger3 = Anim = 1052
trigger3 = AnimElemTime(41) = 0
v = 2
value = 0
ignorehitpause = 1

[State 1051, 5]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(1) > 1
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1051, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 強攻撃始動（地上）
[Statedef 1100]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1100, 1]
type = Null
trigger1 = Var(3) = 0
trigger1 = Time = 42
trigger1 = Var(3) := 1
trigger2 = Var(3) = 1
trigger2 = Time = 72
trigger2 = Var(3) := 2

[State 1100, 2]
type = PlaySnd
trigger1 = Var(3) = 0
trigger1 = Time = 12
value = s1000, 0
persistent = 0

[State 1100, 3]
type = PlaySnd
trigger1 = Var(3) = 1
trigger1 = Time = 42
value = s1000, 1
persistent = 0

[State 1100, 4]
type = PlaySnd
trigger1 = Var(3) = 2
trigger1 = Time = 72
value = s1000, 2
persistent = 0

;丸っこいエフェクト
[State 1100, 5]
type = Explod
trigger1 = Time = 12
anim = 10200
id = 10200
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1100, 6]
type = Explod
trigger1 = Var(3) = 1
trigger1 = Time = 42
anim = 10200
id = 10201
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1100, 7]
type = Explod
trigger1 = Var(3) = 2
trigger1 = Time = 72
trigger2 = Var(3) = 3
trigger2 = Time = 42
anim = 10200
id = 10202
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト
[State 1100, 8]
type = Explod
trigger1 = NumExplod(10100) = 0
trigger1 = Time >= 13
anim = 10100
id = 10100
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 1100, 9]
type = Explod
trigger1 = Time = 12
anim = 10400
id = 10400
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1100, 10]
type = ChangeState
trigger1 = AnimElemTime(5) > 0
trigger1 = Command != "holdb"
value = 1110
ctrl = 0

[State 1100, 11]
type = ChangeState
triggerall = AnimElemTime(5) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 強攻撃始動（空中）
[Statedef 1101]
type     = A
movetype = I
physics  = A
juggle   = 0
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1101, 1]
type = PosSet
trigger1 = 1
y = Pos Y

[State 1101, 2]
type = VelSet
trigger1 = 1
y = 0

[State 1101, 3]
type = Null
trigger1 = Var(3) = 0
trigger1 = Time = 42
trigger1 = Var(3) := 1
trigger2 = Var(3) = 1
trigger2 = Time = 72
trigger2 = Var(3) := 2

[State 1101, 4]
type = PlaySnd
trigger1 = Var(3) = 0
trigger1 = Time = 12
value = s1000, 0
persistent = 0

[State 1101, 5]
type = PlaySnd
trigger1 = Var(3) = 1
trigger1 = Time = 42
value = s1000, 1
persistent = 0

[State 1101, 6]
type = PlaySnd
trigger1 = Var(3) = 2
trigger1 = Time = 72
value = s1000, 2
persistent = 0

;魔方陣エフェクト
[State 1101, 7]
type = Explod
trigger1 = NumExplod(10000) = 0
anim = 10000
id = 10000
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
sprpriority = -1
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;丸っこいエフェクト
[State 1101, 8]
type = Explod
trigger1 = Time = 12
anim = 10200
id = 10200
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1101, 9]
type = Explod
trigger1 = Var(3) = 1
trigger1 = Time = 42
anim = 10200
id = 10201
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1101, 10]
type = Explod
trigger1 = Var(3) = 2
trigger1 = Time = 72
trigger2 = Var(3) = 3
trigger2 = Time = 42
anim = 10200
id = 10202
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト
[State 1101, 11]
type = Explod
trigger1 = NumExplod(10100) = 0
trigger1 = Time >= 13
anim = 10100
id = 10100
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 1101, 12]
type = Explod
trigger1 = Time = 12
anim = 10400
id = 10400
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1101, 13]
type = ChangeState
trigger1 = AnimElemTime(5) > 0
trigger1 = Command != "holdb"
value = 1111
ctrl = 0

[State 1101, 14]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(5) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 強攻撃発射（地上）
[Statedef 1110]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 1
value = s200, 2+Random%3
persistent = 0

[State 1110, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(10100) > 0
id = 10100
ignorehitpause = 1

;炎っぽいエフェクト
[State 1110, 1]
type = Explod
trigger1 = Var(3) = 0
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1110, 2]
type = Explod
trigger1 = Var(3) = 1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1110, 3]
type = Explod
trigger1 = Var(3) = 2
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト
[State 1110, 4]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10360
id = 10360
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢(Lv1)
[State 1110, 5]
type = Helper
trigger1 = Var(3) = 0
trigger1 = AnimElemTime(1) = 0
stateno = 11100
id = 11100
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
size.xscale = Const(size.xscale)+0.5
size.yscale = Const(size.yscale)+0.5
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢(Lv2)
[State 1110, 6]
type = Helper
trigger1 = Var(3) = 1
trigger1 = AnimElemTime(1) = 0
stateno = 11101
id = 11101
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
size.xscale = Const(size.xscale)+0.75
size.yscale = Const(size.yscale)+0.75
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢(Lv3)
[State 1110, 7]
type = Helper
trigger1 = Var(3) = 2
trigger1 = AnimElemTime(1) = 0
stateno = 11102
id = 11102
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
size.xscale = Const(size.xscale)+1.0
size.yscale = Const(size.yscale)+1.0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1111, 8]
type = VarSet
trigger1 = Var(3) = 2
trigger1 = Time = 0
v = 2
value = -1

[State 1110, 9]
type = VarSet
trigger1 = Var(3) > 0
trigger1 = AnimElemTime(2) = 0
v = 3
value = 0

[State 1110, 10]
type = ChangeState
triggerall = AnimElemTime(3) > 7
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1110, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 強攻撃発射（空中）
[Statedef 1111]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1111, PlaySnd]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 1
value = s200, 2+Random%3
persistent = 0

[State 1111, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(10100) > 0
id = 10100
ignorehitpause = 1

;炎っぽいエフェクト
[State 1111, 1]
type = Explod
trigger1 = Var(3) = 0
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1111, 2]
type = Explod
trigger1 = Var(3) = 1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1111, 3]
type = Explod
trigger1 = Var(3) = 2
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト
[State 1111, 4]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10360
id = 10360
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢(Lv1)
[State 1111, 5]
type = Helper
trigger1 = Var(3) = 0
trigger1 = AnimElemTime(1) = 0
stateno = 11100
id = 11100
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
size.xscale = Const(size.xscale)+0.5
size.yscale = Const(size.yscale)+0.5
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢(Lv2)
[State 1111, 6]
type = Helper
trigger1 = Var(3) = 1
trigger1 = AnimElemTime(1) = 0
stateno = 11101
id = 11101
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
size.xscale = Const(size.xscale)+0.75
size.yscale = Const(size.yscale)+0.75
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢(Lv3)
[State 1111, 7]
type = Helper
trigger1 = Var(3) = 2
trigger1 = AnimElemTime(1) = 0
stateno = 11102
id = 11102
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
size.xscale = Const(size.xscale)+1.0
size.yscale = Const(size.yscale)+1.0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1111, 8]
type = VarSet
trigger1 = Var(3) = 2
trigger1 = Time = 0
v = 2
value = -1

[State 1111, 9]
type = VarSet
trigger1 = Var(3) > 0
trigger1 = AnimElemTime(2) = 0
v = 3
value = 0

[State 1111, 10]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(3) > 7
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1111, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 上強攻撃始動（地上・オリジナル）
[Statedef 1120]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1120
ctrl = 0
sprpriority = 2

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 27
value = s200, 6
persistent = 0

[State 1120, 2]
type = PlaySnd
trigger1 = Time = 15
value = s1000, 0
persistent = 0

;丸っこいエフェクト
[State 1120, 3]
type = Explod
trigger1 = Time = 9
anim = 10200
id = 10201
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-30*Const(size.xscale)),Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト（待機時）
[State 1120, 4]
type = Explod
trigger1 = Time = 9
anim = 10120
id = 10120
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-24*Const(size.xscale)),Ceil(-70*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1;2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 1120, 5]
type = Explod
trigger1 = Time = 9
anim = 10403
id = 10403
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト（発射時）
[State 1120, 6]
type = Explod
trigger1 = Time = 26
anim = 10130
id = 10130
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-24*Const(size.xscale)),Ceil(-70*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト
[State 1120, 7]
type = Helper
trigger1 = Time = 26
stateno = 10363
id = 10363
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = 0,Ceil(-84*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢
[State 1131, 6]
type = Helper
trigger1 = Time = 26
stateno = 11125
id = 11125
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = 0,Ceil(-130*Const(size.yscale))
size.xscale = Const(size.xscale)+0.75
size.yscale = Const(size.yscale)+0.75
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1120, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 上強攻撃始動（空中・オリジナル）
[Statedef 1121]
type     = A
movetype = I
physics  = A
juggle   = 0
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State 1121, 1]
type = PosSet
trigger1 = 1
y = Pos Y

[State 1121, 2]
type = VelSet
trigger1 = 1
y = 0

[State 1121, 3]
type = Null
trigger1 = Var(3) = 0
trigger1 = Time = 45
trigger1 = Var(3) := 1
trigger2 = Var(3) = 1
trigger2 = Time = 75
trigger2 = Var(3) := 2

[State 1121, 4]
type = PlaySnd
trigger1 = Var(3) = 0
trigger1 = Time = 15
value = s1000, 0
persistent = 0

[State 1121, 5]
type = PlaySnd
trigger1 = Var(3) = 1
trigger1 = Time = 45
value = s1000, 1
persistent = 0

[State 1121, 6]
type = PlaySnd
trigger1 = Var(3) = 2
trigger1 = Time = 75
value = s1000, 2
persistent = 0

;魔方陣エフェクト
[State 1121, 7]
type = Explod
trigger1 = NumExplod(10000) = 0
anim = 10000
id = 10000
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
sprpriority = -1
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;丸っこいエフェクト
[State 1121, 8]
type = Explod
trigger1 = Time = 15
anim = 10200
id = 10200
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(-14*Const(size.xscale)),Ceil(-64*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1121, 9]
type = Explod
trigger1 = Var(3) = 1
trigger1 = Time = 45
anim = 10200
id = 10201
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-14*Const(size.xscale)),Ceil(-64*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1121, 10]
type = Explod
trigger1 = Var(3) = 2
trigger1 = Time = 75
trigger2 = Var(3) = 3
trigger2 = Time = 45
anim = 10200
id = 10202
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-14*Const(size.xscale)),Ceil(-64*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト
[State 1121, 11]
type = Explod
trigger1 = NumExplod(10100) = 0
trigger1 = Time >= 16
anim = 10100
id = 10100
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(-8*Const(size.xscale)),Ceil(-58*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 1121, 12]
type = Explod
trigger1 = Time = 15
anim = 10401
id = 10400
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(20*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1121, 13]
type = ChangeState
trigger1 = AnimElemTime(6) > 0
trigger1 = Command != "holdb"
value = 1131
ctrl = 0

[State 1121, 14]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(6) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 上強攻撃発射（空中・オリジナル）
[Statedef 1131]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 1130
ctrl = 0
sprpriority = 2

[State 1131, PlaySnd]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 1
value = s200, 2+Random%3
persistent = 0

[State 1131, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(10100) > 0
id = 10100
ignorehitpause = 1

;炎っぽいエフェクト
[State 1131, 1]
type = Explod
trigger1 = Var(3) = 0
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(-8*Const(size.xscale)),Ceil(-58*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1131, 2]
type = Explod
trigger1 = Var(3) = 1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-8*Const(size.xscale)),Ceil(-58*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1131, 3]
type = Explod
trigger1 = Var(3) = 2
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-8*Const(size.xscale)),Ceil(-58*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト
[State 1131, 4]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10361
id = 10361
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢(Lv1)
[State 1131, 5]
type = Helper
trigger1 = Var(3) = 0
trigger1 = AnimElemTime(1) = 0
stateno = 11120
id = 11120
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
size.xscale = Const(size.xscale)+0.5
size.yscale = Const(size.yscale)+0.5
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢(Lv2)
[State 1131, 6]
type = Helper
trigger1 = Var(3) = 1
trigger1 = AnimElemTime(1) = 0
stateno = 11121
id = 11121
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
size.xscale = Const(size.xscale)+0.75
size.yscale = Const(size.yscale)+0.75
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢(Lv3)
[State 1131, 7]
type = Helper
trigger1 = Var(3) = 2
trigger1 = AnimElemTime(1) = 0
stateno = 11122
id = 11122
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(30*Const(size.xscale)),Ceil(-50*Const(size.yscale))
size.xscale = Const(size.xscale)+1.0
size.yscale = Const(size.yscale)+1.0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1131, 8]
type = VarSet
trigger1 = Var(3) = 2
trigger1 = Time = 0
v = 2
value = -1

[State 1131, 9]
type = VarSet
trigger1 = Var(3) > 0
trigger1 = AnimElemTime(2) = 0
v = 3
value = 0

[State 1131, 10]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(2) > 10
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1131, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 下強攻撃始動（地上・オリジナル）
[Statedef 1140]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1140
ctrl = 0
sprpriority = 2

[State 1140, 1]
type = Turn
trigger1 = Time = 0

[State 1140, PlaySnd]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 33
value = s200, 6
persistent = 0

[State 1140, 2]
type = PlaySnd
trigger1 = Time = 15
value = s1000, 0
persistent = 0

;丸っこいエフェクト
[State 1140, 3]
type = Explod
trigger1 = Time = 12
anim = 10200
id = 10201
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト（待機時）
[State 1140, 4]
type = Explod
trigger1 = Time = 12
anim = 10100
id = 10120
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 1140, 5]
type = Explod
trigger1 = Time = 12
anim = 10400
id = 10403
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト（発射時）
[State 1140, 6]
type = Explod
trigger1 = Time = 32
anim = 10110
id = 10110
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト
[State 1140, 7]
type = Helper
trigger1 = Time = 32
stateno = 10364
id = 10364
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = 0,Ceil(-84*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢
[State 1131, 8]
type = Helper
trigger1 = Time = 32
stateno = 11145
id = 11145
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
size.xscale = Const(size.xscale)+0.75
size.yscale = Const(size.yscale)+0.75
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1140, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 下強攻撃始動（空中・オリジナル）
[Statedef 1141]
type     = A
movetype = I
physics  = A
juggle   = 0
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1040
ctrl = 0
sprpriority = 2

[State 1141, 1]
type = PosSet
trigger1 = 1
y = Pos Y

[State 1141, 2]
type = VelSet
trigger1 = 1
y = 0

[State 1141, 3]
type = Null
trigger1 = Var(3) = 0
trigger1 = Time = 45
trigger1 = Var(3) := 1
trigger2 = Var(3) = 1
trigger2 = Time = 75
trigger2 = Var(3) := 2

[State 1141, 4]
type = PlaySnd
trigger1 = Var(3) = 0
trigger1 = Time = 15
value = s1000, 0
persistent = 0

[State 1141, 5]
type = PlaySnd
trigger1 = Var(3) = 1
trigger1 = Time = 45
value = s1000, 1
persistent = 0

[State 1141, 6]
type = PlaySnd
trigger1 = Var(3) = 2
trigger1 = Time = 75
value = s1000, 2
persistent = 0

;魔方陣エフェクト
[State 1141, 7]
type = Explod
trigger1 = NumExplod(10000) = 0
anim = 10000
id = 10000
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
sprpriority = -1
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;丸っこいエフェクト
[State 1141, 8]
type = Explod
trigger1 = Time = 15
anim = 10200
id = 10200
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(12*Const(size.xscale)),Ceil(-56*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1141, 9]
type = Explod
trigger1 = Var(3) = 1
trigger1 = Time = 45
anim = 10200
id = 10201
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(12*Const(size.xscale)),Ceil(-56*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1141, 10]
type = Explod
trigger1 = Var(3) = 2
trigger1 = Time = 75
trigger2 = Var(3) = 3
trigger2 = Time = 45
anim = 10200
id = 10202
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(12*Const(size.xscale)),Ceil(-56*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト
[State 1141, 11]
type = Explod
trigger1 = NumExplod(10100) = 0
trigger1 = Time >= 16
anim = 10100
id = 10100
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(18*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 1141, 12]
type = Explod
trigger1 = Time = 15
anim = 10402
id = 10400
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-24*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1141, 13]
type = ChangeState
trigger1 = AnimElemTime(6) > 0
trigger1 = Command != "holdb"
value = 1151
ctrl = 0

[State 1141, 14]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(6) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 下強攻撃発射（空中・オリジナル）
[Statedef 1151]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 1150
ctrl = 0
sprpriority = 2

[State 1151, PlaySnd]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 1
value = s200, 2+Random%3
persistent = 0

[State 1151, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(10100) > 0
id = 10100
ignorehitpause = 1

;炎っぽいエフェクト
[State 1151, 1]
type = Explod
trigger1 = Var(3) = 0
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(18*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1151, 2]
type = Explod
trigger1 = Var(3) = 1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(18*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1151, 3]
type = Explod
trigger1 = Var(3) = 2
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(18*Const(size.xscale)),Ceil(-50*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト
[State 1151, 4]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10362
id = 10362
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢(Lv1)
[State 1151, 5]
type = Helper
trigger1 = Var(3) = 0
trigger1 = AnimElemTime(1) = 0
stateno = 11140
id = 11140
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
size.xscale = Const(size.xscale)+0.5
size.yscale = Const(size.yscale)+0.5
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢(Lv2)
[State 1151, 6]
type = Helper
trigger1 = Var(3) = 1
trigger1 = AnimElemTime(1) = 0
stateno = 11141
id = 11141
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
size.xscale = Const(size.xscale)+0.75
size.yscale = Const(size.yscale)+0.75
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢(Lv3)
[State 1151, 7]
type = Helper
trigger1 = Var(3) = 2
trigger1 = AnimElemTime(1) = 0
stateno = 11142
id = 11142
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(8*Const(size.xscale)),Ceil(-20*Const(size.yscale))
size.xscale = Const(size.xscale)+1.0
size.yscale = Const(size.yscale)+1.0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1151, 8]
type = VarSet
trigger1 = Var(3) = 2
trigger1 = Time = 0
v = 2
value = -1

[State 1151, 9]
type = VarSet
trigger1 = Var(3) > 0
trigger1 = AnimElemTime(2) = 0
v = 3
value = 0

[State 1151, 10]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(2) > 10
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1151, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 横強攻撃始動（地上・オリジナル）
[Statedef 1200]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1200, 1]
type = Null
trigger1 = Var(3) = 0
trigger1 = Time = 42
trigger1 = Var(3) := 1
trigger2 = Var(3) = 1
trigger2 = Time = 72
trigger2 = Var(3) := 2

[State 1200, 2]
type = PlaySnd
trigger1 = Var(3) = 0
trigger1 = Time = 12
value = s1000, 0
persistent = 0

[State 1200, 3]
type = PlaySnd
trigger1 = Var(3) = 1
trigger1 = Time = 42
value = s1000, 1
persistent = 0

[State 1200, 4]
type = PlaySnd
trigger1 = Var(3) = 2
trigger1 = Time = 72
value = s1000, 2
persistent = 0

;丸っこいエフェクト
[State 1200, 5]
type = Explod
trigger1 = Time = 12
anim = 10200
id = 10200
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1200, 6]
type = Explod
trigger1 = Var(3) = 1
trigger1 = Time = 42
anim = 10200
id = 10201
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1200, 7]
type = Explod
trigger1 = Var(3) = 2
trigger1 = Time = 72
trigger2 = Var(3) = 3
trigger2 = Time = 42
anim = 10200
id = 10202
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト
[State 1200, 8]
type = Explod
trigger1 = NumExplod(10100) = 0
trigger1 = Time >= 13
anim = 10100
id = 10100
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 1200, 9]
type = Explod
trigger1 = Time = 12
anim = 10400
id = 10400
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1200, 10]
type = ChangeState
trigger1 = AnimElemTime(5) > 0
trigger1 = Command != "holdb"
value = 1210
ctrl = 0

[State 1200, 11]
type = ChangeState
triggerall = AnimElemTime(5) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 横強攻撃始動（空中・オリジナル）
[Statedef 1201]
type     = A
movetype = I
physics  = A
juggle   = 0
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1201, 1]
type = PosSet
trigger1 = 1
y = Pos Y

[State 1201, 2]
type = VelSet
trigger1 = 1
y = 0

[State 1201, 3]
type = Null
trigger1 = Var(3) = 0
trigger1 = Time = 42
trigger1 = Var(3) := 1
trigger2 = Var(3) = 1
trigger2 = Time = 72
trigger2 = Var(3) := 2

[State 1201, 4]
type = PlaySnd
trigger1 = Var(3) = 0
trigger1 = Time = 12
value = s1000, 0
persistent = 0

[State 1201, 5]
type = PlaySnd
trigger1 = Var(3) = 1
trigger1 = Time = 42
value = s1000, 1
persistent = 0

[State 1201, 6]
type = PlaySnd
trigger1 = Var(3) = 2
trigger1 = Time = 72
value = s1000, 2
persistent = 0

;魔方陣エフェクト
[State 1201, 7]
type = Explod
trigger1 = NumExplod(10000) = 0
anim = 10000
id = 10000
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
sprpriority = -1
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;丸っこいエフェクト
[State 1201, 8]
type = Explod
trigger1 = Time = 12
anim = 10200
id = 10200
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1201, 9]
type = Explod
trigger1 = Var(3) = 1
trigger1 = Time = 42
anim = 10200
id = 10201
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1201, 10]
type = Explod
trigger1 = Var(3) = 2
trigger1 = Time = 72
trigger2 = Var(3) = 3
trigger2 = Time = 42
anim = 10200
id = 10202
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-6*Const(size.xscale)),Ceil(-90*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト
[State 1201, 11]
type = Explod
trigger1 = NumExplod(10100) = 0
trigger1 = Time >= 13
anim = 10100
id = 10100
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 1201, 12]
type = Explod
trigger1 = Time = 12
anim = 10400
id = 10400
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1201, 13]
type = ChangeState
trigger1 = AnimElemTime(5) > 0
trigger1 = Command != "holdb"
value = 1211
ctrl = 0

[State 1201, 14]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(5) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 横強攻撃発射（地上・オリジナル）
[Statedef 1210]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset = 0,0
anim = 1101
ctrl = 0
sprpriority = 2

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 1
value = s200, 2+Random%3
persistent = 0

[State 1210, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(10100) > 0
id = 10100
ignorehitpause = 1

;炎っぽいエフェクト
[State 1210, 1]
type = Explod
trigger1 = Var(3) = 0
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1210, 2]
type = Explod
trigger1 = Var(3) = 1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1210, 3]
type = Explod
trigger1 = Var(3) = 2
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト
[State 1210, 4]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10360
id = 10360
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢(Lv1)
[State 1210, 5]
type = Helper
trigger1 = Var(3) = 0
trigger1 = AnimElemTime(1) = 0
stateno = 11200
id = 11200
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
size.xscale = Const(size.xscale)
size.yscale = Const(size.yscale)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢(Lv2)
[State 1210, 6]
type = Helper
trigger1 = Var(3) = 1
trigger1 = AnimElemTime(1) = 0
stateno = 11201
id = 11201
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
size.xscale = Const(size.xscale)+0.2
size.yscale = Const(size.yscale)+0.2
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢(Lv3)
[State 1210, 7]
type = Helper
trigger1 = Var(3) = 2
trigger1 = AnimElemTime(1) = 0
stateno = 11202
id = 11202
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
size.xscale = Const(size.xscale)+0.4
size.yscale = Const(size.yscale)+0.4
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1210, 8]
type = VarSet
trigger1 = Var(3) = 2
trigger1 = Time = 0
v = 2
value = -1

[State 1210, 9]
type = VarSet
trigger1 = Var(3) > 0
trigger1 = AnimElemTime(2) = 0
v = 3
value = 0

[State 1210, 10]
type = ChangeState
triggerall = AnimElemTime(3) > 17
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1210, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 横強攻撃発射（空中・オリジナル）
[Statedef 1211]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 1101
ctrl = 0
sprpriority = 2

[State 1211, PlaySnd]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 1
value = s200, 2+Random%3
persistent = 0

[State 1211, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(10100) > 0
id = 10100
ignorehitpause = 1

;炎っぽいエフェクト
[State 1211, 1]
type = Explod
trigger1 = Var(3) = 0
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1211, 2]
type = Explod
trigger1 = Var(3) = 1
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*2,Const(size.yscale)*2
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1211, 3]
type = Explod
trigger1 = Var(3) = 2
trigger1 = Time = 0
anim = 10110
id = 10110
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;発射エフェクト
[State 1211, 4]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 10360
id = 10360
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢(Lv1)
[State 1211, 5]
type = Helper
trigger1 = Var(3) = 0
trigger1 = AnimElemTime(1) = 0
stateno = 11200
id = 11200
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
size.xscale = Const(size.xscale)
size.yscale = Const(size.yscale)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢(Lv2)
[State 1211, 6]
type = Helper
trigger1 = Var(3) = 1
trigger1 = AnimElemTime(1) = 0
stateno = 11201
id = 11201
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
size.xscale = Const(size.xscale)+0.2
size.yscale = Const(size.yscale)+0.2
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;魔法の矢(Lv3)
[State 1211, 7]
type = Helper
trigger1 = Var(3) = 2
trigger1 = AnimElemTime(1) = 0
stateno = 11202
id = 11202
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = Ceil(14*Const(size.xscale)),Ceil(-60*Const(size.yscale))
size.xscale = Const(size.xscale)+0.4
size.yscale = Const(size.yscale)+0.4
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1211, 8]
type = VarSet
trigger1 = Var(3) = 2
trigger1 = Time = 0
v = 2
value = -1

[State 1211, 9]
type = VarSet
trigger1 = Var(3) > 0
trigger1 = AnimElemTime(2) = 0
v = 3
value = 0

[State 1211, 10]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(3) > 17
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1211, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法攻撃始動（地上）
[Statedef 2000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2

[State 2000, 0]
type = PowerAdd
trigger1 = Time = 0
value = -1000

[State 2000, 1]
type = PlaySnd
trigger1 = Time = 9
value = s1000, 0
persistent = 0

[State 2000, 1]
type = PlaySnd
trigger1 = Time = 9
value = s1000, 0
persistent = 0

[State 2000, 2]
type = PlaySnd
trigger1 = Time = 34
value = s1001, 1
persistent = 0

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 35
value = s200, 5
persistent = 0

;丸っこいエフェクト
[State 2000, 3]
type = Explod
trigger1 = Time = 9
anim = 10200
id = 10202
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-30*Const(size.xscale)),Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト（待機時）
[State 2000, 4]
type = Explod
trigger1 = Time = 9
anim = 10120
id = 10120
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-24*Const(size.xscale)),Ceil(-70*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1;2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 2000, 5]
type = Explod
trigger1 = Time = 9
anim = 10403
id = 10403
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト（発射時）
[State 2000, 6]
type = Explod
trigger1 = Time = 34
anim = 10130
id = 10130
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-24*Const(size.xscale)),Ceil(-70*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法発射波動
[State 2000, 7]
type = Explod
trigger1 = Time = 34
anim = 12100
id = 12100
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢
[State 2000, 8]
type = Helper
trigger1 = Time = 34
stateno = 12000
id = 12000
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = 0,Ceil(-130*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 2000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法攻撃始動（空中）
[Statedef 2001]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2

[State 2001, 0]
type = PowerAdd
trigger1 = Time = 0
value = -1000

[State 2001, 1]
type = PosSet
trigger1 = 1
y = Pos Y

[State 2001, 2]
type = VelSet
trigger1 = 1
y = 0

[State 2001, 3]
type = PlaySnd
trigger1 = Time = 9
value = s1000, 0
persistent = 0

[State 2001, 4]
type = PlaySnd
trigger1 = Time = 34
value = s1001, 1
persistent = 0

;魔方陣エフェクト
[State 2001, 5]
type = Explod
trigger1 = NumExplod(10000) = 0
anim = 10000
id = 10000
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
sprpriority = -1
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;丸っこいエフェクト
[State 2001, 6]
type = Explod
trigger1 = Time = 9
anim = 10200
id = 10202
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-30*Const(size.xscale)),Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト（待機時）
[State 2001, 7]
type = Explod
trigger1 = Time = 9
anim = 10120
id = 10120
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-24*Const(size.xscale)),Ceil(-70*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1;2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢待機エフェクト
[State 2001, 8]
type = Explod
trigger1 = Time = 9
anim = 10403
id = 10403
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;炎っぽいエフェクト（発射時）
[State 2001, 9]
type = Explod
trigger1 = Time = 34
anim = 10130
id = 10130
scale = Const(size.xscale)*3,Const(size.yscale)*3
pos = Ceil(-24*Const(size.xscale)),Ceil(-70*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法発射波動
[State 2001, 10]
type = Explod
trigger1 = Time = 34
anim = 12100
id = 12100
scale = Const(size.xscale),Const(size.yscale)
pos = 0,Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;魔法の矢
[State 2001, 11]
type = Helper
trigger1 = Time = 34
stateno = 12000
id = 12000
name = "Attack_Arrow"
helpertype = Normal
postype = P1
pos = 0,Ceil(-130*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 2001, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0
