;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 発射エフェクト１（弱）
[Statedef 10300]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10300, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10300, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10300, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10300, 4]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10300, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10300, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 発射エフェクト２（弱）
[Statedef 10301]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10301, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10301, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10301, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10301, 4]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10301, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10301, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 発射エフェクト３（弱）
[Statedef 10302]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10302, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10302, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10302, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10302, 4]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10302, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10302, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 発射エフェクト４（弱）
[Statedef 10303]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10303, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10303, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10303, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10303, 4]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10303, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10303, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 発射エフェクト５（弱）
[Statedef 10304]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10304, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10304, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10304, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10304, 4]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10304, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10304, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 発射エフェクト６（弱）
[Statedef 10305]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10305, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10305, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10305, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10305, 4]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10305, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10305, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 発射エフェクト７（弱）
[Statedef 10306]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10306, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10306, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10306, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10306, 4]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10306, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10306, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 発射エフェクト８（弱）
[Statedef 10307]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10307, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10307, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10307, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10307, 4]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10307, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10307, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 発射エフェクト９（弱）
[Statedef 10308]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10308, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10308, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10308, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10308, 4]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10308, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10308, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 発射エフェクト１０（弱）
[Statedef 10309]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10309, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10309, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10309, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10309, 4]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10309, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10309, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 発射エフェクト１１（弱）
[Statedef 10310]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10310, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10310, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10310, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10310, 4]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10310, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10310, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 発射エフェクト１２（弱）
[Statedef 10311]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10311, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10311, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10311, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10311, 4]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10311, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10311, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 発射エフェクト１３（弱）
[Statedef 10312]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10312, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10312, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10312, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10312, 4]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10312, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10312, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 発射エフェクト１４（弱）
[Statedef 10313]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10313, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10313, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10313, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10313, 4]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10313, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10313, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 上発射エフェクト１（弱）
[Statedef 10320]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10320, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10320, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10320, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10320, 4]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10320, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10320, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 上発射エフェクト２（弱）
[Statedef 10321]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10321, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10321, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10321, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10321, 4]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10321, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10321, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 上発射エフェクト３（弱）
[Statedef 10322]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10322, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10322, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10322, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10322, 4]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10322, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10322, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 上発射エフェクト４（弱）
[Statedef 10323]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10323, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10323, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10323, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10323, 4]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10323, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10323, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 上発射エフェクト５（弱）
[Statedef 10324]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10324, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10324, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10324, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10324, 4]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10324, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10324, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 上発射エフェクト６（弱）
[Statedef 10325]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10325, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10325, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10325, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10325, 4]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10325, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10325, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 上発射エフェクト７（弱）
[Statedef 10326]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10326, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10326, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10326, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10326, 4]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10326, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10326, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 上発射エフェクト８（弱）
[Statedef 10327]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10327, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10327, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10327, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10327, 4]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10327, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10327, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 上発射エフェクト９（弱）
[Statedef 10328]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10328, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10328, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10328, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10328, 4]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10328, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10328, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 上発射エフェクト１０（弱）
[Statedef 10329]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10329, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10329, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10329, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10329, 4]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10329, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10329, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 上発射エフェクト１１（弱）
[Statedef 10330]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10330, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10330, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10330, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10330, 4]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10330, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10330, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 上発射エフェクト１２（弱）
[Statedef 10331]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10331, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10331, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10331, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10331, 4]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10331, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10331, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 上発射エフェクト１３（弱）
[Statedef 10332]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10332, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10332, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10332, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10332, 4]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10332, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10332, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 上発射エフェクト１４（弱）
[Statedef 10333]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10333, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10333, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10333, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10333, 4]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10333, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10333, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 下発射エフェクト１（弱）
[Statedef 10340]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10340, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10340, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10340, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10340, 4]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10340, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10340, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 下発射エフェクト２（弱）
[Statedef 10341]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10341, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10341, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10341, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10341, 4]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10341, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10341, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 下発射エフェクト３（弱）
[Statedef 10342]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10342, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10342, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10342, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10342, 4]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10342, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10342, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 下発射エフェクト４（弱）
[Statedef 10343]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10343, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10343, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10343, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10343, 4]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10343, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10343, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 下発射エフェクト５（弱）
[Statedef 10344]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10344, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10344, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10344, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10344, 4]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10344, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10344, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 下発射エフェクト６（弱）
[Statedef 10345]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10345, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10345, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10345, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10345, 4]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10345, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10345, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 下発射エフェクト７（弱）
[Statedef 10346]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10346, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10346, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10346, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10346, 4]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10346, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10346, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 下発射エフェクト８（弱）
[Statedef 10347]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10347, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10347, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10347, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10347, 4]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10347, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10347, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 下発射エフェクト９（弱）
[Statedef 10348]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10348, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10348, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10348, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10348, 4]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10348, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10348, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 下発射エフェクト１０（弱）
[Statedef 10349]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10349, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10349, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10349, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10349, 4]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10349, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10349, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 下発射エフェクト１１（弱）
[Statedef 10350]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10350, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10350, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10350, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10350, 4]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10350, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10350, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 下発射エフェクト１２（弱）
[Statedef 10351]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10351, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10351, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10351, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10351, 4]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10351, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10351, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 下発射エフェクト１３（弱）
[Statedef 10352]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10352, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10352, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10352, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10352, 4]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10352, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10352, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; 下発射エフェクト１４（弱）
[Statedef 10353]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10353, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 10353, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10353, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10353, 4]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1+(Time*0.2),1+(Time*0.2)

[State 10353, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10353, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 発射エフェクト（強）
[Statedef 10360]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10360, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10360, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10360, 3]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10360, 4]
type = AngleDraw
trigger1 = 1
scale = 1+(Time*0.3),1+(Time*0.3)

[State 10360, 5]
type = DestroySelf
trigger1 = AnimTime = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 発射エフェクト（空中上強）
[Statedef 10361]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10361, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10361, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10361, 3]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10361, 4]
type = AngleDraw
trigger1 = 1
value = 35
scale = 1+(Time*0.3),1+(Time*0.3)

[State 10361, 5]
type = DestroySelf
trigger1 = AnimTime = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 発射エフェクト（空中下強）
[Statedef 10362]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10300
ctrl = 0
sprpriority = 3

[State 10362, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10362, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10362, 3]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10362, 4]
type = AngleDraw
trigger1 = 1
value = -35
scale = 1+(Time*0.3),1+(Time*0.3)

[State 10362, 5]
type = DestroySelf
trigger1 = AnimTime = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 発射エフェクト（地上上強）
[Statedef 10363]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10301
ctrl = 0
sprpriority = 3

[State 10363, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10363, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10363, 3]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10363, 4]
type = AngleDraw
trigger1 = 1
scale = 1+(Time*0.05),1+(Time*0.05)

[State 10363, 5]
type = DestroySelf
trigger1 = AnimTime = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 発射エフェクト（地上下強）
[Statedef 10364]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 10302
ctrl = 0
sprpriority = 3

[State 10364, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10364, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10364, 3]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(Time*25),256

[State 10364, 4]
type = AngleDraw
trigger1 = 1
scale = 1+(Time*0.05),1+(Time*0.05)

[State 10364, 5]
type = DestroySelf
trigger1 = AnimTime = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢１（弱）
[Statedef 11000]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11000, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10300),Var(1)
ignorehitpause = 1

[State 11000, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11000, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11000, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11000, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11000, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = Var(1)*0.2

[State 11000, 6]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1,1

[State 11000, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11000, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11000, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11000, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11000, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11000, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11000, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50

;---------------------------------------------------------------------------
; 魔法の矢２（弱）
[Statedef 11001]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11001, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10301),Var(1)
ignorehitpause = 1

[State 11001, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11001, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11001, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11001, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11001, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = Var(1)*0.2

[State 11001, 6]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1,1

[State 11001, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11001, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11001, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11001, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11001, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11001, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11001, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50

;---------------------------------------------------------------------------
; 魔法の矢３（弱）
[Statedef 11002]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11002, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10302),Var(1)
ignorehitpause = 1

[State 11002, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11002, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11002, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11002, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11002, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = Var(1)*0.2

[State 11002, 6]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1,1

[State 11002, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11002, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11002, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11002, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11002, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11002, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11002, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50

;---------------------------------------------------------------------------
; 魔法の矢４（弱）
[Statedef 11003]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11003, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10303),Var(1)
ignorehitpause = 1

[State 11003, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11003, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11003, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11003, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11003, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = Var(1)*0.2

[State 11003, 6]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1,1

[State 11003, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11003, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11003, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11003, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11003, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11003, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11003, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50

;---------------------------------------------------------------------------
; 魔法の矢５（弱）
[Statedef 11004]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11004, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10304),Var(1)
ignorehitpause = 1

[State 11004, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11004, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11004, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11004, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11004, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = Var(1)*0.2

[State 11004, 6]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1,1

[State 11004, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11004, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11004, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11004, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11004, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11004, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11004, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50

;---------------------------------------------------------------------------
; 魔法の矢６（弱）
[Statedef 11005]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11005, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10305),Var(1)
ignorehitpause = 1

[State 11005, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11005, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11005, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11005, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11005, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = Var(1)*0.2

[State 11005, 6]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1,1

[State 11005, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11005, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11005, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11005, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11005, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11005, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11005, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50

;---------------------------------------------------------------------------
; 魔法の矢７（弱）
[Statedef 11006]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11006, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10306),Var(1)
ignorehitpause = 1

[State 11006, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11006, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11006, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11006, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11006, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = Var(1)*0.2

[State 11006, 6]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1,1

[State 11006, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11006, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11006, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11006, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11006, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11006, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11006, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50

;---------------------------------------------------------------------------
; 魔法の矢８（弱）
[Statedef 11007]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11007, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10307),Var(1)
ignorehitpause = 1

[State 11007, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11007, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11007, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11007, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11007, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = Var(1)*0.2

[State 11007, 6]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1,1

[State 11007, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11007, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11007, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11007, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11007, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11007, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11007, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50

;---------------------------------------------------------------------------
; 魔法の矢９（弱）
[Statedef 11008]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11008, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10308),Var(1)
ignorehitpause = 1

[State 11008, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11008, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11008, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11008, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11008, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = Var(1)*0.2

[State 11008, 6]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1,1

[State 11008, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11008, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11008, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11008, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11008, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11008, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11008, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50

;---------------------------------------------------------------------------
; 魔法の矢１０（弱）
[Statedef 11009]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11009, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10309),Var(1)
ignorehitpause = 1

[State 11009, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11009, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11009, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11009, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11009, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = Var(1)*0.2

[State 11009, 6]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1,1

[State 11009, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11009, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11009, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11009, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11009, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11009, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11009, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50

;---------------------------------------------------------------------------
; 魔法の矢１１（弱）
[Statedef 11010]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11010, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10310),Var(1)
ignorehitpause = 1

[State 11010, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11010, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11010, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11010, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11010, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = Var(1)*0.2

[State 11010, 6]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1,1

[State 11010, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11010, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11010, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11010, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11010, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11010, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11010, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50

;---------------------------------------------------------------------------
; 魔法の矢１２（弱）
[Statedef 11011]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11011, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10311),Var(1)
ignorehitpause = 1

[State 11011, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11011, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11011, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11011, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11011, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = Var(1)*0.2

[State 11011, 6]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1,1

[State 11011, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11011, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11011, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11011, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11011, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11011, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11011, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50

;---------------------------------------------------------------------------
; 魔法の矢１３（弱）
[Statedef 11012]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11012, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10312),Var(1)
ignorehitpause = 1

[State 11012, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11012, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11012, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11012, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11012, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = Var(1)*0.2

[State 11012, 6]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1,1

[State 11012, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11012, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11012, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11012, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11012, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11012, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11012, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50

;---------------------------------------------------------------------------
; 魔法の矢１４（弱）
[Statedef 11013]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11013, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10313),Var(1)
ignorehitpause = 1

[State 11013, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11013, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11013, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11013, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11013, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = Var(1)*0.2

[State 11013, 6]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1
scale = 1,1

[State 11013, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11013, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11013, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11013, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11013, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11013, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11013, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 上魔法の矢１（弱）
[Statedef 11020]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11020, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10320),Var(1)
ignorehitpause = 1

[State 11020, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11020, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11020, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11020, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11020, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10+Var(1)*0.2

[State 11020, 6]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1,1

[State 11020, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11020, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11020, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11020, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11020, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11020, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11020, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25

;---------------------------------------------------------------------------
; 上魔法の矢２（弱）
[Statedef 11021]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11021, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10321),Var(1)
ignorehitpause = 1

[State 11021, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11021, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11021, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11021, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11021, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10+Var(1)*0.2

[State 11021, 6]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1,1

[State 11021, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11021, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11021, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11021, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11021, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11021, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11021, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25

;---------------------------------------------------------------------------
; 上魔法の矢３（弱）
[Statedef 11022]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11022, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10322),Var(1)
ignorehitpause = 1

[State 11022, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11022, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11022, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11022, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11022, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10+Var(1)*0.2

[State 11022, 6]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1,1

[State 11022, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11022, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11022, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11022, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11022, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11022, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11022, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25

;---------------------------------------------------------------------------
; 上魔法の矢４（弱）
[Statedef 11023]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11023, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10323),Var(1)
ignorehitpause = 1

[State 11023, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11023, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11023, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11023, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11023, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10+Var(1)*0.2

[State 11023, 6]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1,1

[State 11023, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11023, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11023, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11023, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11023, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11023, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11023, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25

;---------------------------------------------------------------------------
; 上魔法の矢５（弱）
[Statedef 11024]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11024, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10324),Var(1)
ignorehitpause = 1

[State 11024, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11024, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11024, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11024, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11024, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10+Var(1)*0.2

[State 11024, 6]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1,1

[State 11024, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11024, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11024, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11024, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11024, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11024, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11024, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25

;---------------------------------------------------------------------------
; 上魔法の矢６（弱）
[Statedef 11025]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11025, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10325),Var(1)
ignorehitpause = 1

[State 11025, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11025, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11025, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11025, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11025, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10+Var(1)*0.2

[State 11025, 6]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1,1

[State 11025, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11025, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11025, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11025, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11025, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11025, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11025, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25

;---------------------------------------------------------------------------
; 上魔法の矢７（弱）
[Statedef 11026]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11026, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10326),Var(1)
ignorehitpause = 1

[State 11026, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11026, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11026, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11026, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11026, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10+Var(1)*0.2

[State 11026, 6]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1,1

[State 11026, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11026, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11026, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11026, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11026, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11026, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11026, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25

;---------------------------------------------------------------------------
; 上魔法の矢８（弱）
[Statedef 11027]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11027, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10327),Var(1)
ignorehitpause = 1

[State 11027, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11027, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11027, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11027, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11027, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10+Var(1)*0.2

[State 11027, 6]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1,1

[State 11027, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11027, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11027, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11027, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11027, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11027, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11027, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25

;---------------------------------------------------------------------------
; 上魔法の矢９（弱）
[Statedef 11028]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11028, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10328),Var(1)
ignorehitpause = 1

[State 11028, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11028, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11028, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11028, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11028, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10+Var(1)*0.2

[State 11028, 6]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1,1

[State 11028, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11028, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11028, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11028, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11028, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11028, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11028, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25

;---------------------------------------------------------------------------
; 上魔法の矢１０（弱）
[Statedef 11029]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11029, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10329),Var(1)
ignorehitpause = 1

[State 11029, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11029, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11029, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11029, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11029, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10+Var(1)*0.2

[State 11029, 6]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1,1

[State 11029, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11029, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11029, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11029, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11029, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11029, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11029, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25

;---------------------------------------------------------------------------
; 上魔法の矢１１（弱）
[Statedef 11030]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11030, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10330),Var(1)
ignorehitpause = 1

[State 11030, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11030, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11030, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11030, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11030, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10+Var(1)*0.2

[State 11030, 6]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1,1

[State 11030, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11030, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11030, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11030, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11030, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11030, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11030, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25

;---------------------------------------------------------------------------
; 上魔法の矢１２（弱）
[Statedef 11031]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11031, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10331),Var(1)
ignorehitpause = 1

[State 11031, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11031, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11031, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11031, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11031, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10+Var(1)*0.2

[State 11031, 6]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1,1

[State 11031, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11031, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11031, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11031, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11031, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11031, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11031, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25

;---------------------------------------------------------------------------
; 上魔法の矢１３（弱）
[Statedef 11032]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11032, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10332),Var(1)
ignorehitpause = 1

[State 11032, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11032, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11032, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11032, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11032, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10+Var(1)*0.2

[State 11032, 6]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1,1

[State 11032, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11032, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11032, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11032, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11032, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11032, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11032, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25

;---------------------------------------------------------------------------
; 上魔法の矢１４（弱）
[Statedef 11033]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11033, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10333),Var(1)
ignorehitpause = 1

[State 11033, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11033, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11033, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11033, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11033, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10+Var(1)*0.2

[State 11033, 6]
type = AngleDraw
trigger1 = 1
value = 35+Var(1)*-1
scale = 1,1

[State 11033, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11033, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11033, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11033, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11033, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11033, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11033, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 下魔法の矢１（弱）
[Statedef 11040]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11040, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10340),Var(1)
ignorehitpause = 1

[State 11040, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11040, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11040, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11040, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11040, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10+Var(1)*0.2

[State 11040, 6]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1,1

[State 11040, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11040, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11040, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11040, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11040, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11040, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11040, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265

;---------------------------------------------------------------------------
; 下魔法の矢２（弱）
[Statedef 11041]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11041, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10341),Var(1)
ignorehitpause = 1

[State 11041, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11041, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11041, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11041, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11041, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10+Var(1)*0.2

[State 11041, 6]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1,1

[State 11041, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11041, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11041, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11041, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11041, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11041, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11041, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265

;---------------------------------------------------------------------------
; 下魔法の矢３（弱）
[Statedef 11042]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11002, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10342),Var(1)
ignorehitpause = 1

[State 11042, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11042, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11042, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11042, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11042, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10+Var(1)*0.2

[State 11042, 6]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1,1

[State 11042, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11042, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11042, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11042, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11042, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11042, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11042, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265

;---------------------------------------------------------------------------
; 下魔法の矢４（弱）
[Statedef 11043]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11043, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10343),Var(1)
ignorehitpause = 1

[State 11043, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11043, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11043, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11043, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11043, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10+Var(1)*0.2

[State 11043, 6]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1,1

[State 11043, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11043, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11043, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11043, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11043, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11043, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11043, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265

;---------------------------------------------------------------------------
; 下魔法の矢５（弱）
[Statedef 11044]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11044, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10344),Var(1)
ignorehitpause = 1

[State 11044, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11044, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11044, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11044, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11044, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10+Var(1)*0.2

[State 11044, 6]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1,1

[State 11044, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11044, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11044, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11044, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11044, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11044, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11044, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265

;---------------------------------------------------------------------------
; 下魔法の矢６（弱）
[Statedef 11045]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11045, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10345),Var(1)
ignorehitpause = 1

[State 11045, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11045, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11045, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11045, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11045, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10+Var(1)*0.2

[State 11045, 6]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1,1

[State 11045, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11045, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11045, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11045, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11045, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11045, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11045, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265

;---------------------------------------------------------------------------
; 下魔法の矢７（弱）
[Statedef 11046]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11046, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10346),Var(1)
ignorehitpause = 1

[State 11046, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11046, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11046, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11046, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11046, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10+Var(1)*0.2

[State 11046, 6]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1,1

[State 11046, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11046, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11046, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11046, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11046, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11046, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11046, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265

;---------------------------------------------------------------------------
; 下魔法の矢８（弱）
[Statedef 11047]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11047, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10347),Var(1)
ignorehitpause = 1

[State 11047, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11047, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11047, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11047, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11047, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10+Var(1)*0.2

[State 11047, 6]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1,1

[State 11047, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11047, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11047, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11047, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11047, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11047, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11047, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265

;---------------------------------------------------------------------------
; 下魔法の矢９（弱）
[Statedef 11048]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11048, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10348),Var(1)
ignorehitpause = 1

[State 11048, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11048, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11048, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11048, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11048, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10+Var(1)*0.2

[State 11048, 6]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1,1

[State 11048, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11048, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11048, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11048, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11048, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11048, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11048, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265

;---------------------------------------------------------------------------
; 下魔法の矢１０（弱）
[Statedef 11049]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11049, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10349),Var(1)
ignorehitpause = 1

[State 11049, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11049, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11049, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11049, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11049, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10+Var(1)*0.2

[State 11049, 6]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1,1

[State 11049, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11049, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11049, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11049, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11049, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11049, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11049, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265

;---------------------------------------------------------------------------
; 下魔法の矢１１（弱）
[Statedef 11050]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11050, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10350),Var(1)
ignorehitpause = 1

[State 11050, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11050, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11050, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11050, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11050, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10+Var(1)*0.2

[State 11050, 6]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1,1

[State 11050, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11050, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11050, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11050, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11045, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11050, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11050, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265

;---------------------------------------------------------------------------
; 下魔法の矢１２（弱）
[Statedef 11051]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11051, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10351),Var(1)
ignorehitpause = 1

[State 11051, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11051, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11051, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11051, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11051, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10+Var(1)*0.2

[State 11051, 6]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1,1

[State 11051, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11051, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11051, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11051, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11051, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11051, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11051, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265

;---------------------------------------------------------------------------
; 下魔法の矢１３（弱）
[Statedef 11052]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11052, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10352),Var(1)
ignorehitpause = 1

[State 11052, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11052, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11052, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11052, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11052, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10+Var(1)*0.2

[State 11052, 6]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1,1

[State 11052, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11052, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11052, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11052, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11052, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11052, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11052, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265

;---------------------------------------------------------------------------
; 下魔法の矢１４（弱）
[Statedef 11053]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 3

[State 11053, 0]
type = VarSet
trigger1 = Time = 0
v = 1
value = Helper(10353),Var(1)
ignorehitpause = 1

[State 11053, 1]
type = VarSet
trigger1 = Time = 0
v = 2
value = Root,Var(2)
ignorehitpause = 1

[State 11053, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11053, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11053, 4]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 0

[State 11053, 5]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10+Var(1)*0.2

[State 11053, 6]
type = AngleDraw
trigger1 = 1
value = -35+Var(1)*-1
scale = 1,1

[State 11053, 7]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11053, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.hittime  = 10+((Var(2)>=2 && Root,Var(52)=0)*10)
ground.velocity = -6
guard.velocity = -6
air.velocity = -6,-2
airguard.velocity = -6,-2
fall = IfElse(Var(2)>=2 && Root,Var(52)=0, 1, 0)

[State 11053, 9]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 11053, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 11053, 11]
type = Helper
trigger1 = MoveContact = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11053, 12]
type = ChangeState
trigger1 = MoveContact = 2
value = 11999

[State 11053, 13]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（強・Lv1）
[Statedef 11100]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11100
ctrl = 0
sprpriority = 3

[State 11100, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11100, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11100, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11100, 4]
type = VelSet
trigger1 = Time > 0
x = 15

[State 11100, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11100, 6]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((9+(Random%3))*Root,FVar(1)),Ceil((2+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 30,15
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -6
guard.velocity = -6
air.hittime = 35
air.velocity = -6,-2
airguard.velocity = -6,-2

[State 11100, 7]
type = PowerAdd
trigger1 = MoveHit
value = 50
persistent = 0

[State 11100, 8]
type = PowerAdd
trigger1 = MoveGuarded
value = 25
persistent = 0

;ヒットエフェクト表示
[State 11100, 9]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11100, 10]
type = Null;DestroySelf
trigger1 = FrontEdgeBodyDist < -50

[State 11100, 10]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -50
value = 11999

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（強・Lv2）
[Statedef 11101]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11101
ctrl = 0
sprpriority = 3

[State 11101, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11101, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11101, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11101, 4]
type = VelSet
trigger1 = Time > 0
x = 15

[State 11101, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11101, 6]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((27+(Random%7))*Root,FVar(1)),Ceil((5+(Random%7))*Root,FVar(1))
getpower = 0,0
givepower = 40,20
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -9
guard.velocity = -9
air.hittime = 35
air.velocity = -9,-2
airguard.velocity = -9,-2

[State 11101, 7]
type = PowerAdd
trigger1 = MoveHit
value = 75
persistent = 0

[State 11101, 8]
type = PowerAdd
trigger1 = MoveGuarded
value = 40
persistent = 0

;ヒットエフェクト表示
[State 11101, 9]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11101, 10]
type = Null;DestroySelf
trigger1 = FrontEdgeBodyDist < -75

[State 11101, 10]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -75
value = 11999

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（強・Lv3）
[Statedef 11102]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11102
ctrl = 0
sprpriority = 3

[State 11102, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11102, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11102, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11102, 4]
type = VelSet
trigger1 = Time > 0
x = 15

[State 11102, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11102, 6]
type = Hitdef
trigger1 = !(Root,Var(52) = 0)
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((68+(Random%15))*Root,FVar(1)),Ceil((14+(Random%15))*Root,FVar(1))
getpower = 0,0
givepower = 60,35
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -12
guard.velocity = -12
air.hittime = 35
air.velocity = -12,-2
airguard.velocity = -12,-2

[State 11102, 6]
type = Hitdef
trigger1 = Root,Var(52) = 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((83+(Random%15))*Root,FVar(1)),Ceil((14+(Random%15))*Root,FVar(1))
getpower = 0,0
givepower = 60,35
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -15
guard.velocity = -15
air.hittime = 35
air.velocity = -15,-2
airguard.velocity = -15,-2

[State 11102, 7]
type = PowerAdd
trigger1 = MoveHit
value = 150
persistent = 0

[State 11102, 8]
type = PowerAdd
trigger1 = MoveGuarded
value = 80
persistent = 0

;ヒットエフェクト表示
[State 11102, 9]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11102, 10]
type = Null;DestroySelf
trigger1 = FrontEdgeBodyDist < -100

[State 11102, 10]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -100
value = 11999

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（空中上強・Lv1）
[Statedef 11120]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11120
ctrl = 0
sprpriority = 3

[State 11120, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11120, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11120, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11120, 4]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10

[State 11120, 5]
type = AngleDraw
trigger1 = 1
value = 35

[State 11120, 6]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11120, 7]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((9+(Random%3))*Root,FVar(1)),Ceil((2+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 30,15
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -6
guard.velocity = -6
air.hittime = 35
air.velocity = -6,-2
airguard.velocity = -6,-2

[State 11120, 8]
type = PowerAdd
trigger1 = MoveHit
value = 50
persistent = 0

[State 11120, 9]
type = PowerAdd
trigger1 = MoveGuarded
value = 25
persistent = 0

;ヒットエフェクト表示
[State 11120, 10]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11120, 11]
type = Null;DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25

[State 11120, 11]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y < -25
value = 11999

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（空中上強・Lv2）
[Statedef 11121]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11121
ctrl = 0
sprpriority = 3

[State 11121, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11121, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11121, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11121, 4]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10

[State 11121, 5]
type = AngleDraw
trigger1 = 1
value = 35

[State 11121, 6]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11121, 7]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((27+(Random%7))*Root,FVar(1)),Ceil((5+(Random%7))*Root,FVar(1))
getpower = 0,0
givepower = 40,20
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -9
guard.velocity = -9
air.hittime = 35
air.velocity = -9,-2
airguard.velocity = -9,-2

[State 11121, 8]
type = PowerAdd
trigger1 = MoveHit
value = 75
persistent = 0

[State 11121, 9]
type = PowerAdd
trigger1 = MoveGuarded
value = 40
persistent = 0

;ヒットエフェクト表示
[State 11121, 10]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11121, 11]
type = Null;DestroySelf
trigger1 = FrontEdgeBodyDist < -75
trigger2 = ScreenPos Y < -50

[State 11121, 11]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -75
trigger2 = ScreenPos Y < -50
value = 11999

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（空中上強・Lv3）
[Statedef 11122]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11122
ctrl = 0
sprpriority = 3

[State 11122, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11122, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11122, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11122, 4]
type = VelSet
trigger1 = Time > 0
x = 15
y = -10

[State 11122, 5]
type = AngleDraw
trigger1 = 1
value = 35

[State 11122, 6]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11122, 7]
type = Hitdef
trigger1 = !(Root,Var(52) = 0)
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((68+(Random%15))*Root,FVar(1)),Ceil((14+(Random%15))*Root,FVar(1))
getpower = 0,0
givepower = 60,35
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -12
guard.velocity = -12
air.hittime = 35
air.velocity = -12,-2
airguard.velocity = -12,-2

[State 11122, 7]
type = Hitdef
trigger1 = Root,Var(52) = 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((83+(Random%15))*Root,FVar(1)),Ceil((14+(Random%15))*Root,FVar(1))
getpower = 0,0
givepower = 60,35
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -15
guard.velocity = -15
air.hittime = 35
air.velocity = -15,-2
airguard.velocity = -15,-2

[State 11122, 8]
type = PowerAdd
trigger1 = MoveHit
value = 150
persistent = 0

[State 11122, 9]
type = PowerAdd
trigger1 = MoveGuarded
value = 80
persistent = 0

;ヒットエフェクト表示
[State 11122, 10]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11122, 11]
type = Null;DestroySelf
trigger1 = FrontEdgeBodyDist < -100
trigger2 = ScreenPos Y < -75

[State 11122, 11]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -100
trigger2 = ScreenPos Y < -75
value = 11999

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（地上上強）
[Statedef 11125]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11125
ctrl = 0
sprpriority = 3

[State 11125, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11125, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11125, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11125, 4]
type = VelSet
trigger1 = Time > 0
x = 0
y = -10

[State 11125, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11125, 6]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((37+(Random%7))*Root,FVar(1)),Ceil((6+(Random%7))*Root,FVar(1))
getpower = 0,0
givepower = 50,25
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -2,-6
guard.velocity = -9
air.hittime = 30
air.velocity = -2,-6
airguard.velocity = -2,-6

[State 11125, 7]
type = PowerAdd
trigger1 = MoveHit
value = 85
persistent = 0

[State 11125, 8]
type = PowerAdd
trigger1 = MoveGuarded
value = 45
persistent = 0

;ヒットエフェクト表示
[State 11125, 9]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15001
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Floor(Enemy,Const(size.head.pos.y))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11125, 10]
type = ChangeState
trigger1 = !MoveHit
trigger1 = Time = 60
value = 11126

[State 11125, 11]
type = DestroySelf
trigger1 = MoveHit
trigger1 = Time = 60

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢格納（地上上強）
[Statedef 11126]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 40000
ctrl = 0
sprpriority = 5

[State 11126, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11126, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11126, 3]
type = PosSet
trigger1 = 1
x = Ceil(Enemy,Pos X)
y = Ceil(Enemy,Pos Y)-320

[State 11126, 4]
type = ChangeState
trigger1 = Time = 300
value = 11127

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（地上上強）
[Statedef 11127]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11126
ctrl = 0
sprpriority = 3

[State 11127, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11127, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11127, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11127, 4]
type = VelSet
trigger1 = Time > 0
x = 0
y = 10

[State 11127, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

;発射エフェクト
[State 11127, 6]
type = Helper
trigger1 = Time = 0
stateno = 10363
id = 10363
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = 0,0
size.xscale = Root,Const(size.xscale)
size.yscale = Root,Const(size.yscale)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11127, 7]
type = Hitdef
trigger1 = !(Root,Var(52) = 0)
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((48+(Random%11))*Root,FVar(1)),Ceil((10+(Random%11))*Root,FVar(1))
getpower = 0,0
givepower = 50,30
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,20
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
guard.velocity = -8
air.hittime = 20
air.velocity = -6,2
airguard.velocity = -6,2

[State 11127, 7]
type = Hitdef
trigger1 = Root,Var(52) = 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((48+(Random%11))*Root,FVar(1)),Ceil((10+(Random%11))*Root,FVar(1))
getpower = 0,0
givepower = 50,30
animtype = Hard
hitflag = MAF
guardflag = HA
pausetime = 0,20
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
guard.velocity = -8
air.hittime = 20
air.velocity = -6,2
airguard.velocity = -6,2

[State 11127, 8]
type = PowerAdd
trigger1 = MoveHit
value = 110
persistent = 0

[State 11127, 9]
type = PowerAdd
trigger1 = MoveGuarded
value = 60
persistent = 0

;ヒットエフェクト表示
[State 11127, 10]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15001
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Floor(Enemy,Const(size.head.pos.y))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11127, 11]
type = Null;DestroySelf
trigger1 = ScreenPos Y >= 300

[State 11127, 11]
type = ChangeState
trigger1 = ScreenPos Y >= 300
value = 11999

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（下強・Lv1）
[Statedef 11140]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11140
ctrl = 0
sprpriority = 3

[State 11140, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11140, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11140, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11140, 4]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10

[State 11140, 5]
type = AngleDraw
trigger1 = 1
value = -35

[State 11140, 6]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11140, 7]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((9+(Random%3))*Root,FVar(1)),Ceil((2+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 30,15
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -6
guard.velocity = -6
air.hittime = 35
air.velocity = -6,-2
airguard.velocity = -6,-2

[State 11140, 8]
type = PowerAdd
trigger1 = MoveHit
value = 50
persistent = 0

[State 11140, 9]
type = PowerAdd
trigger1 = MoveGuarded
value = 25
persistent = 0

;ヒットエフェクト表示
[State 11140, 10]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11140, 11]
type = Null;DestroySelf
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265

[State 11140, 11]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -50
trigger2 = ScreenPos Y > 265
value = 11999

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（下強・Lv2）
[Statedef 11141]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11141
ctrl = 0
sprpriority = 3

[State 11141, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11141, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11141, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11141, 4]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10

[State 11141, 5]
type = AngleDraw
trigger1 = 1
value = -35

[State 11141, 6]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11141, 7]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((27+(Random%7))*Root,FVar(1)),Ceil((5+(Random%7))*Root,FVar(1))
getpower = 0,0
givepower = 40,20
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -9
guard.velocity = -9
air.hittime = 35
air.velocity = -9,-2
airguard.velocity = -9,-2

[State 11141, 8]
type = PowerAdd
trigger1 = MoveHit
value = 75
persistent = 0

[State 11141, 9]
type = PowerAdd
trigger1 = MoveGuarded
value = 40
persistent = 0

;ヒットエフェクト表示
[State 11141, 10]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11141, 11]
type = Null;DestroySelf
trigger1 = FrontEdgeBodyDist < -75
trigger2 = ScreenPos Y > 290

[State 11141, 11]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -75
trigger2 = ScreenPos Y > 290
value = 11999

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（下強・Lv3）
[Statedef 11142]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11142
ctrl = 0
sprpriority = 3

[State 11142, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11142, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11142, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11142, 4]
type = VelSet
trigger1 = Time > 0
x = 15
y = 10

[State 11142, 5]
type = AngleDraw
trigger1 = 1
value = -35

[State 11142, 6]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11142, 7]
type = Hitdef
trigger1 = !(Root,Var(52) = 0)
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((68+(Random%15))*Root,FVar(1)),Ceil((14+(Random%15))*Root,FVar(1))
getpower = 0,0
givepower = 60,35
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -12
guard.velocity = -12
air.hittime = 35
air.velocity = -12,-2
airguard.velocity = -12,-2

[State 11142, 7]
type = Hitdef
trigger1 = Root,Var(52) = 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((83+(Random%15))*Root,FVar(1)),Ceil((14+(Random%15))*Root,FVar(1))
getpower = 0,0
givepower = 60,35
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -15
guard.velocity = -15
air.hittime = 35
air.velocity = -15,-2
airguard.velocity = -15,-2

[State 11142, 8]
type = PowerAdd
trigger1 = MoveHit
value = 150
persistent = 0

[State 11142, 9]
type = PowerAdd
trigger1 = MoveGuarded
value = 80
persistent = 0

;ヒットエフェクト表示
[State 11142, 10]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11142, 11]
type = Null;DestroySelf
trigger1 = FrontEdgeBodyDist < -100
trigger2 = ScreenPos Y > 315

[State 11142, 11]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -100
trigger2 = ScreenPos Y > 315
value = 11999

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（地上下強）
[Statedef 11145]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11100
ctrl = 0
sprpriority = 3

[State 11145, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11145, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11145, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11145, 4]
type = VelSet
trigger1 = Time > 0
x = 12.5
y = 0

[State 11145, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11145, 6]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((42+(Random%7))*Root,FVar(1)),Ceil((7+(Random%7))*Root,FVar(1))
getpower = 0,0
givepower = 55,30
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -7.5
guard.velocity = -7.5
air.hittime = 30
air.velocity = -7.5,-2
airguard.velocity = -7.5,-2

[State 11145, 7]
type = PowerAdd
trigger1 = MoveHit
value = 90
persistent = 0

[State 11145, 8]
type = PowerAdd
trigger1 = MoveGuarded
value = 50
persistent = 0

;ヒットエフェクト表示
[State 11145, 9]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11145, 10]
type = ChangeState
trigger1 = !MoveHit
trigger1 = FrontEdgeBodyDist < -75
value = 11146

[State 11145, 11]
type = DestroySelf
trigger1 = MoveHit
trigger1 = FrontEdgeBodyDist < -75

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢格納（地上下強）
[Statedef 11146]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 40000
ctrl = 0
sprpriority = 5

[State 11146, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11146, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11146, 3]
type = PosSet
trigger1 = 1
x = ifelse(Pos X > 0, -320, 320)
y = Ceil(Enemy,Const(size.mid.pos.y))

[State 11146, 4]
type = ChangeState
trigger1 = Time = 180
value = 11147

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（地上下強）
[Statedef 11147]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11100
ctrl = 0
sprpriority = 3

[State 11147, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11147, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11147, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11147, 4]
type = VelSet
trigger1 = Time > 0
x = 12.5
y = 0

[State 11147, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

;発射エフェクト
[State 11147, 6]
type = Helper
trigger1 = Time = 0
stateno = 10364
id = 10364
name = "Effect_Arrow"
helpertype = Normal
postype = P1
pos = 0,0
size.xscale = Root,Const(size.xscale)
size.yscale = Root,Const(size.yscale)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11147, 7]
type = Hitdef
trigger1 = !(Root,Var(52) = 0)
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((58+(Random%11))*Root,FVar(1)),Ceil((11+(Random%11))*Root,FVar(1))
getpower = 0,0
givepower = 55,35
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,20
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7.5
guard.velocity = -7.5
air.hittime = 20
air.velocity = -7.5,-2
airguard.velocity = -7.5,-2

[State 11147, 7]
type = Hitdef
trigger1 = Root,Var(52) = 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((58+(Random%11))*Root,FVar(1)),Ceil((11+(Random%11))*Root,FVar(1))
getpower = 0,0
givepower = 55,35
animtype = Hard
hitflag = MAF
guardflag = HA
pausetime = 0,30
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7.5
guard.velocity = -7.5
air.hittime = 20
air.velocity = -7.5,-2
airguard.velocity = -7.5,-2

[State 11147, 8]
type = PowerAdd
trigger1 = MoveHit
value = 115
persistent = 0

[State 11147, 9]
type = PowerAdd
trigger1 = MoveGuarded
value = 60
persistent = 0

;ヒットエフェクト表示
[State 11147, 10]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11147, 11]
type = Null;DestroySelf
trigger1 = FrontEdgeBodyDist < -75

[State 11147, 11]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -75
value = 11999

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（横強・Lv1）
[Statedef 11200]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11200
ctrl = 0
sprpriority = 3

[State 11200, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11200, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11200, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11200, 4]
type = VelSet
trigger1 = Time > 0
x = 15

[State 11200, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11200, 6]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((19+(Random%5))*Root,FVar(1)),Ceil((5+(Random%5))*Root,FVar(1))
getpower = 0,0
givepower = 35,20
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -6
guard.velocity = -6
air.hittime = 35
air.velocity = -6,-2
airguard.velocity = -6,-2

[State 11200, 7]
type = PowerAdd
trigger1 = MoveHit
value = 60
persistent = 0

[State 11200, 8]
type = PowerAdd
trigger1 = MoveGuarded
value = 30
persistent = 0

;ヒットエフェクト表示
[State 11200, 9]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11200, 10]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -75

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（横強・Lv2）
[Statedef 11201]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11201
ctrl = 0
sprpriority = 3

[State 11201, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11201, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11201, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11201, 4]
type = VelSet
trigger1 = Time > 0
x = 15

[State 11201, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11201, 6]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((37+(Random%10))*Root,FVar(1)),Ceil((7+(Random%10))*Root,FVar(1))
getpower = 0,0
givepower = 50,25
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -9
guard.velocity = -9
air.hittime = 35
air.velocity = -9,-2
airguard.velocity = -9,-2

[State 11201, 7]
type = PowerAdd
trigger1 = MoveHit
value = 85
persistent = 0

[State 11201, 8]
type = PowerAdd
trigger1 = MoveGuarded
value = 45
persistent = 0

;ヒットエフェクト表示
[State 11201, 9]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11201, 10]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（横強・Lv3）
[Statedef 11202]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11202
ctrl = 0
sprpriority = 3

[State 11202, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11202, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11202, 3]
type = PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 11202, 4]
type = VelSet
trigger1 = Time > 0
x = 15

[State 11202, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11202, 6]
type = Hitdef
trigger1 = !(Root,Var(52) = 0)
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((78+(Random%20))*Root,FVar(1)),Ceil((16+(Random%20))*Root,FVar(1))
getpower = 0,0
givepower = 70,40
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -12
guard.velocity = -12
air.hittime = 35
air.velocity = -12,-2
airguard.velocity = -12,-2

[State 11202, 6]
type = Hitdef
trigger1 = Root,Var(52) = 0
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
damage = Ceil((63+(Random%50))*Root,FVar(1)),Ceil((11+(Random%35))*Root,FVar(1))
getpower = 0,0
givepower = 60,35
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -12
guard.velocity = -12
air.hittime = 35
air.velocity = -12,-2
airguard.velocity = -12,-2

[State 11202, 7]
type = PowerAdd
trigger1 = MoveHit
value = 165
persistent = 0

[State 11202, 8]
type = PowerAdd
trigger1 = MoveGuarded
value = 85
persistent = 0

;ヒットエフェクト表示
[State 11202, 9]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15000
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,0
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 11202, 10]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -125

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢格納
[Statedef 11999]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 40000
ctrl = 0
sprpriority = 5

[State 11999, 5]
type = DestroySelf
trigger1 = Time = 20;12

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（魔法・上昇）
[Statedef 12000]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 12000
ctrl = 0
sprpriority = 3

[State 12000, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 12000, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 12000, 3]
type = Null;PlaySnd
trigger1 = Time = 0
value = s1001, 1

[State 12000, 4]
type = VelSet
trigger1 = Time > 0
x = 0
y = -15

[State 12000, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 12000, 6]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,HP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 7,3
animtype = Hard
hitflag = MAF
guardflag = 
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -0.25,-7
guard.velocity = -3
air.hittime = 40
air.velocity = -0.25,-7
airguard.velocity = -0.25,-7

[State 12000, 7]
type = PowerAdd
trigger1 = MoveHit
value = 10
persistent = 0

[State 12000, 8]
type = PowerAdd
trigger1 = MoveGuarded
value = 5
persistent = 0

;ヒットエフェクト表示
[State 12000, 9]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15001
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Floor(Enemy,Const(size.head.pos.y))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 12000, 10]
type = ChangeState
trigger1 = Time = 25
value = 12001

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢格納（魔法・下降用待機）
[Statedef 12001]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 40000
ctrl = 0
sprpriority = 5

[State 12001, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 12001, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 12001, 3]
type = VelSet
trigger1 = Time > 0
x = 0
y = 0

[State 12001, 4]
type = VarAdd
trigger1 = Time%2 = 0
v = 1
value = 1
ignorehitpause = 1

;魔法の矢出現
[State 12001, 5]
type = Helper
trigger1 = Facing = 1
trigger1 = Var(1) <= 60
trigger1 = Time%2 = 0
stateno = 12002
id = 12002
name = "Magical_Arrow"
helpertype = Normal
postype = back
pos = Floor(ScreenPos X),Floor(Pos Y)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 12001, 5]
type = Helper
trigger1 = Facing = -1
trigger1 = Var(1) <= 60
trigger1 = Time%2 = 0
stateno = 12002
id = 12002
name = "Magical_Arrow"
helpertype = Normal
postype = front
pos = -Floor(ScreenPos X),Floor(Pos Y)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 12001, 6]
type = DestroySelf
trigger1 = Var(1) >= 60
trigger1 = NumHelper(12002) = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法の矢（魔法・下降）
[Statedef 12002]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 12001
ctrl = 0
sprpriority = 3

[State 12002, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 12002, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 12002, 3]
type = VarRandom
trigger1 = Time = 0
v = 1
range = -8,8
ignorehitpause = 1

[State 12002, 4]
type = PlaySnd
trigger1 = Time = 5
trigger1 = Parent,Var(1)%2 = 1
value = s1001, 0

[State 12002, 5]
type = AngleDraw
trigger1 = 1
value = Var(1)*-1

[State 12002, 6]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 12002, 7]
type = VelSet
trigger1 = Time > 0
x = Var(1)*-0.3
y = 15

[State 12002, 8]
type = Hitdef
trigger1 = !MoveContact && !MoveReversed
attr = A,HP
damage = Ceil((5+(Random%3))*Root,FVar(1)),Ceil((1+(Random%3))*Root,FVar(1))
getpower = 0,0
givepower = 4,2
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -0.5,3
guard.velocity = -3
air.velocity = -0.5,3
airguard.velocity = -0.5,3

[State 12002, 9]
type = PowerAdd
trigger1 = MoveHit
value = 6
persistent = 0

[State 12002, 10]
type = PowerAdd
trigger1 = MoveGuarded
value = 3
persistent = 0

;ヒットエフェクト表示
[State 12002, 11]
type = Helper
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15001
id = 15000
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Floor(Enemy,Const(size.head.pos.y))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 12002, 12]
type = DestroySelf
trigger1 = ScreenPos Y >= 275

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; ヒットエフェクト１
[Statedef 15000]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 15000
ctrl = 0
sprpriority = 5

[State 15000, 1]
type = BindToParent
trigger1 = Time = 0
time = 1
facing = 0
pos = -P2BodyDist X,0

[State 15000, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 15000, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 15000, 4]
type = AngleDraw
trigger1 = 1
scale = 1.5-(Time*0.25),1.5-(Time*0.25)

[State 15000, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 15000, 6]
type = DestroySelf
trigger1 = AnimTime = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; ヒットエフェクト２
[Statedef 15001]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 15000
ctrl = 0
sprpriority = 5

[State 15001, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 15001, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 15001, 3]
type = AngleDraw
trigger1 = 1
scale = 1.5-(Time*0.25),1.5-(Time*0.25)

[State 15001, 4]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 15001, 5]
type = DestroySelf
trigger1 = AnimTime = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
;イントロヘルパー
[Statedef 19200]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 20
ctrl = 0
sprpriority = 2

[State 19200, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro
ignorehitpause = 1

[State 19200, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 19200, 3]
type = VelSet
trigger1 = Time > 0
x = const(velocity.walk.fwd.x)

[State 19200, 4]
type = DestroySelf
trigger1 = Time > 0
trigger1 = RootDist X <= 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; ゲージ表示
[Statedef 30000]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 40000
ctrl = 0
sprpriority = 2;-4

[State 30000, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 30000, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;名前表示
[State 30000, 3]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = NumExplod(31200) = 0
anim = 31200
id = 31200
scale = 0.5,0.5
postype = Back
pos = 10,205
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ソウルジェム表示
[State 30000, 3]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = ((100*Root,Life)/Root,LifeMax) > 80
trigger1 = NumExplod(31000) = 0
anim = 31000
id = 31000
scale = 0.5,0.5
postype = Back
pos = 115,238
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, 4]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = ((100*Root,Life)/Root,LifeMax) = [61,80]
trigger1 = NumExplod(31001) = 0
anim = 31001
id = 31001
scale = 0.5,0.5
postype = Back
pos = 115,238
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, 5]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = ((100*Root,Life)/Root,LifeMax) = [41,60]
trigger1 = NumExplod(31002) = 0
anim = 31002
id = 31002
scale = 0.5,0.5
postype = Back
pos = 115,238
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, 6]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = ((100*Root,Life)/Root,LifeMax) = [21,40]
trigger1 = NumExplod(31003) = 0
anim = 31003
id = 31003
scale = 0.5,0.5
postype = Back
pos = 115,238
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, 7]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = ((100*Root,Life)/Root,LifeMax) <= 20
trigger1 = NumExplod(31004) = 0
anim = 31004
id = 31004
scale = 0.5,0.5
postype = Back
pos = 115,238
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ステータス表示
[State 30000, 8]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = NumExplod(31100) = 0
anim = 31100
id = 31100
scale = 0.5,0.5
postype = Back
pos = 102,218
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, 9]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = NumExplod(31101) = 0
anim = 31101
id = 31101
scale = 0.5,0.5
postype = Back
pos = 102,218
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, 10]
type = Explod
trigger1 = Root,TeamSide = 1
trigger1 = NumExplod(31102) = 0
anim = 31102
id = 31102
scale = 0.5,0.5
postype = Back
pos = 102,218
bindtime = -1
removetime = -1
sprpriority = 3
facing = 1
ownpal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(31100) > 0
trigger1 = RoundState = 2
id = 31100
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 30000, RemoveExplod_1]
type = RemoveExplod
trigger1 = ((100*Root,Life)/Root,LifeMax) <= 80
id = 31000

[State 30000, RemoveExplod_2]
type = RemoveExplod
trigger1 = ((100*Root,Life)/Root,LifeMax) != [61,80]
id = 31001

[State 30000, RemoveExplod_3]
type = RemoveExplod
trigger1 = ((100*Root,Life)/Root,LifeMax) != [41,60]
id = 31002

[State 30000, RemoveExplod_4]
type = RemoveExplod
trigger1 = ((100*Root,Life)/Root,LifeMax) != [21,40]
id = 31003

[State 30000, RemoveExplod_5]
type = RemoveExplod
trigger1 = ((100*Root,Life)/Root,LifeMax) > 20
id = 31004
