[Statedef -3]

;X^hNbVinj
[State -3]
type = ChangeState
trigger1 = var(49) = 10000;X^h[h
trigger1 = fvar(1) <= 0   ;ްނOȉɂȂ
trigger1 = statetype != A ;sca
value = 16010
ignorehitpause = 1

;X^hNbVi󒆁j
[State -3]
type = ChangeState
trigger1 = var(49) = 10000;X^h[h
trigger1 = fvar(1) <= 0
trigger1 = statetype = A
value = 16011
ignorehitpause = 1

;

;X^hNbVn
[Statedef 16010]
type    = S 
movetype= H ;hit
physics = S
velset = 0,0
anim = ifelse((prevstateno = [5000,5001]),16012,ifelse((prevstateno = [5070,5071]),16014,16013))
;H炢Ȃ痧H炢AȂ瑫AႤȂ炵Ⴊ݁B
;̂҂łB
;̽ðĂɐ؂ւI

[State 16010]
type = pause;ʏ̑SẴXvCgALN^[Awi~߂
trigger1 = time = 0
time = 2    ;~

[State 16010, Effect]
type = AssertSpecial
trigger1 = NumExplod(20035)
flag = NoFG   ;wi̎ÕC[\ɂ܂
flag2 = NoBG  ;wi\ɂ܂B

[State 16010, ];Explodleft͍オ_Ahelper͍ۂB
type = Explod      ;Ⴄ悤ȁBB
trigger1 = time = 0
id = 20035
postype = left
pos = 0,0   ;0,239
anim = 16011
sprpriority = -1
ownpal = 0
bindtime = -1
pausemovetime = 999999
removeongethit = 1;1ɂƁAvC[U󂯂ꍇAł܂
removetime = 10
;scale = 0.785,0.75    ;0.833,1.07

[State 16010]
type = PlaySnd
trigger1 = time = 0
value = 3, 13     ;ذ

[State 16010]  ;-2Ÿׯ(49)=0ɂĂ邩ʂɂƂ͎vB
type = varset  ;Ă̂ɁAK{łIő(49)=0ɂI
trigger1 = time = 0       ;ȂƂ̽ðĂڽŔ
var(49) = 0

[State 16010];X^hsɂB
type = varset
trigger1 = time = 0
trigger1 = var(7) = 0
var(7) = 1

[State 16010];SF삩ɕς̂
type = PosAdd
trigger1 = time = 0
x = -10

[State 16010];SFтꁨł̱
type = Explod
trigger1 = time = 0
anim = 16010
postype = p1
pos = 10,0
removeongethit = 1;1ɂƁAvC[U󂯂ꍇAł܂
sprpriority = 0

[State 16010, 炷]
type = PlaySnd
trigger1 = time = 28
value = 3, 12     ;ޏ

[State 16010];т̂ƁA˯ޯƂ̒lĂ
type = Velset
trigger1 = AnimElem = 25
x = gethitvar(xvel)*facing
y = gethitvar(yvel)
persistent = 0

[State 16010];nHĸׯĂꍇ
type = ChangeState
trigger1 = GetHitVar(yvel) != 0      ;ɕUŁA
trigger1 = prevstateno != [5070,5071];ȂƂ
trigger1 = AnimElem = 25             ;velSetƓݸނ
value = 5050                         ;ѽðĂցB

[State 16010];H
type = ChangeState
trigger1 = prevstateno = [5070,5071]
trigger1 = AnimElem = 25
value = 5071;łðĂ
ctrl = 1;͂ȂB

[State 16010];
type = ChangeState      ;т҂IĂ痧Ɉڍs
trigger1 = AnimTime = 0 ;50005001vel0,0ݒȂ̂łƂ܂Ă܂B
trigger1 = prevstateno = [5000,5001];炢
trigger1 = GetHitVar(yvel) = 0      ;ɕUȂꍇ
value = 0
ctrl = 1

[State 16010];Ⴊ
type = ChangeState      ;
trigger1 = AnimTime = 0
trigger1 = prevstateno = [5010,5011];Ⴊ݂炢
value = 11
ctrl = 1

;--------------------------------------------------------------------------
;X^hNbV
[Statedef 16011]
type    = A ;air
movetype= H ;hit
physics = N ;d͂C܂
velset = 0,0;҂Ǝ~܂B
anim = 16014
;̂҂łB
;̽ðĂɐ؂ւI

[State 16011]
type = pause;ʏ̑SẴXvCgALN^[Awi~߂
trigger1 = time = 0
time = 2    ;~

[State 16011, Effect]
type = AssertSpecial
trigger1 = NumExplod(20035)
flag = NoFG   ;wi̎ÕC[\ɂ܂
flag2 = NoBG  ;wi\ɂ܂B

[State 16011, ];Explodleft͍オ_Ahelper͍ۂB
type = Explod      ;Ⴄ悤ȁBB
trigger1 = time = 0
id = 20035
postype = left
pos = 0,0   ;0,239
anim = 16011
sprpriority = -1
ownpal = 0
bindtime = -1
pausemovetime = 999999
removeongethit = 1;1ɂƁAvC[U󂯂ꍇAł܂
removetime = 10
;scale = 0.785,0.75    ;0.833,1.07

[State 16011]
type = PlaySnd
trigger1 = time = 0
value = 3, 13     ;ذ

[State 16011]  ;-2Ÿׯ(49)=0ɂĂ邩ʂɂƂ͎vB
type = varset  ;Ă̂ɁAK{łIő(49)=0ɂI
trigger1 = time = 0       ;ȂƂ̽ðĂڽŔ
var(49) = 0

[State 16011];X^hsɂB
type = varset
trigger1 = time = 0
trigger1 = var(7) = 0
var(7) = 1

[State 16011];SF삩ɕς̂
type = PosAdd
trigger1 = time = 0
x = -10

[State 16011];SFтꁨł̱
type = Explod
trigger1 = time = 0
anim = 16010
postype = p1
pos = 10,0
removeongethit = 1;1ɂƁAvC[U󂯂ꍇAł܂
sprpriority = 0

[State 16011, 炷]
type = PlaySnd
trigger1 = time = 28
value = 3, 12     ;ޏ

[State 16011];т̂ƁA˯ޯƂ̒lĂ
type = Velset
trigger1 = AnimElem = 25
x = gethitvar(xvel)*facing
y = gethitvar(yvel)
persistent = 0

[State 16011];d͂
type = Gravity
trigger1 = Time >= 48;݂̃Xe[gɈڍs48t[
trigger1 = 1         ;

[State 16011];ӂƂ
type = ChangeAnim
trigger1 = AnimElem = 25
value = 5035

[State 16011];B҂ςB
type = ChangeAnim
trigger1 = anim = 5035
trigger1 = animTime = 0
value = 5050

;physics = N ;d͂C܂
;̂܂܂Ȃ̂(Airł͂Ȃ̂)AnðĂ܂B

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
trigger1 = CanRecover   ;ضްضް͂ضް
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
trigger1 = CanRecover   ;Ȃ
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6];ьnʂɌ
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5050+var(49),5059+var(49)]) || (anim = [5061+var(49),5069+var(49)]), 0, 25)
trigger1 = var(49) = 0
value = 5100 ;HIT_BOUNCE;ьnʂɌ
