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Ⴉ߂Ⴞ猩Â炢ł


; L[iSĕK啶Łj
;
; @B @FuvɃL[i Backward j
; @D @FuvɃL[i Downward j
; @F @FuOvɃL[i Forward j
; @U @FuvɃL[i Upward j
;
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; @UF@FuO΂ߏvɃL[iuUvƁuFvɓ͂ꂽFj
;
; {^iSĕKŁj
;
; @a @Fu`{^v
; @b @Fua{^v
; @c @Fub{^v
; @x @Fuw{^v
; @y @Fux{^v
; @z @Fuy{^v
; @s @FuX^[g{^v

Ռg̒\
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
trigger21 = AnimElem = 21



wp[֘A
[State 1000,wp[]
type = Helper
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
trigger21 = AnimElem = 21
ID = 1010
pos = 0,0
postype = p1
facing = -1
stateno =1010
helpertype = normal
name = "houkousyougekiha"
keyctrl = 0
ownpal = 1



[State 1010,1];GĕgoOΏ
type = NotHitBy
trigger1 = time >= 0
value = SCA, NA, SA, HA, NT, ST, HT

;---------------------------------------------------------------------------
;ŗp̃Xe[g


[State 1010,2];wp[P
type = Destroyself
trigger1 = time >= 170;70ȏソ

;U
[Statedef 1010]
type = null;A 
movetype= A 
velset = 0,0
anim = 1010 ;Aj[V
sprpriority = 10

[State 1010,0]
type = null;HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
trigger21 = AnimElem = 21
attr = S, SP
damege = 50,25
getpawer = 20,10
sparkxy = 0,0
fall = 0
guardflag = MA
sparkno = 1
sparkxy = 0,0
sprpriority = 4
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 4



[State 1010,1 ChangeState]
type = null;ChangeState
trigger1 = AnimTime = 70
value = 0
ctrl = 1


;U
[Statedef 1010]
type = A 
movetype= A 
Physics = N
velset = 0,0
ctrl = 0
anim = 1010 ;Aj[V
sprpriority = 10