[Command]
name = "AI SWITCH 01"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 02"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 03"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 04"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 05"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 06"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 07"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 08"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 09"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 10"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 11"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 12"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 13"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 14"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 15"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 16"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 17"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 18"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 19"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 20"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 21"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 22"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 23"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 24"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 25"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 26"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 27"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 28"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 29"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 30"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 31"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 32"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 33"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 34"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 35"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 36"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 37"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 38"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 39"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 40"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 41"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 42"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 43"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 44"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 45"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 46"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 47"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 48"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 49"
command = U, U, U
time = 0
[Command]
name = "AI SWITCH 50"
command = U, U, U
time = 0
;※※※※※※※※※※※※※※※※※※※※ハイジャンプコマンド
;下をちょっと押して上を押す、と言う意味。
[Command]
name = "jump"
command = ~D,$U
time = 10
;※※※※※※※※※※※※※※※※※※※※前避け
;前を押しながらA+B、という意味
[Command]
name = "away-f"
command = /F,a+b
time = 10
;-| 超必殺技 |--------------------------------------------------------
;ここには超必殺技を記述してください、同じ名前を「name =」欄に書けますが
;コマンドは絶対に違ったものにしてください。
;カンフーマンは弱パンチと強パンチで技が出せるように同じ名前のコマンドで
;内容が弱と強になっています。
;「time=20」と書くことで「コマンドを20フレーム以内に入力」と設定できます。
[Command]
name = "DFDFa"
command = ~D, DF, F, D, DF, F, a
time = 30
[Command]
name = "DFDFb"
command = D, DF, F, D, DF, F, b
time = 30
[Command]
name = "DFDFc"
command = ~D, DF, F, D, DF, F, c
time = 30
[Command]
name = "DFDFx"
command = D, DF, F, D, DF, F, x
time = 30
[Command]
name = "DFDFy"
command = D, DF, F, D, DF, F, y
time = 30
[Command]
name = "DFDFz"
command = D, DF, F, D, DF, F, z
time = 30
[Command]
name = "DDDa"
command = F, F, F, a
time = 60
[Command]
name = "DDDb"
command = F, F, F, b
time = 60
[Command]
name = "DDDc"
command = F, F, F, c
time = 60
[Command]
name = "DDDx"
command = F, F, F, x
time = 60
[Command]
name = "DDDy"
command = F, F, F, y
time = 60
[Command]
name = "DDDz"
command = F, F, F, z
time = 60
;-| 必殺技 |------------------------------------------------------
[Command]
name = "DFa"
command = ~D, DF, F, a
time = 15
[Command]
name = "DFb"
command = ~D, DF, F, b
time = 15
[Command]
name = "DFc"
command = ~D, DF, F, c
time = 15
[Command]
name = "DFx"
command = D, DF, F, x
time = 15
[Command]
name = "DFy"
command = D, DF, F, y
time = 15
[Command]
name = "DFz"
command = D, DF, F, z
time = 15
[Command]
name = "DBa"
command = ~D, DB, B, a
time = 15
;-| 2回押し技 |-----------------------------------------------------------
[Command]
name = "FF"
command = F, F
time = 10
[Command]
name = "BB"
command = B, B
time = 10
;-| 2・3個の同時押し技 |-----------------------------------------------
[Command]
name = "recovery"
command = x+y
time = 1
[Command]
name = "a+b"
command = a+b
time = 1
[Command]
name = "c+z"
command = c+z
time = 1
;-| 方向とボタンで出す技 |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
;-| ボタン設定(いじらない)|---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
[Command]
name = "hold a"
command = /$a
time = 1
[Command]
name = "hold b"
command = /$b
time = 1
[Command]
name = "hold x"
command = /$x
time = 1
[Command]
name = "hold y"
command = /$y
time = 1
;-| 押しっぱなし設定(いじらない)-------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1
[Command]
name = "holdback"
command = /$B
time = 1
[Command]
name = "holdup"
command = /$U
time = 1
[Command]
name = "holddown"
command = /$D
time = 1
[Command]
name = "holdx"
command = /$x
time = 1
[Command]
name = "holdy"
command = /$y
time = 1
[Command]
name = "hold_s"
command = /$s
time = 1
[Command]
name = "hold_c"
command = /$c
time = 1
; 下の記述↓は絶対に消さないでください。
[Statedef -1]
[state -11]
type = destroyself
trigger1 = 1
;-OPTION---------------------------------------------------------------------------------
[State 10000, 4]
type = RemoveExplod
trigger1 = var(42) != 731
ID = 42
[state -1]
type = varset
trigger1 = power = 1
var(42) = 74
[state -1]
type = varset
trigger1 = power >= 1000
var(42) = 731
[state -1]
type = changestate
trigger1 = movetype = H
trigger1 = time > 0
trigger1 = life > 0
value = 37564
ctrl = 0
[state -1]
type = changestate
trigger1 = roundstate = 2
trigger1 = stateno = [0,155]
value = 37564
ctrl = 0
[state -1]
type = poweradd
trigger1 = power = 1000
trigger1 = var(42) = 731
value = 5000
ctrl = 0
[State 10000]
type = assertspecial
trigger1 = life <= 0
trigger1 = stateno = 5150
flag = invisible
[State 100, 1]
type = changestate
trigger1 = life <= 0
trigger1 = stateno != 18782
trigger1 = stateno != 5150
value = 18782
[State 10000]
type = varset
trigger1 = stateno != 10029
trigger1 = stateno != 30030
var(11) = 0
[State 10000]
type = varset
trigger1 = stateno != 10029
trigger1 = stateno != 30030
var(12) = 0
[state -1]
type = varset
trigger1 = var(38) != 437
trigger1 = stateno != 10043
trigger1 = stateno != 10044
trigger1 = stateno != 20043
var(14) = 0
[state -1]
type = varset
trigger1 = var(38) = 437
trigger2 = stateno = 10043
trigger3 = stateno = 10044
trigger4 = stateno = 20043
var(14) = 1
;-実行部分---------------------------------------------------------------------------------
[state -11]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = power >= 6000
triggerall = var(0) < 5
trigger1 = command = "DDDa"
value = 10026
[state -11]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = power >= 3000
triggerall = var(0) < 5
trigger1 = command = "DDDb"
value = 10027
[state -11]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = power >= 3000
triggerall = var(0) < 5
trigger1 = command = "DDDc"
value = 10025
[state -11]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = power >= 5000
triggerall = var(7) = 1
triggerall = var(0) < 5
trigger1 = command = "DDDy"
value = 10031
[state -17]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = var(42) = 731
triggerall = power >= 6000
triggerall = var(0) < 5
triggerall = var(7) = 1
trigger1 = command = "DDDz"
value = 10022
[state -14]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = power >= 2000
triggerall = var(0) < 5
trigger1 = command = "DFDFa"
value = 10013
[state -14]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = power >= 3000
triggerall = var(0) < 5
trigger1 = command = "DFDFb"
value = 10032
[state -18]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = power >= 5000
triggerall = var(7) = 1
triggerall = var(0) < 5
trigger1 = command = "DFDFc"
value = 10021
[state -11]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = power >= 6000
triggerall = var(0) < 5
triggerall = var(38) != 437
trigger1 = command = "DFDFx"
value = 10024
[state -11]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = power >= 7000
triggerall = NumEnemy <= 1
triggerall = var(7) = 1
triggerall = var(0) < 5
trigger1 = command = "DFDFy"
value = 10029
[state -16]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = power >= 9000
triggerall = numhelper <= 25
triggerall = var(38) = 437
triggerall = var(0) < 5
triggerall = var(7) = 1
trigger1 = command = "DFDFz"
value = 20023
[state -16]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = power >= 9000
triggerall = numhelper <= 26
triggerall = var(0) < 5
triggerall = var(7) = 1
trigger1 = command = "DFDFz"
value = 10023
[state -19]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = NumHelper(4649) = 0
triggerall = var(0) < 5
trigger1 = command = "DFa"
value = 10011
[state -11]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = var(0) < 5
trigger1 = command = "DFb"
value = 10017
[state -11]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = var(0) < 5
trigger1 = command = "DFc"
value = 10040
[state -15]
type = changestate
triggerall = command = "DFx"
triggerall = var(0) < 5
trigger1 = statetype = S || statetype = C
trigger1 = stateno = 37564
trigger1 = NumHelper(4649) >= 1
value = 10012
[state -13]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = numhelper < 32
triggerall = var(0) < 5
trigger1 = command = "DFy"
value = 10016
[state -11]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = command = "DFz"
triggerall = var(0) < 5
trigger1 = stateno = 37564
value = 10015
[state -19]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = NumHelper(20) <= 2
triggerall = var(0) < 5
trigger1 = command = "DBa"
value = 10045
[state -11]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = life > 1000
triggerall = power < 1000000
triggerall = var(0) < 5
trigger1 = command = "a"
trigger1 = command = "x"
value = 10042
[state -11]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = var(0) < 5
trigger1 = command = "b"
trigger1 = command = "y"
trigger1 = var(38) != 437
value = 10043
[state -12]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = command = "c+z"
triggerall = var(0) < 5
trigger1 = stateno = 37564
trigger2 = stateno = 10007
value = 10014
[state -110]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = var(0) < 5
trigger1 = command = "a"
value = 10001
[state -111]
type = changestate
triggerall = command = "b"
triggerall = NumHelper < 32
triggerall = var(38) = 437
triggerall = var(0) < 5
trigger1 = statetype = S || statetype = C
trigger1 = stateno = 37564
value = 20002
[state -111]
type = changestate
triggerall = command = "b"
triggerall = NumHelper < 32
triggerall = var(0) < 5
trigger1 = statetype = S || statetype = C
trigger1 = stateno = 37564
value = 10002
[state -112]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = var(0) < 5
trigger1 = command = "c"
value = 10003
[state -113]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = NumHelper < 32
triggerall = var(0) < 5
trigger1 = command = "x"
value = 10004
[state -114]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = NumHelper < 32
triggerall = var(0) < 5
trigger1 = command = "y"
value = 10005
[state -116]
type = changestate
triggerall = command = "s"
triggerall = var(0) < 5
trigger1 = statetype = S || statetype = C
trigger1 = stateno = 37564
value = 10007
[state -115]
type = changestate
triggerall = statetype = S || statetype = C
triggerall = stateno = 37564
triggerall = var(0) < 5
trigger1 = command = "z"
value = 10006
[State 10000]
type = Projectile
trigger1 = gametime%20 = 1
trigger1 = var(10) = 7
projanim = 8400
velocity = 7,14
projheightbound = -10000,1
projremove = 1
projremanim = 8500
postype = back
offset = -60,-300
projedgebound = 10000
projstagebound = 10000
attr = A, HA
hitflag = MAFD
guardflag = MA
damage = 100,0
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 4,4
numhits = 1
sparkno = s2500
hitsound = s0,14
guardsound = s0,14
ground.type = High
ground.slidetime = 4
ground.hittime = 30
ground.velocity = -2,-1
airguard.velocity = -2,-1
air.velocity = -2,-1
guard.sparkno = s2500
fall = 1
[State 10000]
type = Projectile
trigger1 = gametime%20 = 10
trigger1 = var(10) = 7
projanim = 8400
velocity = -7,14
projheightbound = -10000,1
projremove = 0
projremanim = 8500
postype = front
offset = 60,-300
projedgebound = 10000
projstagebound = 10000
attr = A, HA
hitflag = MAFD
guardflag = MA
damage = 100,0
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 4,4
numhits = 1
sparkno = s2500
hitsound = s0,14
guardsound = s0,14
ground.type = High
ground.slidetime = 4
ground.hittime = 30
ground.velocity = 2,-1
airguard.velocity = 2,-1
air.velocity = 2,-1
guard.sparkno = s2500
fall = 1
[State 10000]
type = Projectile
trigger1 = gametime%30 = 1
trigger1 = var(10) = 7
projanim = 8400
velocity = 7,14
projheightbound = -10000,1
projremove = 1
projremanim = 8500
postype = back
offset = 100,-300
projedgebound = 10000
projstagebound = 10000
attr = A, HA
hitflag = MAFD
guardflag = MA
damage = 100,0
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 4,4
numhits = 1
sparkno = s2500
hitsound = s0,14
guardsound = s0,14
ground.type = High
ground.slidetime = 4
ground.hittime = 30
ground.velocity = -2,-1
airguard.velocity = -2,-1
air.velocity = -2,-1
guard.sparkno = s2500
fall = 1
[State 10000]
type = Projectile
trigger1 = gametime%30 = 15
trigger1 = var(10) = 7
projanim = 8400
velocity = -7,14
projheightbound = -10000,1
projremove = 0
projremanim = 8500
postype = front
offset = -100,-300
projedgebound = 10000
projstagebound = 10000
attr = A, HA
hitflag = MAFD
guardflag = MA
damage = 100,0
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 4,4
numhits = 1
sparkno = s2500
hitsound = s0,14
guardsound = s0,14
ground.type = High
ground.slidetime = 4
ground.hittime = 30
ground.velocity = 2,-1
airguard.velocity = 2,-1
air.velocity = 2,-1
guard.sparkno = s2500
fall = 1
[State 10000]
type = Projectile
trigger1 = gametime%30 = 1
trigger1 = var(10) = 7
projanim = 8400
velocity = 7,14
projheightbound = -10000,1
projremove = 1
projremanim = 8500
postype = back
offset = 10,-300
projedgebound = 10000
projstagebound = 10000
attr = A, HA
hitflag = MAFD
guardflag = MA
damage = 100,0
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 4,4
numhits = 1
sparkno = s2500
hitsound = s0,14
guardsound = s0,14
ground.type = High
ground.slidetime = 4
ground.hittime = 30
ground.velocity = -2,-1
airguard.velocity = -2,-1
air.velocity = -2,-1
guard.sparkno = s2500
fall = 1
[State 10000]
type = Projectile
trigger1 = gametime%30 = 1
trigger1 = var(10) = 7
projanim = 8400
velocity = 7,14
projheightbound = -10000,1
projremove = 0
projremanim = 8500
postype = back
offset = 30,-300
projedgebound = 10000
projstagebound = 10000
attr = A, HA
hitflag = MAFD
guardflag = MA
damage = 100,0
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 4,4
numhits = 1
sparkno = s2500
hitsound = s0,14
guardsound = s0,14
ground.type = High
ground.slidetime = 4
ground.hittime = 30
ground.velocity = -2,-1
airguard.velocity = -2,-1
air.velocity = -2,-1
guard.sparkno = s2500
fall = 1
[State 10000]
type = Projectile
trigger1 = gametime%40 = 1
trigger1 = var(10) = 7
projanim = 8400
velocity = 7,14
projheightbound = -10000,1
projremove = 1
projremanim = 8500
postype = back
offset = -110,-300
projedgebound = 10000
projstagebound = 10000
attr = A, HA
hitflag = MAFD
guardflag = MA
damage = 100,0
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 4,4
numhits = 1
sparkno = s2500
hitsound = s0,14
guardsound = s0,14
ground.type = High
ground.slidetime = 4
ground.hittime = 30
ground.velocity = -2,-1
airguard.velocity = -2,-1
air.velocity = -2,-1
guard.sparkno = s2500
fall = 1
[State 10000]
type = Projectile
trigger1 = gametime%20 = 1
trigger1 = var(10) = 7
projanim = 8400
velocity = -7,14
projheightbound = -10000,1
projremove = 0
projremanim = 8500
postype = front
offset = -20,-300
projedgebound = 10000
projstagebound = 10000
attr = A, HA
hitflag = MAFD
guardflag = MA
damage = 100,0
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 4,4
numhits = 1
sparkno = s2500
hitsound = s0,14
guardsound = s0,14
ground.type = High
ground.slidetime = 4
ground.hittime = 30
ground.velocity = 2,-1
airguard.velocity = 2,-1
air.velocity = 2,-1
guard.sparkno = s2500
fall = 1
[State 10000]
type = Projectile
trigger1 = gametime%20 = 10
trigger1 = var(10) = 7
projanim = 8400
velocity = 7,14
projheightbound = -10000,1
projremove = 1
projremanim = 8500
postype = back
offset = 190,-300
projedgebound = 10000
projstagebound = 10000
attr = A, HA
hitflag = MAFD
guardflag = MA
damage = 100,0
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 4,4
numhits = 1
sparkno = s2500
hitsound = s0,14
guardsound = s0,14
ground.type = High
ground.slidetime = 4
ground.hittime = 30
ground.velocity = -2,-1
airguard.velocity = -2,-1
air.velocity = -2,-1
guard.sparkno = s2500
fall = 1
[State 10000]
type = Projectile
trigger1 = gametime%40 = 1
trigger1 = var(10) = 7
projanim = 4300
velocity = 10,0
projheightbound = -10000,10000
projremove = 0
offset = 0,0
postype = left
attr = A, NP
hitflag = MAFD
guardflag = MA
damage = 10
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 1,1
numhits = 1
sparkno = s2500
hitsound = s0,13
guardsound = s0,14
ground.type = High
ground.slidetime = 1
ground.hittime = 1
ground.velocity = -1,-3
airguard.velocity = -1,-3
air.velocity = -1,-3
guard.sparkno = s2500
fall = 1
[State 10000]
type = Projectile
trigger1 = gametime%50 = 1
trigger1 = var(10) = 7
projanim = 4300
velocity = -10,0
accel = 1,0
projheightbound = -10000,10000
projremove = 0
offset = 0,0
postype = right
attr = A, NP
hitflag = MAFD
guardflag = MA
damage = 10
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 1,1
numhits = 1
sparkno = s2500
hitsound = s0,13
guardsound = s0,14
ground.type = High
ground.slidetime = 1
ground.hittime = 1
ground.velocity = -1,-3
airguard.velocity = -1,-3
air.velocity = -1,-3
guard.sparkno = s2500
fall = 1
[State 10000]
type = Projectile
trigger1 = gametime%20 = 1
trigger1 = var(10) = 7
projanim = 4300
velocity = -20,0
accel = 1,0
projheightbound = -10000,10000
projremove = 0
offset = 0,0
postype = right
attr = A, NP
hitflag = MAFD
guardflag = MA
damage = 10
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 1,1
numhits = 1
sparkno = s2500
hitsound = s0,13
guardsound = s0,14
ground.type = High
ground.slidetime = 1
ground.hittime = 1
ground.velocity = -1,-3
airguard.velocity = -1,-3
air.velocity = -1,-3
guard.sparkno = s2500
fall = 1
[State 10000]
type = Projectile
trigger1 = gametime%40 = 1
trigger1 = var(10) = 7
projanim = 4300
velocity = 15,0
accel = -1,0
projheightbound = -10000,10000
projremove = 0
offset = 50,50
postype = left
attr = A, NP
hitflag = MAFD
guardflag = MA
damage = 10
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 1,1
numhits = 1
sparkno = s2500
hitsound = s0,13
guardsound = s0,14
ground.type = High
ground.slidetime = 1
ground.hittime = 1
ground.velocity = -1,-3
airguard.velocity = -1,-3
air.velocity = -1,-3
guard.sparkno = s2500
fall = 1
[State 10000]
type = Projectile
trigger1 = gametime%30 = 1
trigger1 = var(10) = 7
projanim = 4300
velocity = 20,0
accel = -1,0
projheightbound = -10000,10000
projremove = 0
offset = 160,0
postype = left
attr = A, NP
hitflag = MAFD
guardflag = MA
damage = 10
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 1,1
numhits = 1
sparkno = s2500
hitsound = s0,13
guardsound = s0,14
ground.type = High
ground.slidetime = 1
ground.hittime = 1
ground.velocity = -1,-3
airguard.velocity = -1,-3
air.velocity = -1,-3
guard.sparkno = s2500
fall = 1
[State 10000]
type = Projectile
trigger1 = gametime%30 = 1
trigger1 = var(10) = 7
projanim = 4300
velocity = -15,0
accel = 1,0
projheightbound = -10000,10000
projremove = 0
offset = 160,0
postype = left
attr = A, NP
hitflag = MAFD
guardflag = MA
damage = 10
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 1,1
numhits = 1
sparkno = s2500
hitsound = s0,13
guardsound = s0,14
ground.type = High
ground.slidetime = 1
ground.hittime = 1
ground.velocity = -1,-3
airguard.velocity = -1,-3
air.velocity = -1,-3
guard.sparkno = s2500
fall = 1
[State 10000]
type = helper
trigger1 = gametime%10 = 1
trigger1 = var(10) = 7
trigger1 = numhelper < 32
trigger1 = var(38) != 437
stateno = 91500
postype = p1
pos = 35,-69
size.xscale = 0.3
size.yscale = 0.3
ID = 11
[State 10000]
type = helper
trigger1 = gametime%10 = 1
trigger1 = var(10) = 7
trigger1 = numhelper < 32
trigger1 = var(38) != 437
stateno = 1600
postype = p1
pos = 35,-69
size.xscale = 0.3
size.yscale = 0.3
ID = 12
[State 10000]
type = helper
trigger1 = gametime%10 = 1
trigger1 = var(10) = 7
trigger1 = numhelper < 32
trigger1 = var(38) = 437
stateno = 5800
postype = p1
pos = 35,-69
size.xscale = 0.2
size.yscale = 0.2
ID = 13
[State 10000]
type = helper
trigger1 = gametime%10 = 1
trigger1 = var(10) = 7
trigger1 = numhelper < 32
trigger1 = var(38) = 437
stateno = 1601
postype = p1
pos = 35,-69
size.xscale = 0.3
size.yscale = 0.3
ID = 14
[State 10000]
type = varset
trigger1 = var(10) = 7
var(37) = 563