[Statedef 1]
type = S
movetype= A
ctrl = 0
anim = 1
velset = 0,0

;--------------------------親捏造
[state ]
type = varset
trigger1 = root,var(17)=1
trigger1 = 1
sysvar(4) = 4 ;0〜56の好きな値にしてください
ignorehitpause = 1
[state ]
type = varset
trigger1 = root,var(17)=1
trigger1 = 1
sysvar(4) = abs(sysvar(4)%57)
ignorehitpause = 1

[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)< 2
var(39) = parent,var(0)-3372+46656-(4*sysvar(4))
ignorehitpause=1

[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(40) = parent,var(sysvar(4))
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(41) = parent,var(sysvar(4)+1)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(42) = parent,var(sysvar(4)+2)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(43) = parent,var(sysvar(4)+3)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(44) = parent,var(sysvar(4)+4)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(45) = parent,var(sysvar(4)+5)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(46) = parent,var(sysvar(4)+6)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(47) = parent,var(sysvar(4)+7)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(48) = parent,var(sysvar(4)+8)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(49) = parent,var(sysvar(4)+9)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(50) = parent,var(sysvar(4)+10)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(51) = parent,var(sysvar(4)+11)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(52) = parent,var(sysvar(4)+12)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(53) = parent,var(sysvar(4)+13)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(54) = parent,var(sysvar(4)+14)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(55) = parent,var(sysvar(4)+15)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(56) = parent,var(sysvar(4)+16)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(57) = parent,var(sysvar(4)+17)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(58) = parent,var(sysvar(4)+18)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
var(59) = parent,var(sysvar(4)+19)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(0) = parent,var(sysvar(4)+20)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(1) = parent,var(sysvar(4)+21)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(2) = parent,var(sysvar(4)+22)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(3) = parent,var(sysvar(4)+23)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(4) = parent,var(sysvar(4)+24)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(5) = parent,var(sysvar(4)+25)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(6) = parent,var(sysvar(4)+26)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(7) = parent,var(sysvar(4)+27)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(8) = parent,var(sysvar(4)+28)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(9) = parent,var(sysvar(4)+29)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(10) = parent,var(sysvar(4)+30)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(11) = parent,var(sysvar(4)+31)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(12) = parent,var(sysvar(4)+32)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(13) = parent,var(sysvar(4)+33)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(14) = parent,var(sysvar(4)+34)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(15) = parent,var(sysvar(4)+35)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(16) = parent,var(sysvar(4)+36)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(17) = parent,var(sysvar(4)+37)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(18) = parent,var(sysvar(4)+38)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(19) = parent,var(sysvar(4)+39)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(20) = parent,var(sysvar(4)+40)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(21) = parent,var(sysvar(4)+41)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(22) = parent,var(sysvar(4)+42)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(23) = parent,var(sysvar(4)+43)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(24) = parent,var(sysvar(4)+44)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(25) = parent,var(sysvar(4)+45)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(26) = parent,var(sysvar(4)+46)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(27) = parent,var(sysvar(4)+47)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(28) = parent,var(sysvar(4)+48)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(29) = parent,var(sysvar(4)+49)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(30) = parent,var(sysvar(4)+50)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(31) = parent,var(sysvar(4)+51)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(32) = parent,var(sysvar(4)+52)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(33) = parent,var(sysvar(4)+53)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(34) = parent,var(sysvar(4)+54)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(35) = parent,var(sysvar(4)+55)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(36) = parent,var(sysvar(4)+56)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(37) = parent,var(sysvar(4)+57)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(38) = parent,var(sysvar(4)+58)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=2
fvar(39) = parent,var(sysvar(4)+59)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=63
var(11) = parent,var(3)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=64
var(12) = parent,var(helper(3),sysvar(4)+3)
ignorehitpause=1
[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=64
var(13) = parent,ID
ignorehitpause=1
[State ]
type = parentVarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=65
var(56) = var(!(teamside-1)+40)
ignorehitpause=1
[State ]
type = parentVarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=65
trigger1 = var(!(teamside-1)+40)=0
var(56) = var(!(teamside-1)+42)
ignorehitpause=1
[State ]
type = parentVarSet
trigger1 = root,var(17)=1
trigger1 = helper(3),var(7)=66
var(helper(3),sysvar(4)) = 1
ignorehitpause=1

[State ]
type = VarSet
trigger1 = root,var(17)=1
trigger1 = parent,ID=ID
var(10) = 1
ignorehitpause=1
[State ]
type = VarSet
trigger1 = target,alive
var(59) = 1
ignorehitpause=1
[State ]
type = VarSet
trigger1 = !target,alive
var(59) = 0
ignorehitpause=1

[state -2]
type = DisplayToClipboard;(69*4)の時parent,fvar(11)がターゲットフラグ01を指す。
trigger1 = root,var(17)=1
text = "%p,%p,%p,%p,%f"
params = parent,var(9),parent,var(11),parent,var(13),parent,var(15),parent,var(17)
ignorehitpause=1

[State -2];超熱ヘルパー
type = Helper
trigger1 = root,var(17)=1
trigger1 = time=1
trigger1 = NumHelper(3) = 0
name = "3"
ID = 3
pos = 0,0
postype = p1
stateno = 3
keyctrl = 0
ownpal = 1
facing = 0
supermovetime = 999
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10

[state ]
type = destroyself
trigger1 = root,var(17)=1
trigger1 = roundstate=2
trigger1 = var(10) = 0
persistent = 256
ignorehitpause = 1

;--------------------------親捏造無関係

[state -2];風音
type = PlaySnd
trigger1 = root,alive
trigger1 = target,vel Y<-3
value = 1, 33
volume = 300
channel = 7
lowpriority =1
freqmul = 0.7
ignorehitpause = 1

[State ]
type = PlayerPush
trigger1 = 1
value = 1

[State 170, 2]
type = ChangeAnim
trigger1 = var(1)=1
value = 99999
[State 170, 3]
type = ChangeAnim
trigger1 = var(1)=0
value = 1

[State ]
type = varset
trigger1 = 1
var(5)=(target,Pos X-Pos X)*facing
[State ]
type = varset
trigger1 = 1
var(6)=target,Pos Y - Pos Y

[State 170]
type = StateTypeSet
trigger1 = anim=99999
movetype=I
[State 170]
type = StateTypeSet
trigger1 = anim=1
movetype=A

[State 170, 7]
type = TargetDrop
trigger1 = numtarget>1
keepone = 1
[State 170, 7]
type = TargetDrop
trigger1 = target,Ishelper

[State 170, 0]
type = HitDef
trigger1 = gametime%90=0
trigger1 = roundstate=2&&root,fvar(15)!=0
trigger1 = anim=1
trigger1 = var(1) = 0
attr = ,HA
hitflag = -MAF
hitonce = 1
animtype = heavy
affectteam = E
air.animtype = Heavy
priority = 2,miss
damage = 1,0
sparkno = S2106
guard.sparkno = S2106
hitsound = S1,33
guardsound = S1,33
ground.type = light
ground.hittime = 2
air.hittime = 2
ground.velocity = 0,0
air.velocity = 0,-2
sprpriority = 1
kill = 1
guard.kill = 0
numhits = 1
getpower  = 0,0
givepower = 0,0
palfx.time = 20
palfx.add = 0,55,0
palfx.sinadd = 0,-55,0,80
[State 170, 0]
type = HitDef
trigger1 = gametime%90=30
trigger1 = roundstate=2&&root,fvar(15)!=0
trigger1 = anim=1
trigger1 = var(1) = 0
attr = ,HT
hitflag = -MAF
hitonce = 1
animtype = heavy
affectteam = E
air.animtype = Heavy
priority = 2,miss
damage = 1,0
sparkno = S2106
guard.sparkno = S2106
hitsound = S1,33
guardsound = S1,33
ground.type = light
ground.hittime = 2
air.hittime = 2
ground.velocity = 0,0
air.velocity = 0,-2
sprpriority = 1
kill = 1
guard.kill = 0
numhits = 1
getpower  = 0,0
givepower = 0,0
palfx.time = 20
palfx.add = 0,55,0
palfx.sinadd = 0,-55,0,80
[State 170, 0]
type = HitDef
trigger1 = gametime%90=60
trigger1 = roundstate=2&&root,fvar(15)!=0
trigger1 = anim=1
trigger1 = var(1) = 0
attr = ,HP
hitflag = -MAF
hitonce = 1
animtype = heavy
affectteam = E
air.animtype = Heavy
priority = 2,miss
damage = 1,0
sparkno = S2106
guard.sparkno = S2106
hitsound = S1,33
guardsound = S1,33
ground.type = light
ground.hittime = 2
air.hittime = 2
ground.velocity = 0,0
air.velocity = 0,-2
sprpriority = 1
kill = 1
guard.kill = 0
numhits = 1
getpower  = 0,0
givepower = 0,0
palfx.time = 20
palfx.add = 0,55,0
palfx.sinadd = 0,-55,0,80

[State 170, 1]
type = ReversalDef
trigger1 = gametime%30!=0
trigger2 = numtarget>0
sparkno = -1
reversal.attr = SCA,AA,AT,AP

[State ]
type = TargetLifeAdd
triggerall = root,Palno=1||root,Palno=2||root,Palno=3||root,Palno=4
triggerall = target,alive>0
trigger1 = root,stateno=3401
trigger1 = root,anim=1311
trigger1 = root,animelem=1
value = -target,life*0.1
kill = 1
absolute = 1
[State ]
type = TargetLifeAdd
triggerall = root,Palno=5||root,Palno=6||root,Palno=7||root,Palno=8
triggerall = target,alive>0
trigger1 = root,stateno=3401
trigger1 = root,anim=1311
trigger1 = root,animelem=1
value = -target,life*0.25
kill = 1
absolute = 1
[State ]
type = TargetLifeAdd
triggerall = root,Palno=9||root,Palno=10||root,Palno=11||root,Palno=12
triggerall = target,alive>0
trigger1 = root,stateno=3401
trigger1 = root,anim=1311
trigger1 = root,animelem=1
value = -target,life*0.5
kill = 1
absolute = 1

[state -2];エネルギーエフェクト
type = explod
triggerall = target,alive>0
trigger1 = root,stateno=3401
trigger1 = root,anim=1311
trigger1 = root,animelemtime(1)=[0,30]
anim = 1221
id = 226
postype = p1
pos = target,Pos X*facing-Pos X*facing,target,Pos Y-Pos Y-50
random =80,100
vel =(random-455)*0.01,(random-455)*0.01
accel = 0, -0.3
sprpriority = 2
ownpal = 1
bindtime = 1
supermove = 0
removetime = -2
scale = 0.1,0.1
ignorehitpause=1

[State -2]
type = parentvaradd
trigger1 = target,pos Y<-500-Pos Y
trigger1 = target,movetype!=H
fvar(6) = 5
ignorehitpause = 1

[State ];常時
type = TargetVeladd
triggerall = root,alive
triggerall = roundstate=2
triggerall = target,ScreenPos Y >0
trigger1 = target,statetype=A
trigger1 = target,movetype!=H
y = -target,Const(movement.yaccel)*0.5
[State ];常時
type = TargetVeladd
triggerall = root,alive
triggerall = roundstate=2
triggerall = target,ScreenPos Y >0
trigger1 = target,statetype=A
trigger1 = target,vel y>0
trigger1 = target,movetype!=H
y = -target,Const(movement.yaccel)*0.2

[State ]
type = TargetState
triggerall = roundstate=2
triggerall = target,alive>0
trigger1 = helper(215),stateno=800&helper(215),time=1
trigger2 = helper(225),stateno=800&helper(225),time=1
trigger3 = helper(315),stateno=800&helper(315),time=1
trigger4 = helper(1005),stateno=800&helper(1005),time=1
trigger5 = root,stateno=1301||root,stateno=1311
trigger5 = root,animelem=5
trigger5 = target,statetype!=A || target,Pos Y>=0
trigger6 = helper(1105),stateno=800&helper(1105),time=1
value = 5310

[State ];stateno210
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=211&root,time=[1,10]
x = (target,Pos X-Pos X+90*target,facing)*facing*0.02
[State ];stateno210
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=211&root,time=[1,10]
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y-70)*0.02

[State ];stateno220
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=221&root,time=[1,10]
x = (target,Pos X-Pos X+100*target,facing)*facing*0.02
[State ];stateno220
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=221&root,time=[1,10]
trigger1 = target,pos y<0
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y)*0.02

[State ];stateno310
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=311&root,time=[1,10]
x = (target,Pos X-Pos X+50*target,facing)*facing*0.02
[State ];stateno310
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=311&root,time=[1,10]
trigger1 = target,pos y<0
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y)*0.02

[State ];stateno410
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=411&root,time=[1,10]
x = (target,Pos X-Pos X+30*target,facing)*facing*0.02
[State ];stateno410
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=411&root,time=[1,10]
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y-80)*0.02

[State ];stateno420
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=421&root,time=[1,10]
x = (target,Pos X-Pos X+120*target,facing)*facing*0.02
[State ];stateno420
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=421&root,time=[1,10]
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y-40)*0.02

[State ];stateno1000
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=1001&root,time=[1,10]
x = (target,Pos X-Pos X+140*target,facing)*facing*0.02
[State ];stateno1000
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=1001&root,time=[1,10]
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y)*0.02

[State ];stateno1002
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=1003&root,time=[1,10]
x = (target,Pos X-Pos X+120*target,facing)*facing*0.02
[State ];stateno1002
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=1003&root,time=[1,10]
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y-50)*0.02

[State ];stateno1100
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=1101&root,time=[1,10]
x = (target,Pos X-Pos X+20*target,facing)*facing*0.02
[State ];stateno1100
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=1101&root,time=[1,10]
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y)*0.02

[State ]
type = TargetState
triggerall = roundstate=2
triggerall = target,alive>0
trigger1 = root,stateno=3401
trigger1 = root,anim=1311
trigger1 = root,animelem=1
value = 5300

[State 170, 5]
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 0, 0
[State 170, 8]
type = VarSet
trigger1 = NumTarget = 1
var(1) = 1
[State 170, 8]
type = VarSet
trigger1 = NumTarget = 0
var(1) = 0
[State 170, 8]
type = VarSet
trigger1 = NumTarget = 1
var(0) = target,ID
[State 170, 6]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[Statedef 2]
type = S
movetype= A
ctrl = 0
anim = 1
velset = 0,0

[state -2];風音
type = PlaySnd
trigger1 = root,alive
trigger1 = target,vel Y<-3
value = 1, 33
volume = 300
channel = 7
lowpriority =1
freqmul = 0.7
ignorehitpause = 1

[State ]
type = PlayerPush
trigger1 = 1
value = 1

[State ]
type = varset
trigger1 = 1
var(5)=(target,Pos X - Pos X)*facing
[State ]
type = varset
trigger1 = 1
var(6)=target,Pos Y - Pos Y

[State 170, 0]
type = HitDef
trigger1 = roundstate=2&&root,fvar(15)!=0
trigger1 = anim=1
trigger1 = gametime%90=1
trigger1 = helper(1),var(1)=1
trigger1 = var(1)=0
attr = ,HA
hitflag = -MAF
hitonce = 1
animtype = heavy
affectteam = E
air.animtype = Heavy
priority = 2,miss
damage = 1,0
sparkno = S2106
guard.sparkno = S2106
hitsound = S1,33
guardsound = S1,33
ground.type = light
ground.hittime = 2
air.hittime = 2
ground.velocity = 0,0
air.velocity = 0,-2
sprpriority = 1
kill = 1
guard.kill = 0
numhits = 1
getpower  = 0,0
givepower = 0,0
palfx.time = 20
palfx.add = 0,55,0
palfx.sinadd = 0,-55,0,80
[State 170, 0]
type = HitDef
trigger1 = roundstate=2&&root,fvar(15)!=0
trigger1 = anim=1
trigger1 = gametime%90=31
trigger1 = helper(1),var(1)=1
trigger1 = var(1)=0
attr = ,HT
hitflag = -MAF
hitonce = 1
animtype = heavy
affectteam = E
air.animtype = Heavy
priority = 2,miss
damage = 1,0
sparkno = S2106
guard.sparkno = S2106
hitsound = S1,33
guardsound = S1,33
ground.type = light
ground.hittime = 2
air.hittime = 2
ground.velocity = 0,0
air.velocity = 0,-2
sprpriority = 1
kill = 1
guard.kill = 0
numhits = 1
getpower  = 0,0
givepower = 0,0
palfx.time = 20
palfx.add = 0,55,0
palfx.sinadd = 0,-55,0,80
[State 170, 0]
type = HitDef
trigger1 = roundstate=2&&root,fvar(15)!=0
trigger1 = anim=1
trigger1 = gametime%90=61
trigger1 = helper(1),var(1)=1
trigger1 = var(1)=0
attr = ,HP
hitflag = -MAF
hitonce = 1
animtype = heavy
affectteam = E
air.animtype = Heavy
priority = 2,miss
damage = 1,0
sparkno = S2106
guard.sparkno = S2106
hitsound = S1,33
guardsound = S1,33
ground.type = light
ground.hittime = 2
air.hittime = 2
ground.velocity = 0,0
air.velocity = 0,-2
sprpriority = 1
kill = 1
guard.kill = 0
numhits = 1
getpower  = 0,0
givepower = 0,0
palfx.time = 20
palfx.add = 0,55,0
palfx.sinadd = 0,-55,0,80

[State 170, 2]
type = ChangeAnim
trigger1 = Numtarget!=0
value = 99999
[State 170, 3]
type = ChangeAnim
trigger1 = Numtarget=0
value = 1
[State 170, 1]
type = ReversalDef
trigger1 = gametime%30!=1
trigger2 = numtarget>0
sparkno = -1
reversal.attr = SCA,AA,AT,AP

[State 170, 7]
type = TargetDrop
trigger1 = numtarget>1
keepone = 1
[State 170, 7]
type = TargetDrop
trigger1 = target,Ishelper
trigger2 = target,ID=helper(1),var(0)

[State ]
type = VarSet
trigger1 = target,alive
var(59) = 1
ignorehitpause=1
[State ]
type = VarSet
trigger1 = !target,alive
var(59) = 0
ignorehitpause=1

[State ]
type = TargetLifeAdd
triggerall = root,Palno=1||root,Palno=2||root,Palno=3||root,Palno=4
triggerall = target,alive>0
trigger1 = root,stateno=3401
trigger1 = root,anim=1311
trigger1 = root,animelem=1
value = -target,life*0.1
kill = 0
absolute = 1
[State ]
type = TargetLifeAdd
triggerall = root,Palno=5||root,Palno=6||root,Palno=7||root,Palno=8
triggerall = target,alive>0
trigger1 = root,stateno=3401
trigger1 = root,anim=1311
trigger1 = root,animelem=1
value = -target,life*0.25
kill = 0
absolute = 1
[State ]
type = TargetLifeAdd
triggerall = root,Palno=9||root,Palno=10||root,Palno=11||root,Palno=12
triggerall = target,alive>0
trigger1 = root,stateno=3401
trigger1 = root,anim=1311
trigger1 = root,animelem=1
value = -target,life*0.5
kill = 0
absolute = 1

[state -2];エネルギーエフェクト
type = explod
triggerall = target,alive>0
trigger1 = root,stateno=3401
trigger1 = root,anim=1311
trigger1 = root,animelemtime(1)=[0,30]
anim = 1221
id = 226
postype = p1
pos = target,Pos X*facing-Pos X*facing,target,Pos Y-Pos Y-50
random =80,100
vel =(random-455)*0.01,(random-455)*0.01
accel = 0, -0.3
sprpriority = 2
ownpal = 1
bindtime = 1
supermove = 0
removetime = -2
scale = 0.1,0.1
ignorehitpause=1

[State ];常時
type = TargetVeladd
triggerall = root,alive
triggerall = roundstate=2
triggerall = target,ScreenPos Y >0
trigger1 = target,statetype=A
trigger1 = target,movetype!=H
y = -target,Const(movement.yaccel)*0.5
[State ];常時
type = TargetVeladd
triggerall = root,alive
triggerall = roundstate=2
triggerall = target,ScreenPos Y >0
trigger1 = target,statetype=A
trigger1 = target,vel y>0
trigger1 = target,movetype!=H
y = -target,Const(movement.yaccel)*0.2

[State ]
type = TargetState
triggerall = roundstate=2
triggerall = target,alive>0
trigger1 = helper(215),stateno=800&helper(215),time=1
trigger2 = helper(225),stateno=800&helper(225),time=1
trigger3 = helper(315),stateno=800&helper(315),time=1
trigger4 = helper(1005),stateno=800&helper(1005),time=1
trigger5 = root,stateno=1301||root,stateno=1311
trigger5 = root,animelem=5
trigger5 = target,statetype!=A || target,Pos Y>=0
trigger6 = helper(1105),stateno=800&helper(1105),time=1
value = 5310

[State ];stateno210
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=211&root,time=[1,10]
x = (target,Pos X-Pos X+90*target,facing)*facing*0.02
[State ];stateno210
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=211&root,time=[1,10]
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y-70)*0.02

[State ];stateno220
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=221&root,time=[1,10]
x = (target,Pos X-Pos X+100*target,facing)*facing*0.02
[State ];stateno220
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=221&root,time=[1,10]
trigger1 = target,pos y<0
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y)*0.02

[State ];stateno310
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=311&root,time=[1,10]
x = (target,Pos X-Pos X+50*target,facing)*facing*0.02
[State ];stateno310
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=311&root,time=[1,10]
trigger1 = target,pos y<0
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y)*0.02

[State ];stateno410
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=411&root,time=[1,10]
x = (target,Pos X-Pos X+30*target,facing)*facing*0.02
[State ];stateno410
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=411&root,time=[1,10]
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y-80)*0.02

[State ];stateno420
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=421&root,time=[1,10]
x = (target,Pos X-Pos X+120*target,facing)*facing*0.02
[State ];stateno420
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=421&root,time=[1,10]
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y-40)*0.02

[State ];stateno1000
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=1001&root,time=[1,10]
x = (target,Pos X-Pos X+140*target,facing)*facing*0.02
[State ];stateno1000
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=1001&root,time=[1,10]
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y)*0.02

[State ];stateno1002
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=1003&root,time=[1,10]
x = (target,Pos X-Pos X+120*target,facing)*facing*0.02
[State ];stateno1002
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=1003&root,time=[1,10]
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y-50)*0.02

[State ];stateno1100
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=1101&root,time=[1,10]
x = (target,Pos X-Pos X+20*target,facing)*facing*0.02
[State ];stateno1100
type = TargetVeladd
triggerall = roundstate=2
trigger1 = root,stateno=1101&root,time=[1,10]
trigger1 = target,statetype=A||target,stateno=[5300,5310]
y = (Pos Y-target,Pos Y)*0.02

[State ]
type = TargetState
triggerall = target,alive>0
trigger1 = root,stateno=3401
trigger1 = root,anim=1311
trigger1 = root,animelem=1
trigger2 = root,stateno=1301||root,stateno=1311||root,stateno=3301
trigger2 = root,animelem=5
trigger2 = target,statetype!=A || target,Pos Y>=0
value = 5300

[State -2]
type = parentvaradd
trigger1 = target,pos Y<-500-Pos Y
trigger1 = target,movetype!=H
fvar(6) = 5
ignorehitpause = 1

[State 170]
type = StateTypeSet
trigger1 = anim=99999
movetype=I
[State 170]
type = StateTypeSet
trigger1 = anim=1
movetype=A

[State 170, 5]
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 0, 0

[State 170, 8]
type = VarSet
trigger1 = NumTarget = 1
var(1) = 1
[State 170, 8]
type = VarSet
trigger1 = NumTarget = 0
var(1) = 0

[State 170, 6]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[Statedef 3];----------------------------------------------------------------------------
type = S
movetype= A
ctrl = 0
anim = 1
velset=0,0

[state -2]
type = Varset
trigger1 = var(59)=0
var(59)= parent,ID
ignorehitpause=1

[state -2]
type = DisplayToClipboard
trigger1 = 1
text = "%d,%d"
params = parent,var(0),var(59)
ignorehitpause=1

[state ]
type = destroyself
trigger1 = root,var(17)=0
persistent = 256
ignorehitpause = 1

[State 170, 0]
type = HitDef
trigger1 = var(0)<=0
trigger1 = roundstate<2
attr = ,HA
affectteam =F
hitflag = -MAF
hitonce = 1
animtype = light
air.animtype = light
priority = 2,miss
damage = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
;ground.type = non
ground.hittime = 2
air.hittime = 2
ground.velocity = 0,0
air.velocity = 0,-2
sprpriority = 1
kill = 1
guard.kill = 0
numhits = 1
getpower  = 0,0
givepower = 20,20
palfx.time = 20
palfx.add = 255,0,0
palfx.sinadd = -255,0,0,80
pausetime = 4, 0
[state 1]
type = Varadd
trigger1 = HitPauseTime>2
var(0)=60
ignorehitpause=1
[state ]
type = selfstate
trigger1 = HitPauseTime>2
value = 100000
ignorehitpause=1

[Statedef 4];----------------------------------------------------------------------------
type = U
movetype = A
physics = N
movehitpersist = 0
ctrl = 0
anim = 99999
velset = 0,0

[state ]
type = destroyself
trigger1 = sysvar(1) != 2
persistent = 256
ignorehitpause = 1
[state ]
type = varadd
trigger1 = 1
var(7) = 1
ignorehitpause = 1

[state ]
type = VarSet
trigger1 = var(7) = 1
var(56) = parent,var(56)
ignorehitpause = 1

[state ]
type = ParentVarSet
trigger1 = var(7) = 1
var(56) = 4934924
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 2
var(56) = playerid(var(59)),var(39)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 2
var(55) = 0
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 3
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(40)!=0
var(56) = playerid(var(59)),var(40)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 4
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(41)!=0
var(56) = playerid(var(59)),var(41)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 5
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(42)!=0
var(56) = playerid(var(59)),var(42)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 6
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(43)!=0
var(56) = playerid(var(59)),var(43)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 7
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(44)!=0
var(56) = playerid(var(59)),var(44)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 8
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(45)!=0
var(56) = playerid(var(59)),var(45)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 9
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(46)!=0
var(56) = playerid(var(59)),var(46)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 10
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(47)!=0
var(56) = playerid(var(59)),var(47)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 11
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(48)!=0
var(56) = playerid(var(59)),var(48)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 12
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(49)!=0
var(56) = playerid(var(59)),var(49)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 13
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(50)!=0
var(56) = playerid(var(59)),var(50)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 14
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(51)!=0
var(56) = playerid(var(59)),var(51)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 15
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(52)!=0
var(56) = playerid(var(59)),var(52)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 16
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(53)!=0
var(56) = playerid(var(59)),var(53)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 17
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(54)!=0
var(56) = playerid(var(59)),var(54)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 18
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(55)!=0
var(56) = playerid(var(59)),var(55)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 19
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(56)!=0
var(56) = playerid(var(59)),var(56)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 20
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(57)!=0
var(56) = playerid(var(59)),var(57)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 21
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(58)!=0
var(56) = playerid(var(59)),var(58)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 22
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),var(59)!=0
var(56) = playerid(var(59)),var(59)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 23
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(0)!=0
var(56) = playerid(var(59)),fvar(0)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 24
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(1)!=0
var(56) = playerid(var(59)),fvar(1)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 25
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(2)!=0
var(56) = playerid(var(59)),fvar(2)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 26
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(3)!=0
var(56) = playerid(var(59)),fvar(3)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 27
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(4)!=0
var(56) = playerid(var(59)),fvar(4)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 28
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(5)!=0
var(56) = playerid(var(59)),fvar(5)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 29
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(6)!=0
var(56) = playerid(var(59)),fvar(6)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 30
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(7)!=0
var(56) = playerid(var(59)),fvar(7)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 31
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(8)!=0
var(56) = playerid(var(59)),fvar(8)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 32
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(9)!=0
var(56) = playerid(var(59)),fvar(9)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 33
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(10)!=0
var(56) = playerid(var(59)),fvar(10)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 34
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(11)!=0
var(56) = playerid(var(59)),fvar(11)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 35
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(12)!=0
var(56) = playerid(var(59)),fvar(12)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 36
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(13)!=0
var(56) = playerid(var(59)),fvar(13)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 37
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(14)!=0
var(56) = playerid(var(59)),fvar(14)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 38
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(15)!=0
var(56) = playerid(var(59)),fvar(15)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 39
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(16)!=0
var(56) = playerid(var(59)),fvar(16)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 40
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(17)!=0
var(56) = playerid(var(59)),fvar(17)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 41
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(18)!=0
var(56) = playerid(var(59)),fvar(18)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 42
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(19)!=0
var(56) = playerid(var(59)),fvar(19)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 43
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(20)!=0
var(56) = playerid(var(59)),fvar(20)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 44
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(21)!=0
var(56) = playerid(var(59)),fvar(21)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 45
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(22)!=0
var(56) = playerid(var(59)),fvar(22)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 46
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(23)!=0
var(56) = playerid(var(59)),fvar(23)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 47
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(24)!=0
var(56) = playerid(var(59)),fvar(24)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 48
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(25)!=0
var(56) = playerid(var(59)),var(25)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 49
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(26)!=0
var(56) = playerid(var(59)),var(26)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 50
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(27)!=0
var(56) = playerid(var(59)),var(27)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 51
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(28)!=0
var(56) = playerid(var(59)),var(28)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 52
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(29)!=0
var(56) = playerid(var(59)),var(29)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 53
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(30)!=0
var(56) = playerid(var(59)),var(30)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 54
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(31)!=0
var(56) = playerid(var(59)),var(31)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 55
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(32)!=0
var(56) = playerid(var(59)),var(32)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 56
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(33)!=0
var(56) = playerid(var(59)),var(33)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 57
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(34)!=0
var(56) = playerid(var(59)),var(34)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 58
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(35)!=0
var(56) = playerid(var(59)),var(35)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 59
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(36)!=0
var(56) = playerid(var(59)),var(36)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 60
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(37)!=0
var(56) = playerid(var(59)),var(37)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 61
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(38)!=0
var(56) = playerid(var(59)),var(38)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 62
trigger1 = playerid(var(59)),var(10)=0
trigger1 = playerid(var(59)),fvar(39)!=0
var(56) = playerid(var(59)),var(39)
ignorehitpause = 1
[state ];子ヘルパーのアドレス値
type = VarSet
trigger1 = var(7) = 63
var(57) = parent,var(56)
ignorehitpause = 1
[state ]
type = ParentVarset
trigger1 = var(7) = 63
var(56) = parent,var(56)-3104-(3*4)
ignorehitpause = 1
[state ]
type = VarSet
trigger1 = var(7) = 64
var(58) = parent,var(56)
ignorehitpause = 1
[state ]
type = VarSet
trigger1 = var(7) = 64
var(55) = playerid(var(59)),var(11)-3640-(sysvar(4)*4);73まで試した
ignorehitpause = 1
[state ]
type = ParentVarset
trigger1 = var(7) = 64
var(56) = var(55)
ignorehitpause = 1
[state ]
type = ParentVarset
trigger1 = var(7) = 65
var(56) = playerid(var(59)),var(12)-3872
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 66
var(56) = var(55)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 66
var(55) = playerid(var(59)),var(13)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 67
var(56) = var(56)
ignorehitpause = 1
[state ]
type = ParentVarSet
trigger1 = var(7) = 67
var(55) = root,ID
ignorehitpause = 1

[state ];おまじない
type = VarSet
trigger1 = 1
sysvar(4) = 35;0〜56の範囲で
ignorehitpause = 1


[state ]
type = DisplayToClipboard
trigger1 = 1
text = "%p %p %p %p"
params = playerid(var(59)),var(41),playerid(var(59)),var(42),playerid(var(59)),var(43),playerid(var(59)),var(44)
ignorehitpause = 1

;--------------------------------風へるぱ-------------------------------------------
[Statedef 10013]
type = S
movetype = I
anim = 10015
Sprpriority = -6

[State ]
type = AssertSpecial
trigger1 = root,life=0
trigger1 = root,var(7)=0
trigger2 = root,life=0
trigger2 = root,var(7)=1
trigger2 = power!=0
flag = noko
ignorehitpause=1

[State ]
type = RemoveExplod
trigger1 = root,var(17)=1
trigger1 = root,var(40)=0
ignorehitpause=1

[State 170, 2]
type = ChangeAnim
trigger1 = root,var(7)=0
trigger1 = anim!=10015
value = 10015

[State 170, 2]
type = ChangeAnim
trigger1 = root,var(7)!=0
value = 99999

[State ]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 10013
time = 1
forceair = 0
ignorehitpause=1

[State 1006]
type = Changeanim
trigger1 = root,stateno=4150
value = 4514
ignorehitpause = 1

[State -1]
type = velset
trigger1 = 1
x = -(Pos X-root,Pos X)*0.07*facing

[State -1]
type = AngleDraw
trigger1 = 1
scale = 1,0.1

[state -2];エフェクト
type = Explod
trigger1 = root,var(7)=[0,1]
trigger1 = time%40=0
anim = 10013
ID = 10013
pos = 0, 0
postype = p1
facing = 1
bindtime = 20
removetime = -2
sprpriority = 25
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=3,1.5
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210
[state -2];エフェクト
type = Explod
trigger1 = root,var(7)=[0,1]
trigger1 = time%40=20
anim = 10013
ID = 10013
pos = 0, 0
postype = p1
facing = 1
bindtime = 20
removetime = -2
sprpriority = -25
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=3,1.5
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210

[state -2]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256-root,fvar(6)*0.1,256-root,fvar(6)*0.25,256
invertall = 0
color = 256

[state -2];エフェクト
type = Explod
trigger1 = root,var(7)=[0,1]
trigger1 = random<600
trigger1 = random>root,fvar(6)
anim = 10018
ID = 10018
pos = Pos X, -40
random =320,10
postype = left
facing = 1
bindtime = 20
removetime = -2
sprpriority = 75
ownpal = 0
ontop = 0
ignorehitpause = 1
scale=2,1
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210
[state -2];エフェクト
type = Explod
trigger1 = root,var(7)=[0,1]
trigger1 = random<600
trigger1 = random>root,fvar(6)-100
anim = 10018
ID = 10018
pos = Pos X, -40
random =320,10
postype = right
facing = -1
vfacing=-1
bindtime = 20
removetime = -2
sprpriority = 75
ownpal = 0
ontop = 0
ignorehitpause = 1
scale=2,1
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210

[state -2];エフェクト
type = Explod
trigger1 = root,var(7)=[0,1]
trigger1 = random<600
trigger1 = random<root,fvar(6)-100
anim = 10024
ID = 10018
pos = Pos X, -40
random =320,10
postype = left
facing = 1
bindtime = 20
removetime = -2
sprpriority = 75
ownpal = 0
ontop = 0
ignorehitpause = 1
scale=2,1
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210
[state -2];エフェクト
type = Explod
trigger1 = root,var(7)=[0,1]
trigger1 = random<600
trigger1 = random<root,fvar(6)
anim = 10024
ID = 10018
pos = Pos X, -40
random =320,10
postype = right
facing = -1
vfacing=-1
bindtime = 20
removetime = -2
sprpriority = 75
ownpal = 0
ontop = 0
ignorehitpause = 1
scale=2,1
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210

[state -2]
type = VarRandom
trigger1 = 1
v = 1
range = -480,0
[state -2]
type = VarRandom
trigger1 = 1
v = 2
range = -480,0
[state -2]
type = VarRandom
trigger1 = 1
v = 3
range = -480,0
[state -2]
type = VarRandom
trigger1 = 1
v = 4
range = -480,0
[state -2]
type = Varadd
trigger1 = 1
var(5) = 1
[state -2]
type = Varset
trigger1 = var(5)>40
var(5) = 0

[state -2];風音
type = PlaySnd
trigger1 = root,var(7)=[0,1]
trigger1 = numExplod(10003)>10 
value = 1, 33
volume = 0
channel = 7
lowpriority =1
freqmul = 0.5+random*0.001
ignorehitpause = 1

[state -2];エフェクト
type = Explod
trigger1 = root,var(7)=0
anim = 10015
ID = 10015
pos = 0, var(5)*-0.1+5
random =0,0
postype = p1
facing = 1
bindtime = 30
removetime = -2
sprpriority = -25
vel =0,0
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=(var(5)-40)*0.1-1,0.1
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210
[state -2];エフェクト
type = Explod
trigger1 = root,var(7)=0
anim = 10015
ID = 10015
pos = 0, var(5)*-0.5-4
random =0,0
postype = p1
facing = 1
bindtime = 30
removetime = -2
sprpriority = 25
vel =0,0
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=0.8,0.1
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210
[state -2];エフェクト
type = Explod
trigger1 = root,var(7)=1
anim = 10015
ID = 10015
pos = 0, var(5)*-0.5-4
random =0,0
postype = p1
facing = 1
bindtime = 30
removetime = -2
sprpriority = 25
vel =0,0
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=0.5+var(5)*0.02,0.1
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210


[state -2];エフェクト
type = Explod
trigger1 = root,var(7)=0
trigger1 = random<20
anim = 10003
ID = 10003
pos = -360, -300
random =20,200
postype = p1
facing = 1
bindtime = 30
removetime = 360
sprpriority = -25
vel =random*0.01+6,random*0.01+1
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=1+var(5)*0.1,1+var(5)*0.1
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210
[state -2];エフェクト
type = Explod
trigger1 = root,var(7)=0
trigger1 = random<20
anim = 10003
ID = 10003
pos = 360, -300
random =20,200
postype = p1
facing = -1
bindtime = 30
removetime = 360
sprpriority = 25
vel =-random*0.01-7,random*0.01+1
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=1.2+var(5)*0.1,1+var(5)*0.1
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210
[state -2];エフェクト
type = Explod
trigger1 = root,var(7)=0
trigger1 = random<20
anim = 10019
ID = 10019
pos = -360, -50
random =20,100
postype = p1
facing = 1
bindtime = 30
removetime = 360
sprpriority = -20
vel =random*0.01+7,-random*0.01
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=0.5,0.5
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210
[state -2];エフェクト
type = Explod
trigger1 = root,var(7)=0
trigger1 = random<20
anim = 10019
ID = 10019
pos = 360, -50
random =20,100
postype = p1
facing = -1
bindtime = 30
removetime = 360
sprpriority = 20
vel =-random*0.01-7,-random*0.01
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=0.6,0.6
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210

[state -2];エフェクト
type = Explod
trigger1 = root,var(7)=1
trigger1 = random<50
anim = 10003
ID = 10003
pos = 360, -300
random =20,200
postype = p1
facing = -1
bindtime = 30
removetime = 360
sprpriority = 25
vel =-random*0.01-7,random*0.01+1
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=1+var(5)*0.1,1.5+var(5)*0.1
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210
[state -2];エフェクト
type = Explod
trigger1 = root,var(7)=1
trigger1 = random<65
anim = 10019
ID = 10019
pos = 360, -50
random =20,100
postype = p1
facing = 1
bindtime = 30
removetime = 360
sprpriority = -20
vel =-random*0.01-7,-random*0.01
ownpal = 1
ontop = 0
ignorehitpause = 1
scale=0.5,0.5
pausemovetime	= 99999999999876543210
supermovetime	= 99999999999876543210

[State -1]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

;落雷ヘルパー用ｽﾃｰﾄ
;--------------------------------------------------------------------------------
[Statedef 99999]
Type    = S
Movetype= A
Physics = S
Ctrl = 0
Anim = 1361
Poweradd = 0

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -2]
type = AngleDraw
trigger1 = anim = 10005
scale =2,2
ignorehitpause=1
[State -2]
type = AngleDraw
trigger1 = anim = 10012
scale =2,2
ignorehitpause=1

[state -2];透明
type = Trans
trigger1 = anim = 10005
trigger2 = anim = 10012
trans = addalpha
alpha = 256,256
ignorehitpause=1

[State -2]
type = ParentVarAdd
trigger1 = time = 0
trigger2 = var(4)>0
v = 4
value = 252-root,var(4)
ignorehitpause=1
[State -2]
type = ParentVarAdd
trigger1 = time = 0
v = 6
value = -50
ignorehitpause=1
[State -2]
type = ParentVarAdd
trigger1 = movehit = 2
v = 6
value = 50

[State -2]
type = Varset
trigger1 = animelem=4
v = 0
value = 1
ignorehitpause=1

[State ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = random < 250
value = 10005
elem = 1
ignorehitpause =1

[State ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = random < 250
value = 10012
elem = 1
ignorehitpause =1

[State ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = random < 250
value = 1350
elem = 1
ignorehitpause =1

[State 65000,1];カメラ
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause =1

[State ];地面に落とす
type = PosSet
trigger1 = 1
y = 10
ignorehitpause = 1

[State 200];サウンド
type = Playsnd
trigger1 = time = 1
value = S1, 19
channel = 1
ignorehitpause = 1
volume = -50
freqmul = 2

[State 200];hit定義
type		= HitDef
triggerall      = ishelper
triggerall      = roundstate = 2&&root,fvar(15)!=0
trigger1        = !movecontact
trigger1	= time>=5
trigger1        = anim = 10012
attr		= , NP
hitflag		= MAFD
damage		= 50
animtype	= Light
air.animtype	= Back
ground.type	= High
priority	= 4, Hit
pausetime	= 25, 5
fall		= 0		;1だと自動立ち直りなし
fall.recover	= 0		;0だと受身不可能
fall.recovertime= 100
air.fall	= 1		;1だと自動立ち直りなし
getpower	= 0, 0
givepower	= 1, 0
ground.slidetime	= 10
ground.hittime		= 10		;相手の連ガ時間
guard.hittime 		= 9
air.hittime 		= 10
guard.ctrltime 		= 9
airguard.ctrltime 	= 9
ground.velocity		= 0, -10
guard.velocity		= 0
air.velocity		= 0, -12
airguard.velocity	= 0,-3
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S1365
guard.sparkno	= S9999
sparkxy		= -30+random%20,-75+random%20
hitsound	= S1, 20
guardsound	= S1, 21

[State 200];hit定義
type		= HitDef
triggerall      = ishelper
triggerall      = roundstate = 2&&root,fvar(15)!=0
trigger1        = !movecontact
trigger1	= AnimElemtime(4) >= 0
trigger1        = anim = 1361
attr		= , NP
hitflag		= MAFD
guardflag	= M
damage		= 77
animtype	= Light
air.animtype	= Back
ground.type	= High
priority	= 4, Hit
pausetime	= 25, 5
fall		= 0		;1だと自動立ち直りなし
fall.recover	= 0		;0だと受身不可能
fall.recovertime= 100
air.fall	= 1		;1だと自動立ち直りなし
getpower	= 0, 0
givepower	= 1, 0
ground.slidetime	= 10
ground.hittime		= 10		;相手の連ガ時間
guard.hittime 		= 9
air.hittime 		= 10
guard.ctrltime 		= 9
airguard.ctrltime 	= 9
ground.velocity		= -1, -10
guard.velocity		= -2
air.velocity		= -1.5, -12
airguard.velocity	= -2.5,-3
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S1365
guard.sparkno	= S9999
sparkxy		= -30+random%20,-75+random%20
hitsound	= S1, 20
guardsound	= S1, 21

[State 200];hit定義
type		= HitDef
triggerall      = ishelper
triggerall      = roundstate = 2&&root,fvar(15)!=0
trigger1        = !movecontact
trigger1	= AnimElemtime(4) >= 0
trigger1        = anim = 10005
attr		= , NP
hitflag		= MAFD
guardflag	= MA
damage		= 125,10
animtype	= Light
air.animtype	= Back
ground.type	= High
priority	= 4, Hit
pausetime	= 25, 5
fall		= 0		;1だと自動立ち直りなし
fall.recover	= 0		;0だと受身不可能
fall.recovertime= 100
air.fall	= 1		;1だと自動立ち直りなし
getpower	= 0, 0
givepower	= 1, 0
ground.slidetime	= 10
ground.hittime		= 10		;相手の連ガ時間
guard.hittime 		= 9
air.hittime 		= 10
guard.ctrltime 		= 9
airguard.ctrltime 	= 9
ground.velocity		= -1, -10
guard.velocity		= -2
air.velocity		= -1.5, -12
airguard.velocity	= -2.5,-3
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S1365
guard.sparkno	= S9999
sparkxy		= -30+random%20,-75+random%20
hitsound	= S1, 20
guardsound	= S1, 21

[State 200];hit定義
type		= HitDef
triggerall      = ishelper
triggerall      = roundstate = 2&&root,fvar(15)!=0
trigger1        = anim = 1350
attr		= , NP
hitflag		= MAFD
guardflag	= MA
damage		= 3
animtype	= Light
air.animtype	= Back
ground.type	= High
priority	= 4, Hit
pausetime	= 1, 5
fall		= 0		;1だと自動立ち直りなし
fall.recover	= 0		;0だと受身不可能
fall.recovertime= 100
air.fall	= 1		;1だと自動立ち直りなし
getpower	= 0, 0
givepower	= 1, 0
ground.slidetime	= 10
ground.hittime		= 10		;相手の連ガ時間
guard.hittime 		= 9
air.hittime 		= 10
guard.ctrltime 		= 9
airguard.ctrltime 	= 9
ground.velocity		= -1, -10
guard.velocity		= -2
air.velocity		= -1.5, -12
airguard.velocity	= -2.5,-3
ground.cornerpush.veloff= -3
air.cornerpush.veloff	= 0
down.cornerpush.veloff	= -3
guard.cornerpush.veloff = -3
airguard.cornerpush.veloff = 0
sparkno		= S1365
guard.sparkno	= S9999
sparkxy		= -30+random%20,-75+random%20
hitsound	= S1, 20
guardsound	= S1, 21

[State ];
type = ReversalDef
trigger1 = movecontact
reversal.attr = SCA,AA
p2stateno=5300
hitsound = -1
sparkno = -1
sparkxy = 0, 0
pausetime = 0,0
Ignorehitpause = 1

[State 200]
type = EnvShake
trigger1 = animelem=4
time = 15
freq = 60
ampl = -3
phase = 0

[State 200];ステ移動
type = destroyself
trigger1 = AnimTime = 0
trigger2 = var(59)!=0
ignorehitpause=1


;南方振動ヘルパー用ｽﾃｰﾄ
;--------------------------------------------------------------------------------
[Statedef 3003]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 10014
sprpriority = 5

[State ]
type = VarRandom
trigger1 = time%24 = 0
v = 0
range = -45,45

[State ]
type = VarRandom
trigger1 = time%24 = 0
v = 1
range = 20,-20
[State ]
type = Varset
trigger1 = time%24 = 0
var(9)=root,var(9)

[State ]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State ]
type = Angleset
trigger1 = 1
value = Var(1)

[State ]
type = PalFX
trigger1 = var(9)=1
time = 1
add = 0,0,0
mul = 256-(time%24*10),200-(time%24*10),200-(time%24*10)
invertall = 0
color = 256
[State ]
type = PalFX
trigger1 = var(9)=2
time = 1
add = 0,0,0
mul = 200-(time%24*10),200-(time%24*10),256-(time%24*10)
invertall = 0
color = 256

[State ]
type = AngleDraw
trigger1 = 1
scale = 0.5*(1+time%24*0.1),(0.5-(Var(0)*0.01))*(1+time%24*0.1)

[State ]
Type = Trans
Trigger1 = 1
Trans = Add
IgnoreHitPause = 1

[State ]
type = BindToRoot
trigger1 = time%24<10
time = 1
facing = 0
pos = 0, -57

[State ]
type = DestroySelf
triggerall = animtime = 0
trigger1 = root,var(9)=0
trigger2 = root,alive=0

[Statedef 3004]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 10020
sprpriority = 5

[State ]
type = VarRandom
trigger1 = time%24 = 0
v = 0
range = -45,45

[State ]
type = VarRandom
trigger1 = time%24 = 0
v = 1
range = 20,-20

[State ]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State ]
type = Angleset
trigger1 = 1
value = Var(1)

[State ]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256-(time%24*10),256-(time%24*10),256-(time%24*10)
invertall = 0
color = 256

[State ]
type = AngleDraw
trigger1 = 1
scale = 0.5*(1+time%24*0.2),(0.5-(Var(0)*0.02))*(1+time%24*0.2)

[State ]
Type = Trans
Trigger1 = 1
Trans = Add
IgnoreHitPause = 1

[State ]
type = DestroySelf
trigger1 = animtime = 0

[statedef 1];------------------------凍結回避用null郡。絶対増やすな、減らすな。
[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1


[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=varset
trigger1=1
var(58)=gametime*193
ignorehitpause=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=null
trigger1=1

[state ]
type=selfstate
trigger1 = !ishelper
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ignorehitpause=1