;
;ȈՐݒt@C@ő剻Č̂𐄏B
;
[Statedef 10001]
Type = A
movetype = I
physics = N
Anim = 10000
ctrl = 0

[State -2, JñQ[W{]
Type = varset
Trigger1 = 1
var(2) = 1 ;0`5
;ftHgF1
;ZpAhl̂ݘM錠B

[State -2, a őłグZo悤ɂ]
Type = varset
Trigger1 = 1
var(8) = 0 ;1ŋNB
;ftHgF0
;NMVC3낵aőłグZo悤ɂȂB
;󒆂Ƌ󒆋o܂c

[State -2,̋Zqbg̐Uɂ]
Type = VarSet
Trigger1 = 1
var(9) = 1 ;0`2
;ftHgF1
;̋ZqbgۂɉʂU鉉oɂĂ̐ݒB
;0cؐUȂB
;1c鎞͐UȂB
;2cĂUBcזłB

[State -2,oJ]
Type = VarSet
Trigger1 = 1
var(1) = 1 ;0`2
;ftHgF1
;0c\ȂB
;1cP̎̂ݕ\B
;2c^bOł\BcXybNɂĂ͊댯
;̏oBHelperXɂR򂤈ׁAXybNƑkׂB

[State -2,ړNオ̎gp]
Type = VarSet
Trigger1 = 1
var(10) = 0 ;1ŋN
;ftHgF0
;_EɍEɓ͂ƈړȂNオB
;_Eɉ鎖B

[State -2,I[ggg]
Type = VarSet
Trigger1 = 1
var(15) = 1 ;1ŋN
;ftHgF1
;؂ꍇ x+yAy+zAx+zŔB

;----------------------------------------------------------------------
;͐ݒɊ֌WȂł
;----------------------------------------------------------------------

[State -2,^bỎʂ̐U]
Type = VarSet
Trigger1 = var(9) = 1
Trigger1 = Root,NumPartner
var(9) = 0

[State -2,AIsNm]
Type = VarSet
Trigger1 = Command="up" && Root,Command="up"
Trigger2 = Command="down" && Root,Command="down"
Trigger3 = Command="back" && Root,Command="back"
Trigger4 = Command="fwd" && Root,Command="fwd"
Trigger5 = Command="a" && Root,Command="a"
Trigger6 = Command="b" && Root,Command="b"
Trigger7 = Command="c" && Root,Command="c"
Trigger8 = Command="x" && Root,Command="x"
Trigger9 = Command="y" && Root,Command="y"
Trigger10= Command="z" && Root,Command="z"
Trigger11= Command="start" && Root,Command="start"
var(59) = -1

[State -2,AIN]
Type = VarSet
TriggerAll = Root,Ctrl
TriggerAll = var(59)!=-1
Trigger1 = Root,Command="up"
Trigger2 = Root,Command="down"
Trigger3 = Root,Command="back"
Trigger4 = Root,Command="fwd"
Trigger5 = Root,Command="a"
Trigger6 = Root,Command="b"
Trigger7 = Root,Command="c"
Trigger8 = Root,Command="x"
Trigger9 = Root,Command="y"
Trigger10= Root,Command="z"
Trigger11= Root,Command="start"
var(59) = 1

[State -2,WL[]
Type = ChangeState
TriggerAll = var(1)
TriggerAll = PrevStateNo !=  10002
TriggerAll = Root,Win
TriggerAll = Root,MoveType = A
TriggerAll = Root,StateNo != [800,2999]
Trigger1 = Root,var(3) = 0
value =  10002
ctrl = 0

[State -2,^bȌo]
Type = VarSet
Trigger1 = var(1) = 1
Trigger1 = Root,NumPartner
var(1) = 0
;----------------------------------------------------------------------------------
;o
[Statedef 10002]
Type = A
movetype = I
physics = N
Anim = 10000
ctrl = 0

[State 10002,wp[o]
Type = Helper
Trigger1 = !NumHelper(11000)
id = 11000
stateno = 11000
name = "effect"
ownpal = 1
keyctrl = 0
sprpriority = -1
postype = P1
helpertype = normal
IgnoreHitPause = 1
persistent = 0

[State 10002,Kỏ]
Type = PlaySnd
Trigger1 = Time = 0
value = 2300,0

;---------------------------------------------------------------------------
;GtFNgwp[̊
[StateDef 11000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 10000
sprpriority = -7

[State 11000,Rs[y[Xgp]
Type = AssertSpecial
Trigger1 = 1
flag = NoBG
flag2 = NoBarDisplay
;flag3 = Invisible

[State 11000,ʒu]
Type = PosSet
Trigger1 = 1
x = 0
y = Ceil(Pos Y - ScreenPos Y)+120

[State 11000,XɃwp[o]
Type = Helper
Trigger1 = !NumHelper(11001)
id = 11001
stateno = 11001
name = "light bar"
ownpal = 1
keyctrl = 0
postype = P1
helpertype = normal
size.xscale = 0.25
size.yscale = 0.25

[State 11000,XɃwp[o]
Type = Helper
Trigger1 = !NumHelper(11002)
id = 11002
name = "light ball"
stateno = 11002
ownpal = 1
keyctrl = 0
postype = P1
helpertype = normal
size.xscale = 0.25
size.yscale = 0.25
persistent = 0

[State 11000,XɃwp[o]
Type = Helper
Trigger1 = !NumHelper(11003)
id = 11003
name = "base"
stateno = 11003
ownpal = 1
keyctrl = 0
postype = P1
helpertype = normal
size.xscale = 100
size.yscale = 100

[State 11000,]
Type = DestroySelf
Trigger1 = Time >= 150

;---------------------------------------------------------------------------
;GtFNgwp[ ̗
[StateDef 11001]
type = A
movetype = I
physics = N
ctrl = 0
anim = 11002
sprpriority = -4

[State 11001,e]
Type = AssertSpecial
Trigger1 = 1
flag = noshadow

[State 11001,ʒu]
Type = PosSet
Trigger1 = 1
x = 0
y = Ceil(Pos Y - ScreenPos Y)+120

[State 11001,l]
Type = VarAdd
Trigger1 = 1
fvar(0) = 0.1

[State 11001,M苖]
Type = AngleDraw
Trigger1 = 1
scale = fvar(0),fvar(0)

[State 11001,኱]
Type = Trans
Trigger1 = 1
time = 1
trans = add

[State 11002,]
Type = DestroySelf
Trigger1 = Time >= 40

;---------------------------------------------------------------------------
;GtFNgwp[ ̋
[StateDef 11002]
type = A
movetype = I
physics = N
ctrl = 0
anim = 11001
sprpriority = -4

[State 11002,e]
Type = AssertSpecial
Trigger1 = 1
flag = noshadow

[State 11002,ʒu]
Type = PosSet
Trigger1 = 1
x = 0
y = Ceil(Pos Y - ScreenPos Y)+120

[State 11002,l]
Type = VarSet
Trigger1 = Time = 0
var(0) = 50

[State 11002,l]
Type = VarAdd
Trigger1 = 1
var(0) = -1

[State 11002,M苖]
Type = AngleDraw
Trigger1 = Time < 97
scale = IfElse(Log(var(0)+50,100)<4,Log(var(0)+50,100),4),IfElse(Log(var(0)+50,100)<4,Log(var(0)+50,100),4)

[State 11002,M苖]
Type = AngleDraw
Trigger1 = Time >= 97
scale = 10,10

[State 11002,኱]
Type = Trans
Trigger1 = 1
time = 1
trans = add

[State 11002,]
Type = DestroySelf
Trigger1 = Time >= 150

;---------------------------------------------------------------------------
;GtFNgwp[ wi
[StateDef 11003]
type = A
movetype = I
physics = N
ctrl = 0
anim = 11001
sprpriority = -5

[State 11003,e]
Type = AssertSpecial
Trigger1 = 1
flag = noshadow
;---------------------------------
[State 11003,ʒu]
Type = PosSet
Trigger1 = 1
x = 0
y = Ceil(Pos Y - ScreenPos Y)+120

[State 11003,Z]
Type = VarAdd
Trigger1 = 1
var(1) = 8

[State 11003,wiF]
Type = PalFx
Trigger1 = 1
time = 1
mul = IfElse((var(1)-520)<=0,0,var(1)-520),IfElse((var(1)-250)<=0,0,var(1)-250),var(1)

[State 11003,M苖]
Type = AngleDraw
Trigger1 = 1

[State 11003,]
Type = DestroySelf
Trigger1 = Time >= 150