[statedef 2006];マント攻撃
type=s
movetype=a
physics=s
poweradd=0
ctrl=0
velset=0,0
anim=2004
sprpriority=2

;邪眼キラー用
[state ]
type=changestate
triggerall=name!="G Igniz_v2"
trigger1=1
value=320000
persistent=256
ignorehitpause=1

;音響だぜェ〜
[state ]
type=playsnd
trigger1=animelem=1
trigger2=animelem=5
trigger3=animelem=10
trigger4=animelem=15
trigger5=animelem=20
trigger6=animelem=25
value=s0,27
ignorehitpause=1



;画面だぜェ〜
[state ]
type=envshake
trigger1=animelem=1
trigger2=animelem=4
trigger3=animelem=8
trigger4=animelem=12
trigger5=animelem=16
trigger6=animelem=20
trigger7=animelem=24
trigger8=animelem=28
time=6
ampl=5
freq=180
ignorehitpause=1
[state ]
type=envcolor
trigger1=animelem=1
trigger2=animelem=4
trigger3=animelem=8
trigger4=animelem=12
trigger5=animelem=16
trigger6=animelem=20
trigger7=animelem=24
trigger8=animelem=28
value=255,255,255
time=3
ignorehitpause=1
[state ]
type=bgpalfx
trigger1=1
time=2
invertall=1
ignorehitpause=1



;animelemtime(1)
[state ]
type=explod
trigger1=animelemtime(1)>=1&&animelemtime(1)<=10
anim=10060
scale=0.6*animelemtime(1),0.03*animelemtime(1)
pos=0,0+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=11&&animelemtime(1)<=20
anim=10060
scale=6,0.3+0.003*(animelemtime(1)-10)
pos=0,0+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=21&&animelemtime(1)<=30
anim=10060
scale=6,0.33-0.033*(animelemtime(1)-20)
pos=0,0+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
;黒い弾
[state ]
type=explod
trigger1=animelemtime(1)>=1&&animelemtime(1)<=10
anim=10000
scale=0.6*animelemtime(1),0.03*animelemtime(1)
pos=0,0+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=11&&animelemtime(1)<=20
anim=10000
scale=6,0.3+0.003*(animelemtime(1)-10)
pos=0,0+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=21&&animelemtime(1)<=30
anim=10000
scale=6,0.33-0.033*(animelemtime(1)-20)
pos=0,0+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1



;animelemtime(4)
[state ]
type=explod
trigger1=animelemtime(4)>=1&&animelemtime(4)<=10
anim=10060
scale=0.6*animelemtime(4),0.03*animelemtime(4)
pos=0,-80+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=11&&animelemtime(4)<=20
anim=10060
scale=6,0.3+0.003*(animelemtime(4)-10)
pos=0,-80+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=21&&animelemtime(4)<=30
anim=10060
scale=6,0.33-0.033*(animelemtime(4)-20)
pos=0,-80+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
;黒い弾
[state ]
type=explod
trigger1=animelemtime(4)>=1&&animelemtime(4)<=10
anim=10000
scale=0.6*animelemtime(4),0.03*animelemtime(4)
pos=0,-80+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=11&&animelemtime(4)<=20
anim=10000
scale=6,0.3+0.003*(animelemtime(4)-10)
pos=0,-80+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=21&&animelemtime(4)<=30
anim=10000
scale=6,0.33-0.033*(animelemtime(4)-20)
pos=0,-80+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1



;animelemtime(8)
[state ]
type=explod
trigger1=animelemtime(8)>=1&&animelemtime(8)<=10
anim=10060
scale=0.6*animelemtime(8),0.03*animelemtime(8)
pos=0,40+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(8)>=11&&animelemtime(8)<=20
anim=10060
scale=6,0.3+0.003*(animelemtime(8)-10)
pos=0,40+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(8)>=21&&animelemtime(8)<=30
anim=10060
scale=6,0.33-0.033*(animelemtime(8)-20)
pos=0,40+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
;黒い弾
[state ]
type=explod
trigger1=animelemtime(8)>=1&&animelemtime(8)<=10
anim=10000
scale=0.6*animelemtime(8),0.03*animelemtime(8)
pos=0,40+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(8)>=11&&animelemtime(8)<=20
anim=10000
scale=6,0.3+0.003*(animelemtime(8)-10)
pos=0,40+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(8)>=21&&animelemtime(8)<=30
anim=10000
scale=6,0.33-0.033*(animelemtime(8)-20)
pos=0,40+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1



;animelemtime(12)
[state ]
type=explod
trigger1=animelemtime(12)>=1&&animelemtime(12)<=10
anim=10060
scale=0.6*animelemtime(12),0.03*animelemtime(12)
pos=0,-20+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(12)>=11&&animelemtime(12)<=20
anim=10060
scale=6,0.3+0.003*(animelemtime(12)-10)
pos=0,-20+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(12)>=21&&animelemtime(12)<=30
anim=10060
scale=6,0.33-0.033*(animelemtime(12)-20)
pos=0,-20+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
;黒い弾
[state ]
type=explod
trigger1=animelemtime(12)>=1&&animelemtime(12)<=10
anim=10000
scale=0.6*animelemtime(12),0.03*animelemtime(12)
pos=0,-20+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(12)>=11&&animelemtime(12)<=20
anim=10000
scale=6,0.3+0.003*(animelemtime(12)-10)
pos=0,-20+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(12)>=21&&animelemtime(12)<=30
anim=10000
scale=6,0.33-0.033*(animelemtime(12)-20)
pos=0,-20+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1



;animelemtime(16)
[state ]
type=explod
trigger1=animelemtime(16)>=1&&animelemtime(16)<=10
anim=10060
scale=0.6*animelemtime(16),0.03*animelemtime(16)
pos=0,60+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(16)>=11&&animelemtime(16)<=20
anim=10060
scale=6,0.3+0.003*(animelemtime(16)-10)
pos=0,60+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(16)>=21&&animelemtime(16)<=30
anim=10060
scale=6,0.33-0.033*(animelemtime(16)-20)
pos=0,60+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
;黒い弾
[state ]
type=explod
trigger1=animelemtime(16)>=1&&animelemtime(16)<=10
anim=10000
scale=0.6*animelemtime(16),0.03*animelemtime(16)
pos=0,60+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(16)>=11&&animelemtime(16)<=20
anim=10000
scale=6,0.3+0.003*(animelemtime(16)-10)
pos=0,60+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(16)>=21&&animelemtime(16)<=30
anim=10000
scale=6,0.33-0.033*(animelemtime(16)-20)
pos=0,60+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1



;疑似ヒットだぜェ〜
[state ]
type=targetstate
trigger1=animelemtime(1)=0
value=2013
ignorehitpause=1
[state ]
type=hitadd
trigger1=animelem=1
trigger2=animelem=4
trigger3=animelem=8
trigger4=animelem=12
trigger5=animelem=16
trigger6=animelem=20
trigger7=animelem=24
trigger8=animelem=28
value=1
ignorehitpause=1
[state ]
type=targetlifeadd
trigger1=animelem=1
trigger2=animelem=4
trigger3=animelem=8
trigger4=animelem=12
trigger5=animelem=16
trigger6=animelem=20
trigger7=animelem=24
trigger8=animelem=28
value=-5
kill=0
ignorehitpause=1



;ワイルドだろォ〜？
[state ]
type=selfstate
trigger1=animtime=0
value=2007
ignorehitpause=1