;通常攻撃用のステート

;---------------------------------------------------------------------------
; A
[Statedef 200]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 2



[state ]
type=changeanim
trigger1 = anim != 200
value = 200

[state MoveContactリセット]
type = MoveHitReset
trigger1 = animelem=1
ignorehitpause=1

[state ]
type=velset
trigger1 = animelemtime(2)=0
x = 4

[State 200, 攻撃設定]
type = HitDef
trigger1 = animelemtime(3)=0
attr = S, NA
damage = 35, 10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 9
sparkxy = -10, -50
sparkno = S-1
hitsound = S-1,0
guardsound = S-1, 1
guard.sparkno = S9000 ;ガードエフェクト
guard.hittime = 17
guard.ctrltime = 17
ground.type = low
ground.slidetime = 17
ground.hittime  = 19
ground.velocity = -7,0
airguard.velocity = -3.9,-.8
air.type = low
air.velocity = -2.4,-1
air.hittime = 15
fall = ifelse(Enemy,statetype=A,1,0)
Fall.recover = 0
envshake.time = 8;ヒット時画面振動時間 (int)
envshake.freq = 88;振動数 (float)
envshake.ampl =  -8;振幅 (int)
envshake.phase = 70;位相 (float)
numhits = ifelse(var(25),1,0)

[state ]
type=varset
trigger1 = movecontact=1
var(5)=5

[state 代理硬直]
type=changeanim
trigger1 = var(5)>0
value = anim
elem = animelemno(0)

[State , エフェクト表示]
type = Explod
trigger1 = Movecontact=1
anim = 7001
bindtime = 1
postype=p2
random = 20,20
pos = 0,-20
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale = 1.2,1.2
ownpal = 1
sprpriority =5
pausemovetime = 3
ignorehitpause = 1

[State 210, Snd]
type=playsnd
trigger1= Movehit = 1
value=200,1
freqmul = 0.95
[State 210, Snd]
type=playsnd
trigger1= Movehit = 1
value=80,1
freqmul = 0.98

[state ]
type=changeanim
triggerall = !fvar(39)
trigger1 = Movecontact
trigger1 = var(5)=0
trigger1 = command = "a"
value = anim
elem = 1

[State 210, Snd]
type=playsnd
trigger1= animelemtime(1)=0
value=100,1

[state ]
type=changestate
trigger1 = animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
; B
[Statedef 210]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 2

[state ]
type=changeanim
trigger1 = anim != 210
value = 210

[state ]
type=velset
trigger1 = animelemtime(5)=0
x = 7

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(6)=-1
anim = 7022
postype = p1
pos = 10,-60
bindtime=199
scale = 0.6,0.6
ignorehitpause =1
sprpriority = -1
ownpal =1


[State 200, 攻撃設定]
type = HitDef
trigger1 = animelemtime(6)=0
attr = S, NA
damage = 145, 80
animtype = hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 12
sparkxy = -10, -50
sparkno = S-1
hitsound = S-1,0
guardsound = S-1, 1
guard.sparkno = S9000 ;ガードエフェクト
guard.hittime = 27
guard.ctrltime = 27
ground.type = high
ground.slidetime = 27
ground.hittime  = 19
ground.velocity = -12,0
airguard.velocity = -3.9,-.8
air.type = low
air.velocity = -4.4,-1
air.hittime = 15
fall = ifelse(Enemy,statetype=A,1,0)
Fall.recover = 0
envshake.time = 12;ヒット時画面振動時間 (int)
envshake.freq = 88;振動数 (float)
envshake.ampl =  -18;振幅 (int)
envshake.phase = 120;位相 (float)
numhits = ifelse(var(25),1,0)

[state ]
type=varset
trigger1 = movecontact=1
var(5)=10

[state 代理硬直]
type=changeanim
trigger1 = var(5)>0
value = anim
elem = animelemno(0)

[State 0, BGPalFX]
type = BGPalFX
trigger1 = movecontact = 1
time = 2
add = 156,156,156
color = 256

[State , エフェクト表示]
type = Explod
trigger1 = Movecontact=1
anim = 7000
bindtime = 1
postype=p2
random = 20,20
pos = 0,-50
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale = 0.7,0.7
ownpal = 1
sprpriority =4
pausemovetime = 3
ignorehitpause = 1
[State , エフェクト表示]
type = Explod
trigger1 = Movecontact=1
anim = 7002
bindtime = 1
postype=p2
random = 20,20
pos = 0,-50
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
scale = 1,1
ownpal = 1
sprpriority =-2
pausemovetime = 3
ignorehitpause = 1

[State 210, Snd]
type=playsnd
trigger1= Movehit = 1
value=80,6
freqmul = 0.92
[State 210, Snd]
type=playsnd
trigger1= Movehit = 1
value=1,31
freqmul = 0.95

[State 210, Snd]
type=playsnd
trigger1= animelemtime(1)=0
value=100,5
[State 210, Snd]
type=playsnd
trigger1= animelemtime(4)=0
value=100,2
freqmul = 0.9

[State 210, Snd]
type=playsnd
trigger1= animelemtime(5)=0
value=100,6

[state ]
type=changestate
trigger1 = animtime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
; 6B
[Statedef 215]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 2

[state ]
type=changeanim
trigger1 = anim != 215
value = 215

[State ,振り向き]
type = Turn
triggerall = animelemtime(1)=[0,1]
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1	

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(3)=0
anim = 7114
postype = p1
pos = 12,-50
bindtime=1
scale = 1.7,1.7
ignorehitpause =1
sprpriority =6
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(7)=0
anim = 7124
postype = p1
pos = 10,-50
bindtime=55
scale = 0.5,0.7
ignorehitpause =1
sprpriority =6
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(7)>=0
trigger1 = animelemtime(7)%6=0
trigger1 = animelemtime(7)<=18
anim = 7025
postype = p1
pos = 30,-50
bindtime=1
vel = 36,0
scale = 0.5,0.72
ignorehitpause =1
sprpriority =6
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(7)=0
anim = 7016
postype = p1
pos = 30,0
bindtime=1
facing = 1
vel = -2,0
scale = 0.6,0.35
ignorehitpause =1
sprpriority =6
ownpal =1


[state ]
type = Projectile
trigger1 = animelemtime(7)>=0
trigger1 = animelemtime(7)%4=0
trigger1 = animelemtime(12)<0
projanim = 216
ID = 216
ProjID = 216
projmisstime=1
projhits = 1
projremove = 0
projremovetime =10
offset = 0,0
attr = A, SA
damage = 25,6
animtype = Light
guardflag = MA
hitflag = MAFDP
priority = 7, Hit
pausetime = 0, 3
sparkxy = -10, -50
sparkno = S-1
hitsound = S-1,0
guardsound = S-1,0
guard.sparkno = S9000 ;ガードエフェクト
guard.hittime = 27
guard.ctrltime = 27
ground.type = Low
ground.slidetime = 27
ground.hittime  = 29
ground.velocity = -9,0
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -3.4,-2
air.hittime = 15
fall = ifelse(Enemy,statetype=A,1,0)
Fall.recover = 0
palfx.time = 18
palfx.add = 190,190,250
palfx.sinadd = -100,-100,0,8
palfx.color = 0
palfx.invertall = 1
envshake.time = 6;ヒット時画面振動時間 (int)
envshake.freq = 88;振動数 (float)
envshake.ampl =  -6;振幅 (int)
envshake.phase = 0;位相 (float)
numhits = ifelse(var(25),1,0)


[State 210, Snd]
type=playsnd
trigger1 = animelemtime(7)>=0
trigger1 = animelemtime(7)%4=0
trigger1 = animelemtime(11)<0
value=100,14


[State 210, Snd]
type=playsnd
trigger1 = animelemtime(3)=0
value=1,6
freqmul = 1.1
[State 210, Snd]
type=playsnd
trigger1 = animelemtime(7)=0
value=1,5
freqmul = 1.2
[State 210, Snd]
type=playsnd
trigger1 = animelemtime(7)=0
value=1,13
freqmul = 1

[state ]
type=changestate
trigger1 = animtime=0
value=0
ctrl=1



;---------------------------------------------------------------------------
; C
[Statedef 220]
type     = S
movetype = A
physics  = N
ctrl     = 0
sprpriority = 2

[state ]
type=changeanim
trigger1 = anim != 220
value = 220

[State ,振り向き]
type = Turn
triggerall = animelemtime(1)=[0,1]
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1	

[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(3)=2
anim = 221
postype = p1
pos = 10,0
bindtime=1
vel = 3,0
scale = 1,1
ignorehitpause =1
sprpriority = 3
ownpal =1
[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(5)=-2
anim = 222
postype = p1
pos = -10,0
bindtime=1
vel = 3,0
scale = 1,1
ignorehitpause =1
sprpriority = 3
ownpal =1

[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(3)=0
anim = 7016
postype = p1
pos = 22,0
bindtime=1
scale = 0.9,0.6
ignorehitpause =1
sprpriority = 3
ownpal =1

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = !ishelper
trigger1 = animelemtime(5)=0
statetype = S
movetype = A        ;I,A,H
physics = S

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[state ]
type=velset
trigger1 = animelemtime(3)=0
x = 11


[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(6)=0
trigger2 = animelemtime(6)=3
trigger3 = animelemtime(6)=6
trigger4 = animelemtime(6)=9
trigger5 = animelemtime(6)=12
anim = 7019
postype = p1
pos = 80,-55
bindtime=1
facing =ifelse(random%2=0,1,-1)
vfacing =ifelse(random%2=0,1,-1)
scale = 1.3,1.3
ignorehitpause =1
sprpriority = 3
ownpal =1
[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(6)=-2
anim = 7126
postype = p1
pos = 110,-55
bindtime=5
scale = 0.66,0.66
ignorehitpause =1
sprpriority = -2
ownpal =1

[State スパークヘルパー召喚]
Type = Helper
triggerall = !ishelper
trigger1 = animelemtime(6)=0
trigger2 = animelemtime(8)=0
HelperType = Player
Name = "Spark"
postype = p1
pos = 0,0
ID = 221
Stateno = 221
size.mid.pos = 221,0
Supermovetime = 2147483647	
Pausemovetime = 2147483647
Ignorehitpause = 1
ownpal =1


[state ]
type = Projectile
trigger1 = animelemtime(6)>=0
trigger1 = animelemtime(6)%4=0
trigger1 = animelemtime(10)<0
projanim = 223
ID = 223
ProjID = 223
projmisstime=1
projhits = 1
projremove = 0
projremovetime =10
offset = -10,-50
attr = A, SA
damage = 30,12
animtype = Hard
guardflag = MA
hitflag = MAFDP
priority = 7, Hit
pausetime = 0, 3
sparkxy = -10, -50
sparkno = S-1
hitsound = S-1,0
guardsound = S-1,0
guard.sparkno = S9000 ;ガードエフェクト
guard.hittime = 27
guard.ctrltime = 27
ground.type = High
ground.slidetime = 27
ground.hittime  = 29
ground.velocity = -11,0
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -4.4,-2
air.hittime = 15
fall = ifelse(Enemy,statetype=A,1,0)
Fall.recover = 0
palfx.time = 11
palfx.add = 190,190,250
palfx.sinadd = -100,-100,0,8
palfx.color = 0
palfx.invertall = 1
envshake.time = 7;ヒット時画面振動時間 (int)
envshake.freq = 94;振動数 (float)
envshake.ampl =  -8;振幅 (int)
envshake.phase = 80;位相 (float)
numhits = ifelse(var(25),1,0)


[State 210, Snd]
type=playsnd
trigger1= animelemtime(3)=0
value=1,6
freqmul = 1.2
[State 210, Snd]
type=playsnd
trigger1= animelemtime(3)=0
value=1,19

[State 210, Snd]
type=playsnd
trigger1= animelemtime(6)=0
value=1,26
[State 210, Snd]
type=playsnd
trigger1 = animelemtime(6)=0
trigger2 = animelemtime(6)=3
trigger3 = animelemtime(6)=6
trigger4 = animelemtime(6)=9
trigger5 = animelemtime(6)=12
value=200,14
freqmul = 1.05
[State 210, Snd]
type=playsnd
trigger1= animelemtime(6)=0
value=100,14
freqmul = 0.9
[State 210, Snd]
type=playsnd
trigger1= animelemtime(6)=-1
value=100,25
freqmul = 1.05
[State 210, Snd]
type=playsnd
trigger1= animelemtime(6)=1
value=80,10
freqmul = 1

[state ]
type=changestate
trigger1 = animtime=0
value=0
ctrl=1



;------------------------------------------------------------------------
;スパーク
[StateDef 221]
Type= U
MoveType = U
Physics = N
hitdefpersist = 1
hitcountpersist = 1
movehitpersist=1

[State -1]
Type = ChangeAnim
Trigger1 = anim!=9999
Value = 9999

[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State -1]
Type = AssertSpecial
Trigger1 = 1
flag = noshadow

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0,0


[State , エフェクト表示]
type = Explod
triggerall = ishelper
trigger1 = !sysvar(3)
anim = 7017
ID = 7015
postype = p1
pos = 80,-55
bindtime=199
scale = 1.1,1.1
removetime = 60
ignorehitpause =1
sprpriority = 3
ownpal =1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = sysvar(3)=[0,5]
ID =7015
pos = 80,-55
postype = p1
scale = (1.1*(sysvar(3)*0.55)),(1.1*(sysvar(3)*0.55))
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = sysvar(3)>5
ID =7015
pos = 80,-55
postype = p1
scale = ifelse((2-(sysvar(3)*0.11))>0,(2-(sysvar(3)*0.11)),0),ifelse((2-(sysvar(3)*0.11))>0,(2-(sysvar(3)*0.11)),0)
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = (2-(sysvar(3)*0.11))<=0
id = 7015

[State 7050]
type =DestroySelf
trigger1 = (2-(sysvar(3)*0.11))<=0

;Time代用変数
[state ]
type=varadd
trigger1 = 1
sysvar(3)=1
ignorehitpause = 1

[State 51, ステート変更]
type = Changestate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1

;---------------------------------------------------------------------------
; 6C
[Statedef 225]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 2

[state ]
type=changeanim
trigger1 = anim != 225
value = 225

[State ,振り向き]
type = Turn
triggerall = animelemtime(1)=[0,1]
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1	

[State 0, Pause]
type = Pause
trigger1 = animelemtime(5)=1
time = 3
movetime = 0


[state ]
type = Projectile
trigger1 = animelemtime(5)=0
trigger2 = animelemtime(5)=4
trigger3 = animelemtime(5)=8
projanim = 226
ID = 226
ProjID = 226
projmisstime=1
projhits = 1
projremove = 0
projremovetime =14
offset = 0,0
attr = A, SA
damage = 40,5
animtype = Hard
guardflag = MA
hitflag = MAFDP
priority = 7, Hit
pausetime = 0, 3+ifelse(animelemtime(5)>=7,7,0)
sparkxy = -10, -50
sparkno = S-1
hitsound = S-1,0
guardsound = S-1,0
guard.sparkno = S9000 ;ガードエフェクト
guard.hittime = 27
guard.ctrltime = 27
ground.type = High
ground.slidetime = 27
ground.hittime  = 29
ground.velocity = -1.8,-11.5
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -1.8,-11.5
air.hittime = 15
fall = 1
yaccel = 0.7
Fall.recover = 0
palfx.time = 37
palfx.add = 190,190,250
palfx.sinadd = -100,-100,0,8
palfx.color = 0
palfx.invertall = 1
numhits = ifelse(var(25),1,0)

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(5)=0
anim = 753
postype = p1
pos = 50,0
bindtime=1
facing = 1
scale = 0.6,0.7
sprpriority =1
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(5)=0
anim = 753
postype = p1
pos = 80,0
bindtime=1
facing = -1
scale = 1,1
sprpriority =3
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(5)=1
anim = 753
postype = p1
pos = 120,0
bindtime=1
facing = 1
scale = 0.75,0.75
sprpriority =4
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(5)=2
anim = 753
postype = p1
pos = 150,0
bindtime=1
facing = -1
scale = 0.5,0.5
sprpriority =4
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(5)=2
anim = 753
postype = p1
pos = 100,0
bindtime=1
facing = -1
scale = 0.6,0.86
sprpriority =1
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(5)=3
anim = 753
postype = p1
pos = 160,0
bindtime=1
facing = 1
scale = 0.35,0.35
sprpriority =3
ownpal =1


[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(5)=0
anim = 755
postype = p1
pos = 50,0
random = 10,4
bindtime=1
facing = -1
scale = 0.33,0.6
sprpriority =2
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(5)=1
anim = 754
postype = p1
random = 10,4
pos = 60,0
bindtime=1
facing = 1
scale = 0.3,0.43
sprpriority =4
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(5)=2
anim = 756
postype = p1
pos = 110,0
random = 10,4
bindtime=1
facing = 1
scale = 0.2,0.24
sprpriority =4
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(5)=0
anim = 7132
postype = p1
pos = 40,-10
bindtime=1
facing = 1
scale = 1,2
sprpriority =2
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(5)=1
anim = 7132
postype = p1
pos = 80,-10
bindtime=1
facing = 1
scale = 1,1.4
sprpriority =2
ownpal =1
[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(5)=2
anim = 7132
postype = p1
pos = 120,-10
bindtime=1
facing = 1
scale = 1,1.2
sprpriority =2
ownpal =1

[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(5)=0
trigger2 = animelemtime(5)=2
trigger3 = animelemtime(5)=4
anim = 7031
postype = p1
pos = 40,5
bindtime=1
facing = -1
vel = 6,0
scale = 1.3,0.9
sprpriority =5
ownpal =1


[State , エフェクト表示]
type = Explod
trigger1 = animelemtime(5)=0
trigger2 = animelemtime(5)=1
anim = 7231
postype = p1
pos = 82,1
bindtime=1
facing = -1
vel = 0,0
scale = 1,0.9
sprpriority =6
ownpal =1


[State 効果音]
type = PlaySnd
trigger1 = animelemtime(5)=0
value = S1,24
freqmul = 1.15
[State 効果音]
type = PlaySnd
trigger1 = animelemtime(5)=5
value = S1,26
freqmul = 1.1

[State 効果音]
type = PlaySnd
trigger1 = animelemtime(5)=0
value = S1,8
freqmul = 1.15
[State 効果音]
type = PlaySnd
trigger1 = animelemtime(5)=0
value = S200, 13

[State 画面揺らし]
type = EnvShake
trigger1 = animelemtime(5)=0
time = 14
freq = 110
ampl = -11
phase = 140

[state ]
type=changestate
trigger1 = animtime=0
value=0
ctrl=1


;---------------------------------------------------------------------------
; 4C
[Statedef 230]
type     = S
movetype = A
physics  = S
ctrl     = 0
sprpriority = 2

[state ]
type=changeanim
trigger1 = anim != 230
value = 230


[State 210, スパーク表示]
type = Explod
anim = 7023
trigger1 = animelemtime(3)=0
trigger2 = animelemtime(9)=0
trigger3 = animelemtime(15)=0
trigger4 = animelemtime(21)=0
scale = 0.75,0.75
postype=p1
bindtime = 1
pos = 30,0
ontop = 1
removeongethit = 0
ownpal = 1
ignorehitpause = 1
[State 210, スパーク表示]
type = Explod
anim = 7023
trigger1 = animelemtime(6)=0
trigger2 = animelemtime(12)=0
trigger3 = animelemtime(18)=0
scale = 0.75,0.75
vfacing = -1
postype=p1
bindtime = 1
pos = 30,-130
ontop = 1
removeongethit = 0
ownpal = 1
ignorehitpause = 1


[state ]
type=changestate
trigger1 = animtime=0
value=0
ctrl=1


;---------------------------------------------------------------------------
; jC
[Statedef 620]
type     = A
movetype = A
physics  = A
ctrl     = 0
anim = 620
sprpriority = 1

[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(4)=0
anim = 10620
postype = p1
pos = 0,20
bindtime=9999
scale = 0.6,0.7
ignorehitpause =1
sprpriority = 3
ownpal =1
[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(4)=2
anim = 10620
postype = p1
pos = 0,35
bindtime=9999
scale = 0.7,0.8
ignorehitpause =1
sprpriority = 3
ownpal =1
[State , エフェクト表示]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(4)=4
anim = 10620
postype = p1
pos = 0,50
bindtime=9999
scale = 0.8,0.9
ignorehitpause =1
sprpriority = 3
ownpal =1

[State 200, 攻撃設定]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = S, NA
damage = 13, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 4
sparkxy = -10, -50
sparkno = S8001
hitsound = S1200, 4
guardsound = S300, 0
guard.sparkno = S9000 ;ガードエフェクト
guard.hittime = 12
guard.ctrltime = 12
ground.type = High
ground.slidetime = 12
ground.hittime  = 19
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-1
air.hittime = 15

[State , ヒットエフェクト表示]
type = Explod
trigger1 = movehit = 1
anim = 8014+random%3
postype = p2
facing = ifelse(random%2=0,1,-1)
vfacing = ifelse(random%2=0,1,-1)
bindtime = 1
pos = 0,-50
ontop = 1
scale = 1,1
removeongethit = 0
supermovetime = 300
pausemovetime = 300
ownpal = 1
ignorehitpause = 1

[state ]
type=changestate
trigger1 = animtime=0
value=50
ctrl=1

;この下、一行以上空ける事！


