[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 10
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 60
FloatPersistIndex = 40

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

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

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

;---------------------------------------------------------------------------
; 使用している変数（本体）
;
; Var(0)	：特殊振り向き設定
; Var(1)	：ジャンプ回数制限
; Var(2)	：地上強攻撃弾丸音処理
; Var(3)	：空中強攻撃弾丸音処理
; Var(4)	：上強攻撃コンボ制限処理
; Var(5)	：ジャンプコマンド処理
; Var(6)	：ダウン後無敵状態可視化
; Var(7)	：方向キー入力検知
; Var(8)	：ティロ・フィナーレ処理１
; Var(9)	：ティロ・フィナーレ処理２
; Var(51)	：ジャンプボタン設定	[Helper(40000),Var(1)]
; Var(52)	：ガード有無設定	[Helper(40000),Var(2)]
; Var(53)	：オリジナル技有無設定	[Helper(40000),Var(3)]
; Var(54)	：ボイス有無設定	[Helper(40000),Var(4)]
; Var(59)	：A.I.起動用
;
; FVar(1)	：攻撃力アップ

; 使用している変数（ヘルパー）
;
; Helper(11100)
; Var(1)	：マスケット銃呼び出し個数
;
; Helper(11101)
; Var(2)	：本体攻撃有無確認
; Var(3)	：マスケット銃落下角度
; Var(4)	：マスケット銃落下向き
;
; Helper(11103)
; Var(1)	：弾丸角度設定
;
; Helper(11150)
; Var(1)	：マスケット銃呼び出し個数
;
; Helper(11151)
; Var(2)	：本体攻撃有無確認
; Var(3)	：マスケット銃落下角度
; Var(4)	：マスケット銃落下向き

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

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

[State 170, 2]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 1
value = s170, 0
persistent = 0

;---------------------------------------------------------------------------
; 勝利ポーズ分岐
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181+(Random%2)

;---------------------------------------------------------------------------
; 勝利ポーズ１
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

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

[State 170, 2]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 15
value = s180, 0+(Random%2)
persistent = 0

;---------------------------------------------------------------------------
; 勝利ポーズ２
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 182, 2]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 10
value = s180, 2
persistent = 0

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

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

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

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

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

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

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

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

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

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

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 弱攻撃（地上・始動）
[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = RemoveExplod
trigger1 = NumExplod(11003) > 0
id = 11003
ignorehitpause = 1

[State 1000, 2]
type = PlaySnd
trigger1 = Time = 16
value = s1000, 1
persistent = 0

[State 1000, 3]
type = PlaySnd
trigger1 = Time = 25
value = s1000, 0
persistent = 0

;マズルフラッシュエフェクト
[State 1000, 4]
type = Explod
trigger1 = Time = 16
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(50*Const(size.xscale)),Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

[State 1000, 5]
type = Hitdef
trigger1 = AnimElem = 5
attr = S,SA
damage = Ceil((6+(Random%4))*FVar(1)),Ceil((2+(Random%3))*FVar(1))
getpower = 22,15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

[State 1000, 6]
type = Hitdef
trigger1 = AnimElem = 8
attr = S,SP
damage = Ceil((11+(Random%5))*FVar(1)),Ceil((3+(Random%5))*FVar(1))
getpower = 38,25
givepower = 15,8
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 = 20
ground.hittime = 20
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

;マスケット銃・放り投げ０
[State 1000, 7]
type = Helper
trigger1 = PrevStateNo = 1003
trigger1 = AnimElemTime(1) = 0
stateno = 11011
id = 11011
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(40*Const(size.xscale)),Ceil(-70*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;マスケット銃・放り投げ１
[State 1000, 8]
type = Helper
trigger1 = AnimElemTime(11) = 0
stateno = 11010
id = 11010
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(-32*Const(size.xscale)),Ceil(-78*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1000, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
trigger1 = Time = 17
id = 11000
scale = Const(size.xscale)+0.35,Const(size.yscale)+0.35

[State 1000, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
trigger1 = Time = 18
id = 11000
scale = Const(size.xscale)+0.2,Const(size.yscale)+0.2

[State 1000, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
trigger1 = Time = 19
id = 11000
scale = Const(size.xscale)-0.2,Const(size.yscale)-0.2

;ヒットエフェクト表示１
[State 1000, 9]
type = Helper
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) <= 0
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15101
id = 15101
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1000, 10]
type = Helper
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) <= 0
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15001
id = 15001
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1000, 11]
type = ChangeState
trigger1 = AnimElemTime(11) > 0
trigger1 = Command = "a"
value = 1001
ctrl = 0

[State 1000, 12]
type = ChangeState
triggerall = AnimElemTime(8) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1000, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 弱攻撃（地上・連続１）
[Statedef 1001]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1001
ctrl = 0
sprpriority = 2

[State 1001, 1]
type = PlaySnd
trigger1 = Time = 18
trigger2 = Time = 38
value = s1000, 1

[State 1001, 2]
type = PlaySnd
trigger1 = Time = 5
trigger2 = Time = 23
trigger3 = Time = 48
value = s1000, 0

;マスケット銃エフェクト
[State 1001, 3]
type = Explod
trigger1 = Time = 0
anim = 11001
id = 11001
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -2
sprpriority = 0
facing = 1
ownpal = 1
removeongethit = 1

;マズルフラッシュエフェクト１
[State 1001, 4]
type = Explod
trigger1 = Time = 18
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(65*Const(size.xscale)),Ceil(-65*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;マズルフラッシュエフェクト２
[State 1001, 5]
type = Explod
trigger1 = Time = 38
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(80*Const(size.xscale)),Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

[State 1001, 6]
type = Hitdef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
attr = S,SA
damage = Ceil((6+(Random%4))*FVar(1)),Ceil((2+(Random%3))*FVar(1))
getpower = 22,15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10;15
ground.hittime = 10;15
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

[State 1001, 7]
type = Hitdef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
attr = S,SP
damage = Ceil((11+(Random%5))*FVar(1)),Ceil((3+(Random%5))*FVar(1))
getpower = 38,25
givepower = 15,8
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 = 15;20
ground.hittime = 15;20
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

;マスケット銃・放り投げ１
[State 1001, 8]
type = Helper
trigger1 = AnimElemTime(10) = 0
stateno = 11010
id = 11010
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(-50*Const(size.xscale)),Ceil(-66*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;マスケット銃・放り投げ２
[State 1001, 9]
type = Helper
trigger1 = AnimElemTime(18) = 0
stateno = 11011
id = 11011
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(40*Const(size.xscale)),Ceil(-70*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1001, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 19
trigger2 = Time = 39
id = 11000
scale = Const(size.xscale)+0.35,Const(size.yscale)+0.35

[State 1001, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 20
trigger2 = Time = 40
id = 11000
scale = Const(size.xscale)+0.2,Const(size.yscale)+0.2

[State 1001, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 21
trigger2 = Time = 41
id = 11000
scale = Const(size.xscale)-0.2,Const(size.yscale)-0.2

;ヒットエフェクト表示１
[State 1001, 10]
type = Helper
triggerall = MoveHit = 1
triggerall = P2MoveType = H
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) <= 0
trigger2 = AnimElemTime(13) >= 0
trigger2 = AnimElemTime(14) <= 0
stateno = 15101
id = 15101
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1001, 11]
type = Helper
triggerall = MoveHit = 1
triggerall = P2MoveType = H
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) <= 0
trigger2 = AnimElemTime(16) >= 0
trigger2 = AnimElemTime(17) <= 0
stateno = 15001
id = 15001
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1001, 12]
type = ChangeState
trigger1 = AnimElemTime(17) > 0
trigger1 = AnimElemTime(18) < 0
trigger1 = Command = "a"
value = 1002
ctrl = 0

[State 1001, 13]
type = ChangeState
triggerall = AnimElemTime(8) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1001, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 弱攻撃（地上・連続２）
[Statedef 1002]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1002
ctrl = 0
sprpriority = 2

[State 1002, 1]
type = RemoveExplod
trigger1 = NumExplod(11001) > 0
id = 11001
ignorehitpause = 1

[State 1002, 2]
type = PlaySnd
trigger1 = Time = 16
trigger2 = Time = 36
value = s1000, 1

[State 1002, 3]
type = PlaySnd
trigger1 = Time = 3
trigger2 = Time = 21
trigger3 = Time = 46
value = s1000, 0

;マスケット銃エフェクト
[State 1002, 4]
type = Explod
trigger1 = Time = 0
anim = 11002
id = 11002
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -2
sprpriority = 0
facing = 1
ownpal = 1
removeongethit = 1

;マズルフラッシュエフェクト１
[State 1002, 5]
type = Explod
trigger1 = Time = 16
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(65*Const(size.xscale)),Ceil(-65*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;マズルフラッシュエフェクト２
[State 1002, 6]
type = Explod
trigger1 = Time = 36
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(80*Const(size.xscale)),Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

[State 1002, 7]
type = Hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
attr = S,SA
damage = Ceil((6+(Random%4))*FVar(1)),Ceil((2+(Random%3))*FVar(1))
getpower = 22,15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

[State 1002, 8]
type = Hitdef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
attr = S,SP
damage = Ceil((11+(Random%5))*FVar(1)),Ceil((3+(Random%5))*FVar(1))
getpower = 38,25
givepower = 15,8
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 = 15
ground.hittime = 15
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

;マスケット銃・放り投げ０
[State 1002, 9]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 11011
id = 11011
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(40*Const(size.xscale)),Ceil(-70*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;マスケット銃・放り投げ１
[State 1002, 10]
type = Helper
trigger1 = AnimElemTime(9) = 0
stateno = 11010
id = 11010
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(-50*Const(size.xscale)),Ceil(-66*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;マスケット銃・放り投げ２
[State 1002, 11]
type = Helper
trigger1 = AnimElemTime(17) = 0
stateno = 11011
id = 11011
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(40*Const(size.xscale)),Ceil(-70*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1002, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 17
trigger2 = Time = 37
id = 11000
scale = Const(size.xscale)+0.35,Const(size.yscale)+0.35

[State 1002, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 18
trigger2 = Time = 38
id = 11000
scale = Const(size.xscale)+0.2,Const(size.yscale)+0.2

[State 1002, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 19
trigger2 = Time = 39
id = 11000
scale = Const(size.xscale)-0.2,Const(size.yscale)-0.2

;ヒットエフェクト表示１
[State 1002, 12]
type = Helper
triggerall = MoveHit = 1
triggerall = P2MoveType = H
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) <= 0
trigger2 = AnimElemTime(12) >= 0
trigger2 = AnimElemTime(13) <= 0
stateno = 15101
id = 15101
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1002, 13]
type = Helper
triggerall = MoveHit = 1
triggerall = P2MoveType = H
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) <= 0
trigger2 = AnimElemTime(15) >= 0
trigger2 = AnimElemTime(16) <= 0
stateno = 15001
id = 15001
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1002, 14]
type = ChangeState
trigger1 = AnimElemTime(16) > 0
trigger1 = AnimElemTime(17) < 0
trigger1 = Command = "a"
value = 1003
ctrl = 0

[State 1002, 15]
type = ChangeState
triggerall = AnimElemTime(7) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1002, 16]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 弱攻撃（地上・連続３）
[Statedef 1003]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1003
ctrl = 0
sprpriority = 2

[State 1003, 1]
type = RemoveExplod
trigger1 = NumExplod(11002) > 0
id = 11002
ignorehitpause = 1

[State 1003, 2]
type = PlaySnd
trigger1 = Time = 16
trigger2 = Time = 36
value = s1000, 1

[State 1003, 3]
type = PlaySnd
trigger1 = Time = 3
trigger2 = Time = 21
trigger3 = Time = 46
value = s1000, 0

;マスケット銃エフェクト
[State 1003, 4]
type = Explod
trigger1 = Time = 0
anim = 11003
id = 11003
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -2
sprpriority = 0
facing = 1
ownpal = 1
removeongethit = 1

;マズルフラッシュエフェクト１
[State 1003, 5]
type = Explod
trigger1 = Time = 16
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(65*Const(size.xscale)),Ceil(-65*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;マズルフラッシュエフェクト２
[State 1003, 6]
type = Explod
trigger1 = Time = 36
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(80*Const(size.xscale)),Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

[State 1003, 7]
type = Hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
attr = S,SA
damage = Ceil((6+(Random%4))*FVar(1)),Ceil((2+(Random%3))*FVar(1))
getpower = 22,15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

[State 1003, 8]
type = Hitdef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
attr = S,SP
damage = Ceil((11+(Random%5))*FVar(1)),Ceil((3+(Random%5))*FVar(1))
getpower = 38,25
givepower = 15,8
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 = 15
ground.hittime = 15
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

;マスケット銃・放り投げ０
[State 1003, 9]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 11011
id = 11011
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(40*Const(size.xscale)),Ceil(-70*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;マスケット銃・放り投げ１
[State 1003, 10]
type = Helper
trigger1 = AnimElemTime(9) = 0
stateno = 11010
id = 11010
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(-50*Const(size.xscale)),Ceil(-66*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;マスケット銃・放り投げ２
[State 1003, 11]
type = Helper
trigger1 = AnimElemTime(17) = 0
stateno = 11011
id = 11011
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(40*Const(size.xscale)),Ceil(-70*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1003, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 17
trigger2 = Time = 37
id = 11000
scale = Const(size.xscale)+0.35,Const(size.yscale)+0.35

[State 1003, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 18
trigger2 = Time = 38
id = 11000
scale = Const(size.xscale)+0.2,Const(size.yscale)+0.2

[State 1003, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 19
trigger2 = Time = 39
id = 11000
scale = Const(size.xscale)-0.2,Const(size.yscale)-0.2

;ヒットエフェクト表示１
[State 1003, 12]
type = Helper
triggerall = MoveHit = 1
triggerall = P2MoveType = H
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) <= 0
trigger2 = AnimElemTime(12) >= 0
trigger2 = AnimElemTime(13) <= 0
stateno = 15101
id = 15101
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1003, 13]
type = Helper
triggerall = MoveHit = 1
triggerall = P2MoveType = H
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) <= 0
trigger2 = AnimElemTime(15) >= 0
trigger2 = AnimElemTime(16) <= 0
stateno = 15001
id = 15001
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1003, 13]
type = ChangeState
trigger1 = AnimElemTime(16) > 0
trigger1 = Command = "a"
value = 1000
ctrl = 0

[State 1003, 14]
type = ChangeState
triggerall = AnimElemTime(16) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1003, 15]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 弱攻撃（空中・始動）
[Statedef 1010]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = ifelse(Var(52) = 0, 25, 0)
anim = 1010
ctrl = 0
sprpriority = 2

[State 1010, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.01

[State 1010, 2]
type = VelMul
trigger1 = Time = 0
trigger1 = PrevStateNo != 1013
x = 0.1
y = 0.1

[State 1010, 3]
type = RemoveExplod
trigger1 = NumExplod(11007) > 0
id = 11007
ignorehitpause = 1

[State 1010, 4]
type = PlaySnd
trigger1 = Time = 16
value = s1000, 1
persistent = 0

[State 1010, 5]
type = PlaySnd
trigger1 = Time = 25
value = s1000, 0
persistent = 0

;マズルフラッシュエフェクト
[State 1010, 6]
type = Explod
trigger1 = Time = 16
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(50*Const(size.xscale)),Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

[State 1010, 7]
type = Hitdef
trigger1 = AnimElem = 5
attr = S,SA
damage = Ceil((6+(Random%4))*FVar(1)),Ceil((2+(Random%3))*FVar(1))
getpower = 22,15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

[State 1010, 8]
type = Hitdef
trigger1 = AnimElem = 8
attr = S,SP
damage = Ceil((11+(Random%5))*FVar(1)),Ceil((3+(Random%5))*FVar(1))
getpower = 38,25
givepower = 15,8
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 = 20
ground.hittime = 20
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

;マスケット銃・放り投げ０
[State 1010, 9]
type = Helper
trigger1 = PrevStateNo = 1013
trigger1 = AnimElemTime(1) = 0
stateno = 11011
id = 11011
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(40*Const(size.xscale)),Ceil(-70*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;マスケット銃・放り投げ１
[State 1010, 10]
type = Helper
trigger1 = AnimElemTime(11) = 0
stateno = 11010
id = 11010
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(-32*Const(size.xscale)),Ceil(-78*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1010, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
trigger1 = Time = 17
id = 11000
scale = Const(size.xscale)+0.35,Const(size.yscale)+0.35

[State 1010, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
trigger1 = Time = 18
id = 11000
scale = Const(size.xscale)+0.2,Const(size.yscale)+0.2

[State 1010, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
trigger1 = Time = 19
id = 11000
scale = Const(size.xscale)-0.2,Const(size.yscale)-0.2

;ヒットエフェクト表示１
[State 1010, 11]
type = Helper
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) <= 0
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15101
id = 15101
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1010, 12]
type = Helper
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) <= 0
trigger1 = MoveHit = 1
trigger1 = P2MoveType = H
stateno = 15001
id = 15001
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1010, 13]
type = ChangeState
trigger1 = AnimElemTime(11) > 0
trigger1 = Command = "a"
value = 1011
ctrl = 0

[State 1010, 14]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(11) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1010, 15]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1010, 16]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 弱攻撃（空中・連続１）
[Statedef 1011]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = ifelse(Var(52) = 0, 25, 0)
anim = 1011
ctrl = 0
sprpriority = 2

[State 1011, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.01

[State 1011, 2]
type = PlaySnd
trigger1 = Time = 18
trigger2 = Time = 38
value = s1000, 1

[State 1011, 3]
type = PlaySnd
trigger1 = Time = 5
trigger2 = Time = 23
trigger3 = Time = 48
value = s1000, 0

;マスケット銃エフェクト
[State 1011, 4]
type = Explod
trigger1 = Time = 0
anim = 11005
id = 11005
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -2
sprpriority = 0
facing = 1
ownpal = 1
removeongethit = 1

;マズルフラッシュエフェクト１
[State 1011, 5]
type = Explod
trigger1 = Time = 18
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(65*Const(size.xscale)),Ceil(-65*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;マズルフラッシュエフェクト２
[State 1011, 6]
type = Explod
trigger1 = Time = 38
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(80*Const(size.xscale)),Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

[State 1011, 7]
type = Hitdef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
attr = A,SA
damage = Ceil((6+(Random%4))*FVar(1)),Ceil((2+(Random%3))*FVar(1))
getpower = 22,15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10;15
ground.hittime = 10;15
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

[State 1011, 8]
type = Hitdef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 16
attr = A,SP
damage = Ceil((11+(Random%5))*FVar(1)),Ceil((3+(Random%5))*FVar(1))
getpower = 38,25
givepower = 15,8
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 = 15;20
ground.hittime = 15;20
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

;マスケット銃・放り投げ１
[State 1011, 9]
type = Helper
trigger1 = AnimElemTime(10) = 0
stateno = 11010
id = 11010
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(-50*Const(size.xscale)),Ceil(-66*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;マスケット銃・放り投げ２
[State 1011, 10]
type = Helper
trigger1 = AnimElemTime(18) = 0
stateno = 11011
id = 11011
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(40*Const(size.xscale)),Ceil(-70*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1011, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 19
trigger2 = Time = 39
id = 11000
scale = Const(size.xscale)+0.35,Const(size.yscale)+0.35

[State 1011, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 20
trigger2 = Time = 40
id = 11000
scale = Const(size.xscale)+0.2,Const(size.yscale)+0.2

[State 1011, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 21
trigger2 = Time = 41
id = 11000
scale = Const(size.xscale)-0.2,Const(size.yscale)-0.2

;ヒットエフェクト表示１
[State 1011, 11]
type = Helper
triggerall = MoveHit = 1
triggerall = P2MoveType = H
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) <= 0
trigger2 = AnimElemTime(13) >= 0
trigger2 = AnimElemTime(14) <= 0
stateno = 15101
id = 15101
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1011, 12]
type = Helper
triggerall = MoveHit = 1
triggerall = P2MoveType = H
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(8) <= 0
trigger2 = AnimElemTime(16) >= 0
trigger2 = AnimElemTime(17) <= 0
stateno = 15001
id = 15001
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1011, 13]
type = ChangeState
trigger1 = AnimElemTime(17) > 0
trigger1 = Command = "a"
value = 1012
ctrl = 0

[State 1011, 14]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(17) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1011, 15]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1011, 16]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 弱攻撃（空中・連続２）
[Statedef 1012]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = ifelse(Var(52) = 0, 25, 0)
anim = 1012
ctrl = 0
sprpriority = 2

[State 1012, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.01

[State 1012, 2]
type = RemoveExplod
trigger1 = NumExplod(11005) > 0
id = 11005
ignorehitpause = 1

[State 1012, 3]
type = PlaySnd
trigger1 = Time = 16
trigger2 = Time = 36
value = s1000, 1

[State 1012, 4]
type = PlaySnd
trigger1 = Time = 3
trigger2 = Time = 21
trigger3 = Time = 46
value = s1000, 0

;マスケット銃エフェクト
[State 1012, 5]
type = Explod
trigger1 = Time = 0
anim = 11006
id = 11006
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -2
sprpriority = 0
facing = 1
ownpal = 1
removeongethit = 1

;マズルフラッシュエフェクト１
[State 1012, 6]
type = Explod
trigger1 = Time = 16
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(65*Const(size.xscale)),Ceil(-65*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;マズルフラッシュエフェクト２
[State 1012, 7]
type = Explod
trigger1 = Time = 36
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(80*Const(size.xscale)),Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

[State 1012, 8]
type = Hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
attr = A,SA
damage = Ceil((6+(Random%4))*FVar(1)),Ceil((2+(Random%3))*FVar(1))
getpower = 22,15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

[State 1012, 9]
type = Hitdef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
attr = A,SP
damage = Ceil((11+(Random%5))*FVar(1)),Ceil((3+(Random%5))*FVar(1))
getpower = 38,25
givepower = 15,8
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 = 15
ground.hittime = 15
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

;マスケット銃・放り投げ０
[State 1012, 10]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 11011
id = 11011
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(40*Const(size.xscale)),Ceil(-70*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;マスケット銃・放り投げ１
[State 1012, 11]
type = Helper
trigger1 = AnimElemTime(9) = 0
stateno = 11010
id = 11010
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(-50*Const(size.xscale)),Ceil(-66*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;マスケット銃・放り投げ２
[State 1012, 12]
type = Helper
trigger1 = AnimElemTime(17) = 0
stateno = 11011
id = 11011
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(40*Const(size.xscale)),Ceil(-70*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1012, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 17
trigger2 = Time = 37
id = 11000
scale = Const(size.xscale)+0.35,Const(size.yscale)+0.35

[State 1012, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 18
trigger2 = Time = 38
id = 11000
scale = Const(size.xscale)+0.2,Const(size.yscale)+0.2

[State 1012, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 19
trigger2 = Time = 39
id = 11000
scale = Const(size.xscale)-0.2,Const(size.yscale)-0.2

;ヒットエフェクト表示１
[State 1012, 13]
type = Helper
triggerall = MoveHit = 1
triggerall = P2MoveType = H
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) <= 0
trigger2 = AnimElemTime(12) >= 0
trigger2 = AnimElemTime(13) <= 0
stateno = 15101
id = 15101
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1012, 14]
type = Helper
triggerall = MoveHit = 1
triggerall = P2MoveType = H
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) <= 0
trigger2 = AnimElemTime(15) >= 0
trigger2 = AnimElemTime(16) <= 0
stateno = 15001
id = 15001
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1012, 15]
type = ChangeState
trigger1 = AnimElemTime(16) > 0
trigger1 = Command = "a"
value = 1013
ctrl = 0

[State 1012, 16]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(16) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1012, 17]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1012, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 弱攻撃（地上・連続３）
[Statedef 1013]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = ifelse(Var(52) = 0, 25, 0)
anim = 1013
ctrl = 0
sprpriority = 2

[State 1013, 1]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.01

[State 1013, 2]
type = RemoveExplod
trigger1 = NumExplod(11006) > 0
id = 11006
ignorehitpause = 1

[State 1013, 3]
type = PlaySnd
trigger1 = Time = 16
trigger2 = Time = 36
value = s1000, 1

[State 1013, 4]
type = PlaySnd
trigger1 = Time = 3
trigger2 = Time = 21
trigger3 = Time = 46
value = s1000, 0

;マスケット銃エフェクト
[State 1013, 5]
type = Explod
trigger1 = Time = 0
anim = 11007
id = 11007
scale = Const(size.xscale),Const(size.yscale)
pos = 0,0
postype = P1
bindtime = -1
removetime = -2
sprpriority = 0
facing = 1
ownpal = 1
removeongethit = 1

;マズルフラッシュエフェクト１
[State 1013, 6]
type = Explod
trigger1 = Time = 16
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(65*Const(size.xscale)),Ceil(-65*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;マズルフラッシュエフェクト２
[State 1013, 7]
type = Explod
trigger1 = Time = 36
anim = 11000
id = 11000
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(80*Const(size.xscale)),Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

[State 1013, 8]
type = Hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
attr = A,SA
damage = Ceil((6+(Random%4))*FVar(1)),Ceil((2+(Random%3))*FVar(1))
getpower = 22,15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

[State 1013, 9]
type = Hitdef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
attr = A,SP
damage = Ceil((11+(Random%5))*FVar(1)),Ceil((3+(Random%5))*FVar(1))
getpower = 38,25
givepower = 15,8
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 = 15
ground.hittime = 15
ground.velocity = -2
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-2
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 20

;マスケット銃・放り投げ０
[State 1013, 10]
type = Helper
trigger1 = AnimElemTime(1) = 0
stateno = 11011
id = 11011
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(40*Const(size.xscale)),Ceil(-70*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;マスケット銃・放り投げ１
[State 1013, 11]
type = Helper
trigger1 = AnimElemTime(9) = 0
stateno = 11010
id = 11010
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(-50*Const(size.xscale)),Ceil(-66*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

;マスケット銃・放り投げ２
[State 1013, 12]
type = Helper
trigger1 = AnimElemTime(17) = 0
stateno = 11011
id = 11011
name = "Effect_Musket"
helpertype = Normal
postype = P1
pos = Ceil(40*Const(size.xscale)),Ceil(-70*Const(size.yscale))
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 1013, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 17
trigger2 = Time = 37
id = 11000
scale = Const(size.xscale)+0.35,Const(size.yscale)+0.35

[State 1013, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 18
trigger2 = Time = 38
id = 11000
scale = Const(size.xscale)+0.2,Const(size.yscale)+0.2

[State 1013, ModifyExplod]
type = ModifyExplod
triggerall = MoveType != H
trigger1 = Time = 19
trigger2 = Time = 39
id = 11000
scale = Const(size.xscale)-0.2,Const(size.yscale)-0.2

;ヒットエフェクト表示１
[State 1013, 13]
type = Helper
triggerall = MoveHit = 1
triggerall = P2MoveType = H
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) <= 0
trigger2 = AnimElemTime(12) >= 0
trigger2 = AnimElemTime(13) <= 0
stateno = 15101
id = 15101
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

;ヒットエフェクト表示２
[State 1013, 14]
type = Helper
triggerall = MoveHit = 1
triggerall = P2MoveType = H
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) <= 0
trigger2 = AnimElemTime(15) >= 0
trigger2 = AnimElemTime(16) <= 0
stateno = 15001
id = 15001
name = "HitEffect"
helpertype = Normal
postype = P2
pos = 0,Ceil(Enemy,Const(size.mid.pos.y)+15)
keyctrl = 0
ownpal = 1
sprpriority = 5
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1013, 15]
type = ChangeState
trigger1 = AnimElemTime(16) > 0
trigger1 = Command = "a"
value = 1010
ctrl = 0

[State 1013, 16]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(16) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1013, 17]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1013, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 強攻撃（地上）
[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1100, 1]
type = PlaySnd
trigger1 = Time = [20,110]
trigger1 = Time%5 = 1
trigger1 = AnimElemTime(7) <= 0
channel = 11
value = s1100, 0

[State 1100, 2]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = AnimElemTime(4) = 0
value = s1100, 1
persistent = 0

;マスケット銃出現ヘルパー
[State 1100, 3]
type = Helper
trigger1 = Time = 16
trigger1 = NumHelper(11100) = 0
stateno = 11100
id = 11100
name = "Musket_1100"
helpertype = Normal
postype = P1
pos = 0,0
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1100, 4]
type = ChangeAnim
trigger1 = StateNo = 1100 && AnimElemTime(6) = 4
trigger1 = Time = [1,39]
value = 1100
elem = 4

;発生ディレイ
[State 1100, 5]
type = ChangeAnim
trigger1 = StateNo = 1100 && AnimElemTime(6) = 4
trigger1 = Command = "holdb"
trigger1 = Time >= 36
value = 1100
elem = 4

;ディレイ解除
[State 1100, 6]
type = ChangeAnim
trigger1 = StateNo = 1100 && AnimElemTime(7) < 0
trigger1 = Command != "holdb"
trigger1 = Time >= 36
value = 1100
elem = 7

[State 1100, 7]
type = ChangeState
triggerall = AnimElemTime(5) > 1
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1100, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 強攻撃（空中）
[Statedef 1110]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = ifelse(Var(52) = 0, 25, 0)
anim = 1100
ctrl = 0
sprpriority = 2

[State 1110, 1]
type = PosSet
trigger1 = 1
y = Pos Y

[State 1110, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1110, 3]
type = PlaySnd
trigger1 = Time = [20,110]
trigger1 = Time%5 = 1
trigger1 = AnimElemTime(7) <= 0
channel = 11
value = s1100, 0

[State 1110, 4]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = AnimElemTime(4) = 0
value = s1100, 1
persistent = 0

;マスケット銃出現ヘルパー
[State 1110, 5]
type = Helper
trigger1 = Time = 16
trigger1 = NumHelper(11150) = 0
stateno = 11150
id = 11150
name = "Musket_1110"
helpertype = Normal
postype = P1
pos = 0,0
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1110, 6]
type = ChangeAnim
trigger1 = StateNo = 1110 && AnimElemTime(6) = 4
trigger1 = Time = [1,39]
value = 1100
elem = 4

;発生ディレイ
[State 1110, 7]
type = ChangeAnim
trigger1 = StateNo = 1110 && AnimElemTime(6) = 4
trigger1 = Command = "holdb"
trigger1 = Time >= 36
value = 1100
elem = 4

;ディレイ解除
[State 1110, 8]
type = ChangeAnim
trigger1 = StateNo = 1110 && AnimElemTime(7) < 0
trigger1 = Command != "holdb"
trigger1 = Time >= 36
value = 1100
elem = 7

[State 1110, 9]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(5) > 1
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1110, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 横強攻撃（地上）
[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1200
ctrl = 0
sprpriority = 2

[State 1200, 1]
type = PlayerPush
triggerall = AnimElemTime(9) <= 0
trigger1 = EnemyNear,StateType = L
;trigger2 = EnemyNear,BackEdgeBodyDist > 0
value = 0

[State 1200, 2]
type = PlaySnd
trigger1 = Time = 21
value = s1200, 0
persistent = 0

[State 1200, 3]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 21
value = s1200, 2+(Random%2)
persistent = 0

[State 1200, 4]
type = PosAdd
trigger1 = AnimElemTime(2) >= 3
trigger1 = AnimElemTime(8) <= 0
x = 4

[State 1200, 5]
type = PosAdd
trigger1 = AnimElemTime(8) = 1
x = 1

;マズルフラッシュエフェクト右
[State 1200, 6]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 11000
id = 11000
scale = Const(size.xscale)+0.75,Const(size.yscale)+0.75
pos = Ceil(95*Const(size.xscale)),Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;マズルフラッシュエフェクト左
[State 1200, 7]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 11000
id = 11000
scale = Const(size.xscale)+0.75,Const(size.yscale)+0.75
pos = Ceil(-70*Const(size.xscale)),Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = -1
ownpal = 1
removeongethit = 1

[State 1200, 8]
type = Hitdef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr = S,SA
damage = Ceil((8+(Random%4))*FVar(1)),Ceil((2+(Random%4))*FVar(1))
getpower = 30,20
givepower = 13,7
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 5,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1200,1
guardsound = s0,0
ground.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = IfElse(P2Dist X >= 0,-10,10)
guard.velocity = IfElse(P2Dist X >= 0,-10,10)
air.velocity = IfElse(P2Dist X >= 0,-5,5),-2
airguard.velocity = IfElse(P2Dist X >= 0,-5,5),-2
fall = 0
air.fall = 1
fall.recover = 0

[State 1200, 9]
type = Hitdef
trigger1 = AnimElem = 8
attr = S,SP
damage = Ceil((27+(Random%8))*FVar(1)),Ceil((8+(Random%8))*FVar(1))
getpower = 100,66
givepower = 45,23
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,5
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 = IfElse(P2Dist X >= 0,-15,15)
guard.velocity = IfElse(P2Dist X >= 0,-15,15)
air.velocity = IfElse(P2Dist X >= 0,-5,5),-6
airguard.velocity = IfElse(P2Dist X >= 0,-5,5),-2
fall = 0
air.fall = 1
fall.recover = 0

[State 1200, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
trigger1 = Time = 22
id = 11000
scale = Const(size.xscale)+0.55,Const(size.yscale)+0.55

[State 1200, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
trigger1 = Time = 23
id = 11000
scale = Const(size.xscale)+0.3,Const(size.yscale)+0.3

[State 1200, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
trigger1 = Time = 24
id = 11000
scale = Const(size.xscale)+0.1,Const(size.yscale)+0.1

[State 1200, 10]
type = ChangeState
triggerall = AnimElemTime(8) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1200, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 横強攻撃（空中）
[Statedef 1210]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = ifelse(Var(52) = 0, 25, 0)
anim = 1210
ctrl = 0
sprpriority = 2

[State 1210, 1]
type = VarSet
trigger1 = Var(7) = 0
trigger1 = Time = 0
trigger1 = Command = "holdback"
v = 7
value = 1
ignorehitpause = 1

[State 1210, 2]
type = Turn
trigger1 = Var(7) = 1
trigger1 = Time = 0

[State 1210, 3]
type = VelMul
trigger1 = AnimElemTime(2) < 0
y = 0.8

[State 1210, 4]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 0
y = 0

[State 1210, 5]
type = VelSet
trigger1 = AnimElemTime(4) = 0
y = -1.5

[State 1210, 6]
type = VelAdd
trigger1 = AnimElemTime(3) >= 3
trigger1 = AnimElemTime(8) <= 1
y = 0.15

[State 1210, 7]
type = PosAdd
trigger1 = AnimElemTime(3) >= 3
trigger1 = AnimElemTime(9) <= 0
x = 3.5

[State 1210, 8]
type = PosAdd
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(11) < 3
x = 1

[State 1210, 9]
type = PlayerPush
triggerall = AnimElemTime(9) <= 0
trigger1 = EnemyNear,StateType = L
;trigger2 = EnemyNear,BackEdgeBodyDist > 0
value = 0

[State 1210, 10]
type = PlaySnd
trigger1 = Time = 25
value = s1200, 0
persistent = 0

[State 1210, 11]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 25
value = s1200, 2+(Random%2)
persistent = 0

;マズルフラッシュエフェクト右
[State 1210, 12]
type = Explod
trigger1 = AnimElemTime(9) = 0
anim = 11000
id = 11000
scale = Const(size.xscale)+0.75,Const(size.yscale)+0.75
pos = Ceil(95*Const(size.xscale)),Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;マズルフラッシュエフェクト左
[State 1210, 13]
type = Explod
trigger1 = AnimElemTime(9) = 0
anim = 11000
id = 11000
scale = Const(size.xscale)+0.75,Const(size.yscale)+0.75
pos = Ceil(-70*Const(size.xscale)),Ceil(-60*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = -1
ownpal = 1
removeongethit = 1

[State 1210, 14]
type = Hitdef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
attr = A,SA
damage = Ceil((8+(Random%4))*FVar(1)),Ceil((2+(Random%4))*FVar(1))
getpower = 30,20
givepower = 13,7
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 5,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1200,1
guardsound = s0,0
ground.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = IfElse(P2Dist X >= 0,-10,10)
guard.velocity = IfElse(P2Dist X >= 0,-10,10)
air.velocity = IfElse(P2Dist X >= 0,-5,5),-2
airguard.velocity = IfElse(P2Dist X >= 0,-5,5),-2
fall = 0
air.fall = 1
fall.recover = 0

[State 1210, 15]
type = Hitdef
trigger1 = AnimElem = 9
attr = A,SP
damage = Ceil((27+(Random%8))*FVar(1)),Ceil((8+(Random%8))*FVar(1))
getpower = 100,66
givepower = 45,23
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 0,5
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 = IfElse(P2Dist X >= 0,-15,15)
guard.velocity = IfElse(P2Dist X >= 0,-15,15)
air.velocity = IfElse(P2Dist X >= 0,-5,5),-6
airguard.velocity = IfElse(P2Dist X >= 0,-5,5),-2
fall = 0
air.fall = 1
fall.recover = 0

[State 1210, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
trigger1 = Time = 26
id = 11000
scale = Const(size.xscale)+0.55,Const(size.yscale)+0.55

[State 1210, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
trigger1 = Time = 27
id = 11000
scale = Const(size.xscale)+0.3,Const(size.yscale)+0.3

[State 1210, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
trigger1 = Time = 28
id = 11000
scale = Const(size.xscale)+0.1,Const(size.yscale)+0.1

[State 1210, 16]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(9) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1210, 17]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1210, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 上強攻撃（地上）
[Statedef 1300]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = ifelse(Var(52) = 0, 25, 0)
velset = 0,0
anim = 1300
ctrl = 0
sprpriority = 2

[State 1300, 1]
type = VarSet
trigger1 = Var(7) = 0
trigger1 = Time = 0
trigger1 = Command = "holdfwd"
v = 7
value = 1
ignorehitpause = 1

[State 1300, 2]
type = PosAdd
trigger1 = Var(7) = 1
trigger1 = AnimElemTime(1) > 0
trigger1 = AnimElemTime(8) < 0
x = 3.5

[State 1300, 3]
type = PlaySnd
trigger1 = Time = 21
value = s1300, 0
persistent = 0

;発射エフェクト右
[State 1300, 4]
type = Helper
trigger1 = AnimElemTime(8) = 0
trigger1 = NumHelper(11300) = 0
stateno = 11300
id = 11300
name = "Circle_Right_1300"
helpertype = Normal
postype = P1
pos = Ceil(70*Const(size.xscale)),Ceil(-90*Const(size.yscale))
size.xscale = Const(size.xscale)+0.5
size.yscale = Const(size.yscale)+0.5
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;発射エフェクト左
[State 1300, 5]
type = Helper
trigger1 = AnimElemTime(8) = 0
trigger1 = NumHelper(11301) = 0
stateno = 11300
id = 11301
name = "Circle_Left_1300"
helpertype = Normal
postype = P1
pos = Ceil(-65*Const(size.xscale)),Ceil(-90*Const(size.yscale))
size.xscale = Const(size.xscale)+0.5
size.yscale = Const(size.yscale)+0.5
facing = -1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;魔法の弾丸・右
[State 1300, 6]
type = Helper
trigger1 = AnimElemTime(8) = 0
trigger1 = NumHelper(11302) = 0
stateno = 11301
id = 11302
name = "Bullet_Right_1300"
helpertype = Normal
postype = P1
pos = Ceil(70*Const(size.xscale)),Ceil(-90*Const(size.yscale))
size.xscale = Const(size.xscale)
size.yscale = Const(size.yscale)
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;魔法の弾丸・左
[State 1300, 7]
type = Helper
trigger1 = AnimElemTime(8) = 0
trigger1 = NumHelper(11303) = 0
stateno = 11301
id = 11303
name = "Bullet_Left_1300"
helpertype = Normal
postype = P1
pos = Ceil(-65*Const(size.xscale)),Ceil(-90*Const(size.yscale))
size.xscale = Const(size.xscale)
size.yscale = Const(size.yscale)
facing = -1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;マズルフラッシュエフェクト右
[State 1300, 8]
type = Helper
trigger1 = AnimElemTime(8) = 0
trigger1 = NumHelper(11304) = 0
stateno = 11303
id = 11304
name = "Flash_Right_1300"
helpertype = Normal
postype = P1
pos = Ceil(70*Const(size.xscale)),Ceil(-90*Const(size.yscale))
size.xscale = Const(size.xscale)+0.75
size.yscale = Const(size.yscale)+0.75
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;マズルフラッシュエフェクト左
[State 1300, 9]
type = Helper
trigger1 = AnimElemTime(8) = 0
trigger1 = NumHelper(11305) = 0
stateno = 11303
id = 11305
name = "Flash_Left_1300"
helpertype = Normal
postype = P1
pos = Ceil(-65*Const(size.xscale)),Ceil(-90*Const(size.yscale))
size.xscale = Const(size.xscale)+0.75
size.yscale = Const(size.yscale)+0.75
facing = -1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1300, 10]
type = ChangeState
triggerall = AnimElemTime(8) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 41
ctrl = 0

[State 1300, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 上強攻撃（空中）
[Statedef 1310]
type     = A
movetype = A
physics  = A
juggle   = 1
poweradd = ifelse(Var(52) = 0, 25, 0)
anim = 1310
ctrl = 0
sprpriority = 2

[State 1310, 1]
type = VelSet
trigger1 = Time = 0
y = const(velocity.airjump.y)

[State 1310, 1]
type = PlaySnd
trigger1 = Time = 25
value = s1300, 0
persistent = 0

;発射エフェクト右
[State 1310, 2]
type = Helper
trigger1 = AnimElemTime(9) = 0
trigger1 = NumHelper(11310) = 0
stateno = 11300
id = 11310
name = "Circle_Right_1310"
helpertype = Normal
postype = P1
pos = Ceil(70*Const(size.xscale)),Ceil(-90*Const(size.yscale))
size.xscale = Const(size.xscale)+0.5
size.yscale = Const(size.yscale)+0.5
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;発射エフェクト左
[State 1310, 3]
type = Helper
trigger1 = AnimElemTime(9) = 0
trigger1 = NumHelper(11311) = 0
stateno = 11300
id = 11311
name = "Circle_Left_1310"
helpertype = Normal
postype = P1
pos = Ceil(-65*Const(size.xscale)),Ceil(-90*Const(size.yscale))
size.xscale = Const(size.xscale)+0.5
size.yscale = Const(size.yscale)+0.5
facing = -1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;魔法の弾丸・右
[State 1310, 4]
type = Helper
trigger1 = AnimElemTime(9) = 0
trigger1 = NumHelper(11312) = 0
stateno = 11301
id = 11312
name = "Bullet_Right_1310"
helpertype = Normal
postype = P1
pos = Ceil(70*Const(size.xscale)),Ceil(-90*Const(size.yscale))
size.xscale = Const(size.xscale)
size.yscale = Const(size.yscale)
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;魔法の弾丸・左
[State 1310, 5]
type = Helper
trigger1 = AnimElemTime(9) = 0
trigger1 = NumHelper(11313) = 0
stateno = 11301
id = 11313
name = "Bullet_Left_1310"
helpertype = Normal
postype = P1
pos = Ceil(-65*Const(size.xscale)),Ceil(-90*Const(size.yscale))
size.xscale = Const(size.xscale)
size.yscale = Const(size.yscale)
facing = -1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;マズルフラッシュエフェクト右
[State 1310, 6]
type = Helper
trigger1 = AnimElemTime(9) = 0
trigger1 = NumHelper(11314) = 0
stateno = 11303
id = 11314
name = "Flash_Right_1310"
helpertype = Normal
postype = P1
pos = Ceil(70*Const(size.xscale)),Ceil(-90*Const(size.yscale))
size.xscale = Const(size.xscale)+0.75
size.yscale = Const(size.yscale)+0.75
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;マズルフラッシュエフェクト左
[State 1310, 7]
type = Helper
trigger1 = AnimElemTime(9) = 0
trigger1 = NumHelper(11305) = 0
stateno = 11303
id = 11315
name = "Flash_Left_1310"
helpertype = Normal
postype = P1
pos = Ceil(-65*Const(size.xscale)),Ceil(-90*Const(size.yscale))
size.xscale = Const(size.xscale)+0.75
size.yscale = Const(size.yscale)+0.75
facing = -1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1310, 8]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(9) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1310, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1310, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 下強攻撃（地上）
[Statedef 1400]
type     = A
movetype = A
physics  = N
juggle   = 2
poweradd = ifelse(Var(52) = 0, 25, 0)
anim = 1400
ctrl = 0
sprpriority = 2

[State 1400, 1]
type = VarSet
trigger1 = Var(7) = 0
trigger1 = Time = 0
trigger1 = Command = "holdfwd"
v = 7
value = 1
ignorehitpause = 1

;発生ディレイ
[State 1400, 2]
type = ChangeAnim
trigger1 = StateNo = 1400 && AnimElemTime(8) > 0
trigger1 = StateNo = 1400 && AnimElemTime(9) < 0
trigger1 = Time <= 78
trigger1 = Command = "holdb"
value = 1400
elem = 8

;ディレイ解除
[State 1400, 3]
type = ChangeAnim
trigger1 = StateNo = 1400 && AnimElemTime(8) > 0
trigger1 = StateNo = 1400 && AnimElemTime(9) < 0
trigger1 = Command != "holdb"
trigger1 = Time = [28,78]
value = 1400
elem = 9

[State 1400, 4]
type = VelSet
trigger1 = Time = 0
x = 1.1 + (Var(7) * 6.5)
y = const(velocity.airjump.y)*0.5

[State 1400, 5]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 0.45

[State 1400, 6]
type = VelSet
trigger1 = AnimElemTime(4) = 0
y = -0.3

[State 1400, 7]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(10) < 0
y = 0.0075

[State 1400, 8]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = -1.0
y = -0.5

[State 1400, 9]
type = VelAdd
trigger1 = AnimElemTime(9) > 0
y = 0.25

[State 1400, 10]
type = PlaySnd
trigger1 = Time = 18
value = s1400, 0
persistent = 0

[State 1400, 11]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 18
value = s1400, 3
persistent = 0

[State 1400, 12]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s1400, 1
persistent = 0

[State 1400, 13]
type = RemoveExplod
trigger1 = NumExplod(11400) > 0
trigger1 = StateNo = 1400 && AnimElemTime(9) >= 0
id = 11400

;リボンエフェクト１
[State 1400, 14]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 11400
id = 11400
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(4*Const(size.xscale)),Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1;2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;リボンエフェクト２
[State 1400, 15]
type = Explod
trigger1 = AnimElemTime(9) = 0
anim = 11401
id = 11401
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(4*Const(size.xscale)),Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

[State 1400, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
trigger1 = AnimElemTime(12) >= 0
id = 11401
postype = P1
pos = Ceil(12*Const(size.xscale)),Ceil(-88*Const(size.yscale))
scale = Const(size.xscale)*0.5,Const(size.yscale)*0.5

[State 1400, 16]
type = Hitdef
trigger1 = Time%9 = 0
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) <= 0
attr = A,SA
damage = Ceil((2+(Random%4))*FVar(1)),Ceil((1+(Random%2))*FVar(1))
getpower = 18,12
givepower = 8,5
animtype = Light
hitflag = MAF
guardflag = HA
pausetime = 5,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1400,2
guardsound = s0,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1
guard.velocity = -2
air.velocity = -0.5,-2
airguard.velocity = -1,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0

[State 1400, 17]
type = Hitdef
trigger1 = AnimElem = 11
attr = A,SA
damage = Ceil((6+(Random%4))*FVar(1)),Ceil((2+(Random%3))*FVar(1))
getpower = 22,15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = HA
pausetime = 5,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1400,2
guardsound = s0,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 0.5,-6.5
guard.velocity = -4
air.velocity = 1,-6
airguard.velocity = -4,-2
fall = 1
air.fall = 1
fall.recover = 0

[State 1400, 18]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(8) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1400, 19]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1400, 20]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 下強攻撃（空中）
[Statedef 1410]
type     = A
movetype = A
physics  = N
juggle   = 2
poweradd = ifelse(Var(52) = 0, 25, 0)
anim = 1400
ctrl = 0
sprpriority = 2

[State 1410, 1]
type = VarSet
trigger1 = Var(7) = 0
trigger1 = Time = 0
trigger1 = Command = "holdfwd"
v = 7
value = 1
ignorehitpause = 1

;発生ディレイ
[State 1410, 2]
type = ChangeAnim
trigger1 = StateNo = 1410 && AnimElemTime(8) > 0
trigger1 = StateNo = 1410 && AnimElemTime(9) < 0
trigger1 = Time <= 78
trigger1 = Command = "holdb"
value = 1400
elem = 8

;ディレイ解除
[State 1410, 3]
type = ChangeAnim
trigger1 = StateNo = 1410 && AnimElemTime(8) > 0
trigger1 = StateNo = 1410 && AnimElemTime(9) < 0
trigger1 = Command != "holdb"
trigger1 = Time = [28,78]
value = 1400
elem = 9

[State 1410, 4]
type = VelSet
trigger1 = Time = 0
x = 1.25 + (Var(7) * 6.5)
y = const(velocity.airjump.y)*0.35

[State 1410, 5]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 0.45

[State 1410, 6]
type = VelSet
trigger1 = AnimElemTime(4) = 0
y = -0.3

[State 1410, 7]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(10) < 0
y = 0.0175

[State 1410, 8]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = -2.0
y = -1.0

[State 1410, 9]
type = VelAdd
trigger1 = AnimElemTime(9) > 0
y = 0.25

[State 1410, 10]
type = PlaySnd
trigger1 = Time = 18
value = s1400, 0
persistent = 0

[State 1410, 11]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 18
value = s1400, 3
persistent = 0

[State 1410, 12]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s1400, 1
persistent = 0

[State 1410, 13]
type = RemoveExplod
trigger1 = NumExplod(11400) > 0
trigger1 = StateNo = 1410 && AnimElemTime(9) >= 0
id = 11400

;リボンエフェクト１
[State 1410, 14]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 11400
id = 11400
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(4*Const(size.xscale)),Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1;2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;リボンエフェクト２
[State 1410, 15]
type = Explod
trigger1 = AnimElemTime(9) = 0
anim = 11401
id = 11401
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(4*Const(size.xscale)),Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

[State 1410, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
trigger1 = AnimElemTime(12) >= 0
id = 11401
postype = P1
pos = Ceil(12*Const(size.xscale)),Ceil(-88*Const(size.yscale))
scale = Const(size.xscale)*0.5,Const(size.yscale)*0.5

[State 1410, 16]
type = Hitdef
trigger1 = Time%9 = 0
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) <= 0
attr = A,SA
damage = Ceil((2+(Random%4))*FVar(1)),Ceil((1+(Random%2))*FVar(1))
getpower = 18,12
givepower = 8,5
animtype = Light
hitflag = MAF
guardflag = HA
pausetime = 5,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1400,2
guardsound = s0,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1
guard.velocity = -2
air.velocity = -0.5,-2
airguard.velocity = -1,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
air.fall = 1
fall.recover = 0

[State 1410, 17]
type = Hitdef
trigger1 = AnimElem = 11
attr = A,SA
damage = Ceil((6+(Random%4))*FVar(1)),Ceil((2+(Random%3))*FVar(1))
getpower = 22,15
givepower = 10,6
animtype = Light
hitflag = MAF
guardflag = HA
pausetime = 5,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1400,2
guardsound = s0,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 1,-6
guard.velocity = -4
air.velocity = 1,-6
airguard.velocity = -4,-2
fall = 1
air.fall = 1
fall.recover = 0

[State 1410, 18]
type = ChangeState
triggerall = Var(1) < 1
triggerall = AnimElemTime(8) > 0
trigger1 = Var(51) = 0
trigger1 = Var(5) = 1
trigger1 = Command = "holdup"
trigger2 = Var(51) = 1
trigger2 = Command = "c"
value = 45
ctrl = 0

[State 1410, 19]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 1410, 20]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法攻撃（地上ティロ・フィナーレ）
[Statedef 2000]
type     = S
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim = 2000
ctrl = 0
sprpriority = 2

[State 2000, 1]
type = PowerAdd
trigger1 = Time = 0
value = -1500

[State 2000, 2]
type = PowerAdd
trigger1 = AnimElemTime(13) > 0
trigger1 = AnimElemTime(14) < 0
trigger1 = Time >= 125
trigger1 = Command = "holdz"
value = -12

[State 2000, 3]
type = VarSet
trigger1 = Time = 0
v = 8
value = 0
ignorehitpause = 1

[State 2000, 4]
type = VarSet
trigger1 = Time = 0
v = 9
value = 0
ignorehitpause = 1

[State 2000, 5]
type = AttackDist
trigger1 = AnimElemTime(12) >= 0
value = 330
ignorehitpause = 1

[State 2000, 6]
type = ChangeAnim
trigger1 = StateNo = 2000 && AnimElemTime(13) > 0
trigger1 = Time = [1,164]
value = 2000
elem = 13

;発生ディレイ
[State 2000, 7]
type = ChangeAnim
trigger1 = StateNo = 2000 && AnimElemTime(13) > 0
trigger1 = StateNo = 2000 && AnimElemTime(14) < 0
trigger1 = Time >= 165 && Power >= 10
trigger1 = Command = "holdz"
value = 2000
elem = 13

;ディレイ解除
[State 2000, 8]
type = ChangeAnim
trigger1 = StateNo = 2000 && AnimElemTime(13) > 0
trigger1 = StateNo = 2000 && AnimElemTime(14) < 0
trigger1 = Command != "holdz" || Power < 10
trigger1 = Time >= 165
value = 2000
elem = 14

[State 2000, 9]
type = StateTypeSet
trigger1 = AnimElemTime(13) = 0
statetype = A

[State 2000, 10]
type = VelSet
trigger1 = Time = 0
x = 0

[State 2000, 11]
type = VelAdd
trigger1 = AnimElemTime(13) >= 0
y = IfElse(Time < 100, -0.005, -0.001)

[State 2000, 12]
type = VelSet
trigger1 = AnimElemTime(13) = 0
x = -1.5

[State 2000, 13]
type = VelSet
trigger1 = Time >= 100
x = -0.15

[State 2000, 14]
type = PlaySnd
trigger1 = Time = 1
value = s2000, 0
persistent = 0

[State 2000, 15]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 1
value = s2000, 1
channel = 20
persistent = 0

[State 2000, 16]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 65
value = s2000, 2
channel = 20
persistent = 0

[State 2000, 17]
type = RemoveExplod
trigger1 = NumExplod(12002) > 0
trigger1 = StateNo = 2000 && AnimElemTime(14) >= 0
id = 12002

[State 2000, 18]
type = RemoveExplod
trigger1 = NumExplod(12004) > 0
trigger1 = StateNo = 2000 && AnimElemTime(14) >= 0
id = 12004

;リボンエフェクト
[State 2000, 19]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 12000
id = 12000
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(18*Const(size.xscale)),Ceil(-102*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;本体出現エフェクト
[State 2000, 20]
type = Explod
trigger1 = AnimElemTime(12) = 0
anim = 12001
id = 12001
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(170*Const(size.xscale)),Ceil(-96*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;本体エフェクト
[State 2000, 21]
type = Explod
trigger1 = AnimElemTime(12) = 0
anim = 12002
id = 12002
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(184*Const(size.xscale)),Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 1
facing = 1
ownpal = 1
removeongethit = 1

;火種エフェクト
[State 2000, 22]
type = Helper
trigger1 = AnimElemTime(12) = 0
trigger1 = NumHelper(12003) = 0
stateno = 12003
id = 12003
name = "Tiro_Finale_12003"
helpertype = Normal
postype = P1
pos = Ceil(70*Const(size.xscale)),Ceil(-84*Const(size.yscale))
size.xscale = Const(size.xscale)
size.yscale = Const(size.yscale)
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;波動エフェクト
[State 2000, 23]
type = Explod
trigger1 = AnimElemTime(12) = 28
anim = 12004
id = 12004
scale = Const(size.xscale)+0.25,Const(size.yscale)+0.25
pos = Ceil(290*Const(size.xscale)),Ceil(-100*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 1
facing = 1
ownpal = 1
removeongethit = 1

;発火エフェクト
[State 2000, 24]
type = Explod
trigger1 = AnimElemTime(12) = 28
anim = 12007
id = 12007
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(150*Const(size.xscale)),Ceil(-88*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;波動消滅エフェクト
[State 2000, 25]
type = Explod
trigger1 = AnimElemTime(14) = 0
anim = 12005
id = 12005
scale = Const(size.xscale)+0.25,Const(size.yscale)+0.25
pos = Ceil(290*Const(size.xscale)),Ceil(-100*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 1
facing = 1
ownpal = 1
removeongethit = 0

;本体消滅エフェクト
[State 2000, 26]
type = Explod
trigger1 = AnimElemTime(14) = 0
anim = 12006
id = 12006
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(166*Const(size.xscale)),Ceil(-96*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 0

[State 2000, 27]
type = VarAdd
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(14) <= 0
v = 8
value = 1
ignorehitpause = 1

[State 2000, 28]
type = VarAdd
trigger1 = Time%5 = 0
trigger1 = AnimElemTime(14) >= 0
v = 9
value = 1
ignorehitpause = 1

[State 2000, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
id = 12001
scale = Const(size.xscale)+(Var(8)*0.01),Const(size.yscale)+(Var(8)*0.01)

[State 2000, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
id = 12007
scale = Const(size.xscale)+((35-Var(8))*0.1),Const(size.yscale)+((35-Var(8))*0.1)

[State 2000, ModifyExplod]
type = ModifyExplod
trigger1 = Time%5 = 0
trigger1 = MoveType != H
id = 12005
scale = Const(size.xscale)+0.25,Const(size.yscale)+0.25-((Var(9))*0.1)

[State 2000, 29]
type = Hitdef
trigger1 = Time%10 = 5
trigger1 = AnimElemTime(13) >= 0
trigger1 = AnimElemTime(14) <= 0
attr = A,HP
damage = Ceil((27+(Random%7))*FVar(1)),Ceil((9+(Random%7))*FVar(1))
getpower = 0,0
givepower = 25,15
priority = 7,Hit
animtype = Light
hitflag = MAFLD
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = High
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -6,-2.5
guard.velocity = -8
air.hittime = 30
air.velocity = -6,-2.5
airguard.velocity = -8,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0

[State 2000, 30]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 2000, 31]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
; 魔法攻撃（空中ティロ・フィナーレ）
[Statedef 2010]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 0
anim = 2000
ctrl = 0
sprpriority = 2

[State 2010, 1]
type = PowerAdd
trigger1 = Time = 0
value = -1500

[State 2010, 2]
type = PowerAdd
trigger1 = AnimElemTime(13) > 0
trigger1 = AnimElemTime(14) < 0
trigger1 = Time >= 125
trigger1 = Command = "holdz"
value = -12

[State 2010, 3]
type = VarSet
trigger1 = Time = 0
v = 8
value = 0
ignorehitpause = 1

[State 2010, 4]
type = VarSet
trigger1 = Time = 0
v = 9
value = 0
ignorehitpause = 1

[State 2010, 5]
type = AttackDist
trigger1 = AnimElemTime(12) >= 0
value = 330
ignorehitpause = 1

[State 2010, 6]
type = ChangeAnim
trigger1 = StateNo = 2010 && AnimElemTime(13) > 0
trigger1 = Time = [1,164]
value = 2000
elem = 13

;発生ディレイ
[State 2010, 7]
type = ChangeAnim
trigger1 = StateNo = 2010 && AnimElemTime(13) > 0
trigger1 = StateNo = 2010 && AnimElemTime(14) < 0
trigger1 = Time >= 165 && Power >= 10
trigger1 = Command = "holdz"
value = 2000
elem = 13

;ディレイ解除
[State 2010, 8]
type = ChangeAnim
trigger1 = StateNo = 2010 && AnimElemTime(13) > 0
trigger1 = StateNo = 2010 && AnimElemTime(14) < 0
trigger1 = Command != "holdz" || Power < 10
trigger1 = Time >= 165
value = 2000
elem = 14

[State 2010, 9]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 2010, 10]
type = VelAdd
trigger1 = AnimElemTime(13) >= 0
y = IfElse(Time < 100, -0.005, -0.001)

[State 2010, 11]
type = VelSet
trigger1 = AnimElemTime(13) = 0
x = -1.5

[State 2010, 12]
type = VelSet
trigger1 = Time >= 100
x = -0.15

[State 2010, 13]
type = PlaySnd
trigger1 = Time = 1
value = s2000, 0
persistent = 0

[State 2010, 14]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 1
value = s2000, 1
channel = 20
persistent = 0

[State 2010, 15]
type = PlaySnd
trigger1 = Var(54) = 1
trigger1 = Time = 65
value = s2000, 2
channel = 20
persistent = 0

[State 2010, 16]
type = RemoveExplod
trigger1 = NumExplod(12002) > 0
trigger1 = StateNo = 2010 && AnimElemTime(14) >= 0
id = 12002

[State 2010, 17]
type = RemoveExplod
trigger1 = NumExplod(12004) > 0
trigger1 = StateNo = 2010 && AnimElemTime(14) >= 0
id = 12004

;リボンエフェクト
[State 2010, 18]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 12000
id = 12000
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(18*Const(size.xscale)),Ceil(-102*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;本体出現エフェクト
[State 2010, 19]
type = Explod
trigger1 = AnimElemTime(12) = 0
anim = 12001
id = 12001
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(170*Const(size.xscale)),Ceil(-96*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;本体エフェクト
[State 2010, 20]
type = Explod
trigger1 = AnimElemTime(12) = 0
anim = 12002
id = 12002
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(184*Const(size.xscale)),Ceil(-84*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 1
facing = 1
ownpal = 1
removeongethit = 1

;火種エフェクト
[State 2010, 21]
type = Helper
trigger1 = AnimElemTime(12) = 0
trigger1 = NumHelper(12003) = 0
stateno = 12003
id = 12003
name = "Tiro_Finale_12003"
helpertype = Normal
postype = P1
pos = Ceil(70*Const(size.xscale)),Ceil(-84*Const(size.yscale))
size.xscale = Const(size.xscale)
size.yscale = Const(size.yscale)
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

;波動エフェクト
[State 2010, 22]
type = Explod
trigger1 = AnimElemTime(12) = 28
anim = 12004
id = 12004
scale = Const(size.xscale)+0.25,Const(size.yscale)+0.25
pos = Ceil(290*Const(size.xscale)),Ceil(-100*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -1
sprpriority = 1
facing = 1
ownpal = 1
removeongethit = 1

;発火エフェクト
[State 2010, 23]
type = Explod
trigger1 = AnimElemTime(12) = 28
anim = 12007
id = 12007
scale = Const(size.xscale),Const(size.yscale)
pos = Ceil(150*Const(size.xscale)),Ceil(-88*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 1

;波動消滅エフェクト
[State 2010, 24]
type = Explod
trigger1 = AnimElemTime(14) = 0
anim = 12005
id = 12005
scale = Const(size.xscale)+0.25,Const(size.yscale)+0.25
pos = Ceil(290*Const(size.xscale)),Ceil(-100*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 1
facing = 1
ownpal = 1
removeongethit = 0

;本体消滅エフェクト
[State 2010, 25]
type = Explod
trigger1 = AnimElemTime(14) = 0
anim = 12006
id = 12006
scale = Const(size.xscale)+0.5,Const(size.yscale)+0.5
pos = Ceil(166*Const(size.xscale)),Ceil(-96*Const(size.yscale))
postype = P1
bindtime = -1
removetime = -2
sprpriority = 3
facing = 1
ownpal = 1
removeongethit = 0

[State 2010, 26]
type = VarAdd
trigger1 = AnimElemTime(12) >= 0
trigger1 = AnimElemTime(14) <= 0
v = 8
value = 1
ignorehitpause = 1

[State 2010, 27]
type = VarAdd
trigger1 = Time%5 = 0
trigger1 = AnimElemTime(14) >= 0
v = 9
value = 1
ignorehitpause = 1

[State 2010, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
id = 12001
scale = Const(size.xscale)+(Var(8)*0.01),Const(size.yscale)+(Var(8)*0.01)

[State 2010, ModifyExplod]
type = ModifyExplod
trigger1 = MoveType != H
id = 12007
scale = Const(size.xscale)+((35-Var(8))*0.1),Const(size.yscale)+((35-Var(8))*0.1)

[State 2010, ModifyExplod]
type = ModifyExplod
trigger1 = Time%5 = 0
trigger1 = MoveType != H
id = 12005
scale = Const(size.xscale)+0.25,Const(size.yscale)+0.25-((Var(9))*0.1)

[State 2010, 28]
type = Hitdef
trigger1 = Time%10 = 5
trigger1 = AnimElemTime(13) >= 0
trigger1 = AnimElemTime(14) <= 0
attr = A,HP
damage = Ceil((27+(Random%7))*FVar(1)),Ceil((9+(Random%7))*FVar(1))
getpower = 0,0
givepower = 25,15
priority = 7,Hit
animtype = Light
hitflag = MAFLD
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s0,0
guardsound = s0,0
ground.type = High
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -6,-2.5
guard.velocity = -8
air.hittime = 30
air.velocity = -6,-2.5
airguard.velocity = -8,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0

[State 2010, 29]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 2010, 30]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0
