;------------------------- ;NINJA召還1 [Statedef 1000] type = S movetype= I ;physics = S ;juggle = 4 ;ctrl = 0 ;velset = 0,0 ;anim = 510 ;PowerAdd = 0 [State 1000,3] type = Helper trigger1 = time = 0 id = 11000 name = "NINJA.EXE" pos = -20,0 postype = p1 ;postype = left stateno = 1001 helpertype = normal keyctrl = 0 ownpal = 2 [State 1000, 4] type = ChangeState trigger1 = time = 1 value = 0 ctrl = 1 ;----------------------- ;NINJA登場→攻撃 [Statedef 1001] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 620 poweradd = -200 [State 202 , 1] type = HitDef trigger1 = AnimElem = 1 attr = S, NA damage = 50 animtype = Hard getpower = 0,0 givepower =0,0 guardflag = M hitflag = MAF priority = 3, Hit pausetime = 7,60 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,8 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 20 ground.velocity = -7 airguard.velocity = -1.9 air.velocity = -1.3,-3 palfx.time = 65 palfx.add = 220,220,240 palfx.mul = 120,120,130 palfx.sinadd = 20,20,40,12 ;fall = 1 ;fall.recover = 0 [State 202 , 1] type = PlaySnd trigger1 = Time = 56 value = 0, 2 [State 500, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7300 pos = -10,-50 postype = p2 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 [State 500, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7300 pos = -20,-80 postype = p2 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 [State 500, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7300 pos = -15,-20 postype = p2 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;文字表示 [State 1001, 4] type = Explod trigger1 = time = 0 trigger1 = facing = 1 persistent = 0 anim = 610 pos = -5,-85 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 facing = 1 [State 1001, 4] type = Explod trigger1 = time = 0 trigger1 = facing = -1 persistent = 0 anim = 610 pos = 38,-70 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 facing = -1 ;;supermove = 1 [State 202, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2StateType = A trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 20,-25 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 1000,6] ;ヘルパーが攻撃を受けた場合 type = HitOverride trigger1 = time = 0 time = -1 attr = SCA, AA, AT, AP slot = 0 stateno = 1005 [state 512,1] type = sprpriority trigger1 = AnimTime = 0 value = -1 [State 512,3] type = DestroySelf trigger1 = animtime = 0 ;[State 202 , 7] ;type = ChangeState ;trigger1 = AnimTime = 0 ;value = 0 ;ctrl = 1 ;---------------------------- ;NANJAダメージ受ける [statedef 1005] type = S movetype = I physics = S anim = 600 velset = 0,0 ;lifeadd = -80 poweradd = -500 [State 812, life] ;ライフゲージ回復 type = LifeAdd trigger1 = time = 0 value = -500 [State 6040, 4] type = Explod trigger1 = time = 0 persistent = 0 anim = 621 pos = 0,0 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0.9,0 scale = 1,1 ownpal = 1 [State 6040, 4] type = Explod trigger1 = time = 0 persistent = 0 anim = 621 pos = 0,0 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.9,0 scale = 1,1 ownpal = 1 [state 512,1] type = sprpriority trigger1 = AnimTime = 0 value = -1 [State 512,3] type = DestroySelf trigger1 = animtime = 0 ;------------------------- ;ARTEMIS召還1 [Statedef 1010] type = S movetype= I ;physics = S ;juggle = 4 ;ctrl = 0 ;velset = 0,0 ;anim = 510 ;PowerAdd = -500 [State 1010,3] type = Helper trigger1 = time = 0 id = 11100 name = "ARTEMIS.EXE" pos = -20,0 postype = p1 ;postype = left stateno = 1011 helpertype = normal keyctrl = 0 ownpal = 2 [State 1010, 4] type = ChangeState trigger1 = time = 1 value = 0 ctrl = 1 ;----------------------- ;ARTEMIS登場 [Statedef 1011] type = S movetype= I physics = S velset = 0,0 ctrl = 0 anim = 700 poweradd = -200 [State 1011, 4] ;文字表示 type = Explod trigger1 = time = 0 trigger1 = facing = 1 persistent = 0 anim = 701 pos = 20,-60 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 facing = 1 [State 1001, 4] type = Explod trigger1 = time = 0 trigger1 = facing = -1 persistent = 0 anim = 701 pos = 0,-70 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 facing = -1 [State 1011,6] ;ヘルパーが攻撃を受けた場合 type = HitOverride trigger1 = time = 0 time = -1 attr = SCA, AA, AT, AP slot = 0 stateno = 1019 [State 1011 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 1012 ;ctrl = 1 ;----------------------- ;ARTEMISE攻撃開始(飛び蹴り) [Statedef 1012] type = A movetype= A physics = A velset = 3,-9 ctrl = 0 anim = 702 poweradd = 0 [State 1012 , 1] type = PlaySnd trigger1 = Time = 0 value = 2, 0 [State 1012 , 1] type = PlaySnd trigger1 = Time = 10 value = 0, 2 [State 1012 , 1] type = HitDef trigger1 = AnimElem = 1 attr = A, NA damage = 80 animtype = Hard getpower = 0,0 givepower =0,0 guardflag = M hitflag = MAF priority = 3, Hit pausetime = 7,10 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,7 guardsound = S0,3 ground.type = Trip ground.slidetime = 5 ground.hittime = 20 ground.velocity = -7 airguard.velocity = -1.9 air.velocity = -1.3,-3 fall = 1 fall.recover = 0 [State 1012, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 83,-90 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 1012,6] ;ヘルパーが攻撃を受けた場合 type = HitOverride trigger1 = time = 0 time = -1 attr = SCA, AA, AT, AP slot = 0 stateno = 1018 [State 1012 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 1013 ;ctrl = 1 ;---------------------------- ;ARTEMISE消滅(空中) [statedef 1013] type = S movetype = I physics = S anim = 703 velset = 0,0 [State 6040, 4] type = Explod trigger1 = time = 0 persistent = 0 anim = 705 pos = 0,0 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0.9,0 scale = 1,1 ownpal = 1 [State 6040, 4] type = Explod trigger1 = time = 0 persistent = 0 anim = 704 pos = 0,0 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.9,0 scale = 1,1 ownpal = 1 [state 512,1] type = sprpriority trigger1 = AnimTime = 0 value = -1 [State 512,3] type = DestroySelf trigger1 = animtime = 0 ;---------------------------- ;ARTEMISEダメージ受ける(空中) [statedef 1018] type = S movetype = I physics = S anim = 703 velset = 0,0 ;lifeadd = -80 poweradd = -500 [State 6040, 4] type = Explod trigger1 = time = 0 persistent = 0 anim = 705 pos = 0,0 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0.9,0 scale = 1,1 ownpal = 1 [State 6040, 4] type = Explod trigger1 = time = 0 persistent = 0 anim = 704 pos = 0,0 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.9,0 scale = 1,1 ownpal = 1 [state 512,1] type = sprpriority trigger1 = AnimTime = 0 value = -1 [State 512,3] type = DestroySelf trigger1 = animtime = 0 ;---------------------------- ;ARTEMISEダメージ受ける(地上) [statedef 1019] type = S movetype = I physics = S anim = 703 velset = 0,0 ;lifeadd = -80 poweradd = -500 [State 6040, 4] type = Explod trigger1 = time = 0 persistent = 0 anim = 704 pos = 0,0 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0.9,0 scale = 1,1 ownpal = 1 [State 6040, 4] type = Explod trigger1 = time = 0 persistent = 0 anim = 704 pos = 0,0 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.9,0 scale = 1,1 ownpal = 1 [state 512,1] type = sprpriority trigger1 = AnimTime = 0 value = -1 [State 512,3] type = DestroySelf trigger1 = animtime = 0 ;----------------------- ;ARTEMISE「特別」攻撃開始(半透明飛び蹴り) [Statedef 1014] type = A movetype= A physics = A velset = 3,-8 ctrl = 0 anim = 706 poweradd = 0 [State 1012 , 1] type = PlaySnd trigger1 = Time = 0 value = 2, 0 [State 1012 , 1] type = PlaySnd trigger1 = Time = 7 value = 0, 2 [State 1012 , 1] type = HitDef trigger1 = AnimElem = 1 attr = A, NA damage = 30 animtype = Hard getpower = 0,0 givepower =0,0 guardflag = M hitflag = MAF priority = 3, Hit pausetime = 7,10 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,7 guardsound = S0,3 ground.type = Low ground.slidetime = 5 ground.hittime = 20 ground.velocity = -7 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 1012, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 83,-90 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 1012,6] ;ヘルパーが攻撃を受けた場合 type = HitOverride trigger1 = time = 0 time = -1 attr = SCA, AA, AT, AP slot = 0 stateno = 1018 [State 1012 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 1015 ;ctrl = 1 ;---------------------------- ;ARTEMISE「特別」消滅(空中) [statedef 1015] type = S movetype = I physics = S anim = 707 velset = 0,0 [State 6040, 4] type = Explod trigger1 = time = 0 persistent = 0 anim = 705 pos = 0,0 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0.9,0 scale = 1,1 ownpal = 1 [State 6040, 4] type = Explod trigger1 = time = 0 persistent = 0 anim = 704 pos = 0,0 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.9,0 scale = 1,1 ownpal = 1 [state 512,1] type = sprpriority trigger1 = AnimTime = 0 value = -1 [State 512,3] type = DestroySelf trigger1 = animtime = 0 ;------------------------- ;CHAMAN召還1 [Statedef 1020] type = S movetype= I ;physics = S ;juggle = 4 ;ctrl = 0 ;velset = 0,0 ;anim = 510 ;PowerAdd = 0 [State 1020,3] type = Helper trigger1 = time = 0 id = 11200 name = "CHAMAN.EXE" pos = 0,0 postype = p1 ;postype = left stateno = 1021 helpertype = normal keyctrl = 0 ownpal = 2 [State 1020, 4] type = ChangeState trigger1 = time = 1 value = 0 ctrl = 1 ;----------------------- ;CHAMAN登場 [Statedef 1021] type = S movetype= I physics = S velset = 0,0 ctrl = 0 anim = 710 poweradd = -200 [State 1021, 4] ;文字表示 type = Explod trigger1 = time = 0 trigger1 = facing = 1 persistent = 0 anim = 711 pos = 20,-60 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 facing = 1 [State 1021, 4] type = Explod trigger1 = time = 0 trigger1 = facing = -1 persistent = 0 anim = 711 pos = 0,-70 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 facing = -1 [State 1021,6] ;ヘルパーが攻撃を受けた場合 type = HitOverride trigger1 = time = 0 time = -1 attr = SCA, AA, AT, AP slot = 0 stateno = 1029 [State 1021 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 1022 ;ctrl = 1 ;----------------------- ;CHAMAN移動開始 [Statedef 1022] type = S movetype= I physics = N velset = 2,0 ctrl = 0 anim = 712 poweradd = 0 [State 801 , 7] type = turn trigger1 = p2bodydist X < 0 [State 1022 , 1] ;敵が後にまわったらバックステップへ type = ChangeState trigger1 = p2bodydist X < 0 value = 1024 [State 1022 , 2] ;敵が接近したら攻撃へ type = ChangeState trigger1 = p2bodydist X < 80 value = 1023 [State 1022,6] ;ヘルパーが攻撃を受けた場合 type = HitOverride trigger1 = time = 0 time = -1 attr = SCA, AA, AT, AP slot = 0 stateno = 1029 [State 1022 , 7] type = ChangeState trigger1 = time = 500 value = 1027 ;----------------------- ;CHAMAN攻撃(クロー) [Statedef 1023] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 713 poweradd = 0 [State 1023 , 1] type = PlaySnd trigger1 = Time = 4 value = 0, 1 [State 1023 , 1] type = HitDef trigger1 = AnimElem = 1 attr = A, NA damage = 30 animtype = Light getpower = 0,0 givepower =0,0 guardflag = M hitflag = MAF priority = 3, Hit pausetime = 7,10 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,6 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 20 ground.velocity = -2 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 1023, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 110,-80 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 1023,6] ;ヘルパーが攻撃を受けた場合 type = HitOverride trigger1 = time = 0 time = -1 attr = SCA, AA, AT, AP slot = 0 stateno = 1029 [State 1023 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 1024 ;ctrl = 1 ;----------------------- ;CHAMANバックステップ [Statedef 1024] type = S movetype= I physics = S velset = -15,0 ctrl = 0 anim = 714 poweradd = 0 [State 100, 1] type = PlaySnd trigger1 = Time = 0 value = 2, 2 [State 1024, 2] type = Afterimage trigger1 = Time = 0 time = 23 length = 15;6;12 PalBright = 128,200,128 PalContrast = 128,200,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 FrameGap = 4 Trans = Add1 [State 1023,6] ;ヘルパーが攻撃を受けた場合 type = HitOverride trigger1 = time = 0 time = -1 attr = SCA, AA, AT, AP slot = 0 stateno = 1029 [State 1023 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 1025 ;ctrl = 1 ;----------------------- ;CHAMAN移動開始(二度目) [Statedef 1025] type = S movetype= I physics = N velset = 2,0 ctrl = 0 anim = 712 poweradd = 0 [State 1025 , 2] ;敵が接近したら攻撃へ type = ChangeState trigger1 = p2bodydist X < 80 value = 1026 [State 1025,6] ;ヘルパーが攻撃を受けた場合 type = HitOverride trigger1 = time = 0 time = -1 attr = SCA, AA, AT, AP slot = 0 stateno = 1029 [State 1025 , 7] type = ChangeState trigger1 = time = 500 value = 1027 ;----------------------- ;CHAMAN攻撃(クロー)・二度目 [Statedef 1026] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 713 poweradd = 0 [State 1026 , 1] type = PlaySnd trigger1 = Time = 4 value = 0, 1 [State 1026 , 1] type = HitDef trigger1 = AnimElem = 1 attr = A, NA damage = 30 animtype = Light getpower = 0,0 givepower =0,0 guardflag = M hitflag = MAF priority = 3, Hit pausetime = 7,10 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,6 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 20 ground.velocity = -2 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 1026, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 110,-80 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 1026,6] ;ヘルパーが攻撃を受けた場合 type = HitOverride trigger1 = time = 0 time = -1 attr = SCA, AA, AT, AP slot = 0 stateno = 1029 [State 1026 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 1027 ;ctrl = 1 ;---------------------------- ;CHAMAN消滅 [statedef 1027] type = S movetype = I physics = S anim = 715 velset = 0,0 [state 512,1] type = sprpriority trigger1 = AnimTime = 0 value = -1 [State 512,3] type = DestroySelf trigger1 = animtime = 0 ;---------------------------- ;CHAMANダメージ受ける(地上) [statedef 1029] type = S movetype = I physics = S anim = 716 velset = 0,0 ;lifeadd = -80 poweradd = -500 [State LIFE_DAM, 1] type = targetlifeadd trigger1 = time = 0 value = -500 [State 6040, 4] type = Explod trigger1 = time = 0 persistent = 0 anim = 717 pos = 0,0 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0.9,0 scale = 1,1 ownpal = 1 [State 6040, 4] type = Explod trigger1 = time = 0 persistent = 0 anim = 717 pos = 0,0 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.9,0 scale = 1,1 ownpal = 1 [state 512,1] type = sprpriority trigger1 = AnimTime = 0 value = -1 [State 512,3] type = DestroySelf trigger1 = animtime = 0 ;------------------------- ;FAZZ召還1 [Statedef 1030] type = S movetype= I ;physics = S ;juggle = 4 ;ctrl = 0 ;velset = 0,0 ;anim = 510 ;PowerAdd = 0 [State 1030,3] type = Helper trigger1 = time = 0 id = 11300 name = "FAZZ.EXE" pos = -20,0 postype = p1 ;postype = left stateno = 1031 helpertype = normal keyctrl = 0 ownpal = 2 [State 1030, 4] type = ChangeState trigger1 = time = 1 value = 0 ctrl = 1 ;----------------------- ;FAZZ登場 [Statedef 1031] type = S movetype= I physics = S velset = 0,0 anim = 720 poweradd = -200 [State 1031, 4] ;文字表示 type = Explod trigger1 = time = 0 trigger1 = facing = 1 persistent = 0 anim = 721 pos = 0,-70 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 facing = 1 [State 1031, 4] type = Explod trigger1 = time = 0 trigger1 = facing = -1 persistent = 0 anim = 721 pos = 10,-70 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 facing = -1 [State 1031, 0] ;当て身炸裂部 type = ReversalDef trigger1 = Time = 0 attr = S, NT reversal.attr = SA, NA, SA, HA, SP, HP, NP pausetime = 20,40 sparkxy = 0,999 hitsound = S0,3 sprpriority = -1 p1stateno = 1032 [State 1031,6] ;ヘルパーが攻撃を受けた場合 type = HitOverride trigger1 = time = 0 time = -1 attr = SCA, AA, AT, AP slot = 0 stateno = 1039 [State 1031 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 1032 ;ctrl = 1 ;----------------------- ;FAZZ・攻撃 [Statedef 1032] type = S movetype= A physics = S juggle = 1 velset = 5,0 anim = 722 [State 1032, 2] type = Afterimage trigger1 = Time = 0 time = 9 length = 15;6;12 PalBright = 255,128,128 PalContrast = 255,128,128 PalAdd = 255, 0, 0 PalMul = 1,1,1 FrameGap = 4 Trans = Add1 [State 1031,6] ;ヘルパーが攻撃を受けた場合 type = HitOverride trigger1 = time = 0 time = -1 attr = SCA, AA, AT, AP slot = 0 stateno = 1039 [State 1032 , 1] type = HitDef trigger1 = AnimElem = 1 attr = S, NA damage = 70 animtype = Hard getpower = 60,30 givepower =20,10 guardflag = M hitflag = MAF priority = 3, Hit pausetime = 7,8 numhits = 1 sparkno = -1 sparkxy = -10,-75 hitsound = S0,7 guardsound = S0,3 ground.type = High ground.slidetime = 5 ground.hittime = 20 ground.velocity = -7 airguard.velocity = -1.9 air.velocity = -1.3,-3 ;fall = 1 ;fall.recover = 0 [State 1032 , 1] type = PlaySnd trigger1 = Time = 10 value = 0, 2 ;ヒットスパーク [State 1032, 4] type = Explod trigger1 = MoveHit = 1 trigger1 = P2MoveType = H persistent = 0 anim = 7020 pos = 120,-100 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0,0 scale = 1,1 ownpal = 1 ;;supermove = 1 [State 1032 , 7] type = ChangeState trigger1 = AnimTime = 0 value = 1033 ;---------------------------- ;FAZZ退却 [statedef 1033] type = S movetype = I physics = S anim = 723 velset = 0,0 [state 512,1] type = sprpriority trigger1 = AnimTime = 0 value = -1 [State 512,3] type = DestroySelf trigger1 = animtime = 0 ;---------------------------- ;FAZZダメージ受ける(地上) [statedef 1039] type = S movetype = I physics = S anim = 724 velset = 0,0 ;lifeadd = -80 poweradd = -500 [State LIFE_DAM, 1] type = targetlifeadd trigger1 = time = 0 value = -500 [State 6040, 4] type = Explod trigger1 = time = 0 persistent = 0 anim = 725 pos = 0,0 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = 0.9,0 scale = 1,1 ownpal = 1 [State 6040, 4] type = Explod trigger1 = time = 0 persistent = 0 anim = 725 pos = 0,0 postype = p1 sprpriority = 2 bindtime = 1 ignorehitpause = 1 vel = 0,0 accel = -0.9,0 scale = 1,1 ownpal = 1 [state 512,1] type = sprpriority trigger1 = AnimTime = 0 value = -1 [State 512,3] type = DestroySelf trigger1 = animtime = 0