[Data]
;Amount of life to start with
;体力ゲージの初期値
life = 1000
;attack power (more is stronger)
;攻撃ダメージ
attack = 100
;defensive power (more is stronger)
;体力パワー
defence = 100
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 60
;Number of points for juggling
airjuggle = 15
;Default hit spark number for HitDefs
sparkno = 2
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = 0
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 4
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
;サウンド
;0-0から0-7まで通常の笑い声
;1-0:暴風
;1-1:地響き
;190-0:カウントダウン
;200-0:ギア稼動
;210-0:レーザービーム発射
;210-1:レーザービームhit
;220-0から220-3まで雨風暴風三連発
;500-0:使い魔出現笑い声
;500-1:使い魔攻撃笑い声
;500-2:使い魔の攻撃hit
;1000-0:ビル落下
;1000-1:ビル直撃
;1002-0:ランチャー直撃
;1002-1:ランチャー落下
;1002-2:ランチャー補充
;1002-3:ランチャー発射
;1004-0:タンクローリー
;1005-0:88式発射
;1005-1:バクダンピコピコ
;5150-0から5150-3まで断末魔
;6000-0:爆発音
;-----------------------------------------------------------------------------------------------
;var(1)=魔方陣の回転速度
;var(2)=ギアチェンジフラグ
;var(3)=難易度設定
;var(4)=ライフの計算


;fvar(1)=人形の180度回転速度
;fvar(2)=魔方陣と本体の拡大縮小率
;fvar(3)=Pos X つまり横方向の位置取り記録
;fvar(4)=P2BodyDist Yの記録
;fvar(5)=どのくらいの秒数で人形が真上に来るかのconfig設定変数

;fvar(11)=88式のタイマー
;fvar(12)=88式のタイマー
;fvar(13)=88式のタイマー
;fvar(14)=88式のタイマー
;fvar(15)=88式のタイマー
;fvar(16)=88式のタイマー
;-----------------------------------------------------------------------------------------------

;---------------------------------------------------------------------------
[Statedef 170];時間負け
type = S
ctrl = 0
velset = 0,0
sprpriority = -13

[State ]
type = varset
trigger1 = 1
fvar(2)=0

[State ]
type = ChangeAnim
trigger1 = Anim != 0
value = 0

[State ]
type = CtrlSet
trigger1 = 1
value = 0

[State ]
type = AngleDraw
trigger1 = 1
value = var(1)*0.15
scale = fvar(2)+0.25, fvar(2)+0.25

[State ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 240

[State 10010, 1]
type = DestroySelf
trigger1 = Ishelper

[Statedef 180];勝ち
type = S
sprpriority = -13

[State ]
type = varset
trigger1 = 1
fvar(2)=0

[State ]
type = ChangeAnim
trigger1 = Anim != 0
value = 0

[State ]
type = CtrlSet
trigger1 = 1
value = 0

[State ]
type = AngleDraw
trigger1 = 1
value = var(1)*0.15
scale = fvar(2)+0.25, fvar(2)+0.25

[State ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 240

[State 10010, 1]
type = DestroySelf
trigger1 = Ishelper

[Statedef 190]
type = S
physics = S
sprpriority = -13

[State ]
type = EnvShake
trigger1 = time = 320
time = 40
freq = 60
ampl = -10
phase = 0

[State ]
type = PlaySnd
trigger1 = time=320
value = S200, 0
volume = 100
channel = 191
lowpriority = 0
freqmul = 1.1
loop = 0;
pan = 0

[State ]
type = PlaySnd
trigger1 = time=60
trigger2 = time=120
trigger3 = time=188
trigger4 = time=257
value = S190, 0
volume = 500
channel = 190
lowpriority = 0
freqmul = 0.9
loop = 0;
pan = 0

[State ]
type = Explod
trigger1 = time=60
anim = 190
ID = 190
pos = -20, 0
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 15
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
[State ]
type = Explod
trigger1 = time=120
anim = 191
ID = 191
pos = -20, 0
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 15
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
[State ]
type = Explod
trigger1 = time=188
anim = 192
ID = 192
pos = -20, 0
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 15
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
[State ]
type = Explod
trigger1 = time=257
anim = 193
ID = 193
pos = -20, 0
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 15
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1

[State ]
type = varadd
trigger1 = time<310
fvar(2)=0.0001

[State ]
type = varadd
trigger1 = time>320
trigger1 = time<340
fvar(2)=0.03

[State ]
type = varadd
trigger1 = fvar(2)!=0
trigger1 = time>340
fvar(2)=-0.03

[State ]
type = varset
trigger1 = time=355
fvar(2)=0

[State ]
type = varset
trigger1 = time=0
fvar(2)=-0.25

[State ]
type = AngleDraw
trigger1 = 1
value = var(1)*0.15
scale = fvar(2)+0.25, fvar(2)+0.25

[State ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 240

[State ]
type = Posset
trigger1 = Roundstate<2
x = 0

[State ]
type = AssertSpecial
trigger1 = fvar(2)!=0
flag = intro

[State ]
type = varset
trigger1 = 1
var(2)=0

[State ]
type = varset
trigger1 = time=320
var(2)=1

[State ]
type = changestate
trigger1 = time>360
trigger1 = fvar(2)=0
value=191

[Statedef 191]
type = S
physics = S
sprpriority = -13

[State ]
type = AngleDraw
trigger1 = 1
value = var(1)*0.15
scale = fvar(2)+0.25, fvar(2)+0.25

[State ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 240

[State ]
type = varadd
trigger1 = roundstate=2
var(38)=1

[State ]
type = Posset
trigger1 = 1
x = 0

[State ]
type = changestate
trigger1 = var(38)>10
trigger1 = time>10
value=0

[Statedef -2]

[State -2, ]
type=turn
Trigger1 = Facing = -1

;ヘルパー-----------------------------------------------------
;足元測定
[State -2, ];1
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(50) = 0
trigger1 = roundstate<3
name = "a"
;helpertype = player
ID = 50
pos = 0,0
postype = p1
stateno = 9
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=25
size.yscale=25
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10
;結界1
[State -2, ];2
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(1) = 0
trigger1 = roundstate<3
name = "kekkai"
;helpertype = player
ID = 1
pos = 0,0
postype = p1
stateno = 1
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10
;結界2
[State -2, ];3
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(2) = 0
trigger1 = roundstate<3
name = "kekkai"
;helpertype = player
ID = 2
pos = 0,0
postype = p1
stateno = 2
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10
;スカート1
[State -2, ];4
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(3) = 0
trigger1 = roundstate<3
name = "sukato"
;helpertype = player
ID = 3
pos = 0,0
postype = p1
stateno = 3
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10
;スカート2
[State -2, ];5
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(4) = 0
trigger1 = roundstate<3
name = "sukato2"
;helpertype = player
ID = 4
pos = 0,0
postype = p1
stateno = 4
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10
;歯車
[State -2, ];6
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(5) = 0
trigger1 = roundstate<3
name = "haguruma"
;helpertype = player
ID = 5
pos = 0,0
postype = p1
stateno = 5
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10
;人形
[State -2, ];7
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(6) = 0
trigger1 = roundstate<3
name = "ningyo"
;helpertype = player
ID = 6
pos = 0,0
postype = p1
stateno = 6
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10
;頭の飾り
[State -2, ];8
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(7) = 0
trigger1 = roundstate<3
name = "b"
;helpertype = player
ID = 7
pos = 0,0
postype = p1
stateno = 7
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10
;奥の街並み
[State -2, ];9
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(8) = 0
trigger1 = roundstate<3
name = "matinami"
;helpertype = player
ID = 8
pos = 0,0
postype = p1
stateno = 8
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10

;頭の飾り
[State -2, ];10
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(7) = 0
trigger1 = roundstate<3
name = "b"
;helpertype = player
ID = 7
pos = 0,0
postype = p1
stateno = 7
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10
;ギア上部
[State -2, ];11
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(13) = 0
trigger1 = roundstate<3
name = "gia1"
;helpertype = player
ID = 13
pos = 0,0
postype = p1
stateno = 13
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10
;ギア下部
[State -2, ];12
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(14) = 0
trigger1 = roundstate<3
name = "gia2"
;helpertype = player
ID = 14
pos = 0,0
postype = p1
stateno = 14
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10

;ロケットランチャー
[State -2, ];13
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(1000) = 0
trigger1 = roundstate<3
name = "attack"
helpertype = player
ID = 1000
pos = 0,0
postype = p1
stateno = 1000
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10
;ロケットランチャー
[State -2, ];14
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(1001) = 0
trigger1 = roundstate<3
name = "attack"
helpertype = player
ID = 1001
pos = -100,0
postype = p1
stateno = 1000
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10
;ロケットランチャー
[State -2, ];15
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(1002) = 0
trigger1 = roundstate<3
name = "attack"
helpertype = player
ID = 1002
pos = 0,0
postype = p1
stateno = 1000
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10
;ロケットランチャー
[State -2, ];16
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(1003) = 0
trigger1 = roundstate<3
name = "attack"
helpertype = player
ID = 1003
pos = 100,0
postype = p1
stateno = 1000
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10

;タンクローリー召喚スイッチ
[State -2, ];17
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(1004) = 0
trigger1 = roundstate<3
name = "attack"
helpertype = player
ID = 1004
pos = 100,0
postype = p1
stateno = 1000
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10

;塔爆破スイッチ
[State -2, ];18
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(1007) = 0
trigger1 = roundstate<3
name = "attack"
helpertype = player
ID = 1007
pos = 100,0
postype = p1
stateno = 1000
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10
;塔スイッチ
[State -2, ];19
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(1009) = 0
trigger1 = roundstate<3
name = "attack"
;helpertype = player
ID = 1009
pos = 100,0
postype = p1
stateno = 1010
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=0.5
size.yscale=0.5
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10

;88式スイッチ
[State -2, ];20
type = Helper
triggerall = !IsHelper
trigger1 = NumHelper(1011) = 0
trigger1 = roundstate<3
name = "attack"
helpertype = player
ID = 1011
pos = 0,0
postype = p1
stateno = 1000
keyctrl = 0
ownpal = 1
facing = 0
size.xscale=1
size.yscale=1
size.ground.back = 10
size.ground.front = 10
size.air.back = 10
size.air.front = 10


;変数代入-----------------------------------------------------

[State ]
type = varadd
trigger1 = !Ishelper
var(1)=1

[State ]
type = varadd
trigger1 = !Ishelper
var(1)=1

;エフェクト---------------------------------------------------
[State ]
type = Explod
trigger1 = !Ishelper
trigger1 = numExplod(1005) = 0
trigger1 = roundstate<3
anim = 1005
ID = 1005
pos = 0, -6
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1.1, 1.1
sprpriority = -15
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State ]
type = Explod
trigger1 = !Ishelper
trigger1 = helper(1000),stateno=5150
trigger1 = helper(1000),var(39)>100
trigger1 = helper(1000),var(39)<130
anim = 1102
ID = 1101
pos = 10+helper(1000),var(3), ((helper(1000),var(39)-100)*5)-150+helper(1000),var(4)
postype = p1
facing = 0
vfacing = -1
bindtime = -1
vel = 0, 5
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
trigger1 = !Ishelper
trigger1 = helper(1000),stateno=5150
trigger1 = helper(1000),var(39)=131
anim = 1103
ID = 1101
pos = 10+helper(1000),var(3), ((helper(1000),var(39)-100)*5)-150+helper(1000),var(4)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 5
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
trigger1 = !Ishelper
trigger1 = helper(1001),stateno=5150
trigger1 = helper(1001),var(39)>100
trigger1 = helper(1001),var(39)<130
anim = 1102
ID = 1101
pos = 20+helper(1001),var(3), ((helper(1001),var(39)-100)*5)-150+helper(1001),var(4)
postype = p1
facing = 0
vfacing = -1
bindtime = -1
vel = 0, 5
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
trigger1 = !Ishelper
trigger1 = helper(1001),stateno=5150
trigger1 = helper(1001),var(39)=131
anim = 1103
ID = 1101
pos = 20+helper(1001),var(3), ((helper(1001),var(39)-100)*5)-150+helper(1001),var(4)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 5
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
trigger1 = !Ishelper
trigger1 = helper(1002),stateno=5150
trigger1 = helper(1002),var(39)>100
trigger1 = helper(1002),var(39)<130
anim = 1102
ID = 1101
pos = -10+helper(1002),var(3), ((helper(1002),var(39)-100)*5)-150+helper(1002),var(4)
postype = p1
facing = 0
vfacing = -1
bindtime = -1
vel = 0, 5
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
trigger1 = !Ishelper
trigger1 = helper(1002),stateno=5150
trigger1 = helper(1002),var(39)=131
anim = 1103
ID = 1101
pos = -10+helper(1002),var(3), ((helper(1002),var(39)-100)*5)-150+helper(1002),var(4)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 5
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
trigger1 = !Ishelper
trigger1 = helper(1003),stateno=5150
trigger1 = helper(1003),var(39)>100
trigger1 = helper(1003),var(39)<130
anim = 1102
ID = 1101
pos = -20+helper(1003),var(3), ((helper(1003),var(39)-100)*5)-150+helper(1003),var(4)
postype = p1
facing = 0
vfacing = -1
bindtime = -1
vel = 0, 5
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
trigger1 = !Ishelper
trigger1 = helper(1003),stateno=5150
trigger1 = helper(1003),var(39)=131
anim = 1103
ID = 1101
pos = -20+helper(1003),var(3), ((helper(1003),var(39)-100)*5)-150+helper(1003),var(4)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 5
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State ]
type = Explod
triggerall = helper(1011),var(10)=1
trigger1 = !Ishelper
trigger1 = helper(1011),stateno=5150
trigger1 = helper(1011),var(39)>55
trigger1 = helper(1011),var(39)<95
anim = 1012
ID = 1012
pos = (helper(1011),Pos x-Pos x)*helper(1011),fvar(11), (helper(1011),Pos y-Pos y-80)*helper(1011),fvar(11)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 2.32-helper(1011),fvar(2), 2.32-helper(1011),fvar(2)
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
triggerall = helper(1011),var(10)=1
trigger1 = !Ishelper
trigger1 = helper(1011),stateno=5150
trigger1 = helper(1011),var(39)>65
trigger1 = helper(1011),var(39)<105
anim = 1012
ID = 1012
pos = (helper(1011),Pos x-Pos x-70)*helper(1011),fvar(12), (helper(1011),Pos y-Pos y-80)*helper(1011),fvar(12)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 2.56-helper(1011),fvar(2), 2.56-helper(1011),fvar(2)
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
triggerall = helper(1011),var(10)=1
trigger1 = !Ishelper
trigger1 = helper(1011),stateno=5150
trigger1 = helper(1011),var(39)>75
trigger1 = helper(1011),var(39)<115
anim = 1012
ID = 1012
pos = (helper(1011),Pos x-Pos x+70)*helper(1011),fvar(13), (helper(1011),Pos y-Pos y-80)*helper(1011),fvar(13)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 2.8-helper(1011),fvar(2), 2.8-helper(1011),fvar(2)
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
triggerall = helper(1011),var(10)=1
trigger1 = !Ishelper
trigger1 = helper(1011),stateno=5150
trigger1 = helper(1011),var(39)>85
trigger1 = helper(1011),var(39)<125
anim = 1012
ID = 1012
pos = (helper(1011),Pos x-Pos x)*helper(1011),fvar(14), (helper(1011),Pos y-Pos y-20)*helper(1011),fvar(14)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 3.04-helper(1011),fvar(2), 3.04-helper(1011),fvar(2)
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
triggerall = helper(1011),var(10)=1
trigger1 = !Ishelper
trigger1 = helper(1011),stateno=5150
trigger1 = helper(1011),var(39)>95
trigger1 = helper(1011),var(39)<135
anim = 1012
ID = 1012
pos = (helper(1011),Pos x-Pos x-70)*helper(1011),fvar(15), (helper(1011),Pos y-Pos y-20)*helper(1011),fvar(15)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 3.28-helper(1011),fvar(2), 3.28-helper(1011),fvar(2)
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
triggerall = helper(1011),var(10)=1
trigger1 = !Ishelper
trigger1 = helper(1011),stateno=5150
trigger1 = helper(1011),var(39)>105
trigger1 = helper(1011),var(39)<145
anim = 1012
ID = 1012
pos = (helper(1011),Pos x-Pos x+70)*helper(1011),fvar(16), (helper(1011),Pos y-Pos y-20)*helper(1011),fvar(16)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 3.52-helper(1011),fvar(2), 3.52-helper(1011),fvar(2)
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State ]
type = Explod
triggerall = helper(1011),var(10)=1
trigger1 = !Ishelper
trigger1 = helper(1011),stateno=5150
trigger1 = helper(1011),var(39)=95
anim = 6010
ID = 1012
pos = (helper(1011),Pos x-Pos x)*helper(1011),fvar(11), (helper(1011),Pos y-Pos y-80)*helper(1011),fvar(11)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 10, 10
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.2, 0.2
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
triggerall = helper(1011),var(10)=1
trigger1 = !Ishelper
trigger1 = helper(1011),stateno=5150
trigger1 = helper(1011),var(39)=105
anim = 6010
ID = 1012
pos = (helper(1011),Pos x-Pos x-70)*helper(1011),fvar(12), (helper(1011),Pos y-Pos y-80)*helper(1011),fvar(12)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 10, 10
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.2, 0.2
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
triggerall = helper(1011),var(10)=1
trigger1 = !Ishelper
trigger1 = helper(1011),stateno=5150
trigger1 = helper(1011),var(39)=115
anim = 6010
ID = 1012
pos = (helper(1011),Pos x-Pos x+70)*helper(1011),fvar(13), (helper(1011),Pos y-Pos y-80)*helper(1011),fvar(13)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 10, 10
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.2, 0.2
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
triggerall = helper(1011),var(10)=1
trigger1 = !Ishelper
trigger1 = helper(1011),stateno=5150
trigger1 = helper(1011),var(39)=125
anim = 6010
ID = 1012
pos = (helper(1011),Pos x-Pos x)*helper(1011),fvar(14), (helper(1011),Pos y-Pos y-20)*helper(1011),fvar(14)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 10, 10
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.2, 0.2
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
triggerall = helper(1011),var(10)=1
trigger1 = !Ishelper
trigger1 = helper(1011),stateno=5150
trigger1 = helper(1011),var(39)=135
anim = 6010
ID = 1012
pos = (helper(1011),Pos x-Pos x-70)*helper(1011),fvar(15), (helper(1011),Pos y-Pos y-20)*helper(1011),fvar(15)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 10, 10
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.2, 0.2
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
triggerall = helper(1011),var(10)=1
trigger1 = !Ishelper
trigger1 = helper(1011),stateno=5150
trigger1 = helper(1011),var(39)=145
anim = 6010
ID = 1012
pos = (helper(1011),Pos x-Pos x+70)*helper(1011),fvar(16), (helper(1011),Pos y-Pos y-20)*helper(1011),fvar(16)
postype = p1
facing = 0
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 10, 10
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.2, 0.2
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State ]
type = PlaySnd
triggerall = !Ishelper
trigger1 = Roundstate=0
value = S1, 0
volume = -900
channel = 1
lowpriority = 0
freqmul = 1
loop = 1
pan = 0
persistent=0

[State ]
type =varadd
triggerall = !Ishelper
triggerall = Roundstate=2
triggerall = stateno=0
trigger1 = helper(1009),fvar(2)>-15
trigger2 = helper(1009),fvar(2)<-30
fvar(1)=fvar(5)

[State ]
type =varadd
triggerall = !Ishelper
triggerall = Roundstate=2
trigger1 = helper(1009),fvar(2)<-15
trigger1 = helper(1009),fvar(2)>-30
trigger1 = fvar(1)>0
fvar(1)=-25

[State ]
type = Posadd
trigger1 = !Ishelper
x = (-Pos x+fvar(3))*0.75

[State ]
type = varset
trigger1 = !Ishelper
fvar(3)=Pos X

[State ]
type = Posset
trigger1 = !Ishelper
trigger1 = stateno!=19
y = -20-helper(50),ScreenPos Y/2

[State ]
type = lifeset
trigger1 = !Ishelper
trigger1 = var(4)>0
value = lifemax

[State ]
type = PlayerPush
trigger1 = 1
value = 0

[State ]
type = ScreenBound
trigger1 = !Ishelper
value = 1
movecamera =1,0
[State ]
type = ScreenBound
trigger1 = Ishelper
value = 0
movecamera =0,0

[State ]
type = changestate
trigger1 = win
trigger1 = !Ishelper
trigger1 = stateno!=5150
value = 5150

[state ]
type=selfstate
trigger1=ishelper(1000)||ishelper(1001)||ishelper(1002)||ishelper(1003)
trigger1=stateno=5150||stateno=1002
value=1002
ignorehitpause=1

[state ]
type=selfstate
trigger1=ishelper(1004)
trigger1=stateno=5150||stateno=1004
value=1004
ignorehitpause=1

[state ]
type=selfstate
trigger1=ishelper(1007)
trigger1=stateno=5150||stateno=1009
value=1009
ignorehitpause=1

[state ]
type=selfstate
trigger1=ishelper(1011)
trigger1=stateno=5150||stateno=1012
value=1012
ignorehitpause=1

[State ]
type = selfstate
trigger1 = roundstate>1
trigger1 = !Ishelper
trigger1 = stateno!=0
trigger1 = stateno!=[17,19]
trigger1 = stateno!=5150
trigger1 = stateno!=[190,191]
value = 0
ignorehitpause=1

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

;-------------------------------------------ライフ表示
[State ]
type = varset
trigger1 = !Ishelper
trigger1 = var(4)<0
var(4)=0
[State ]
type = varset
trigger1 = !Ishelper
trigger1 = Roundstate<2
trigger1 = var(3)!=0
trigger1 = var(4)=0
var(4)=99999

[State ]
type = varadd
trigger1 = !Ishelper
trigger1 = Roundstate=2
trigger1 = var(3)!=0
trigger1 = gametime%100=0
trigger1 = var(4)<99999
trigger1 = var(4)>0
var(4)=1

[State ]
type = NotHitBy
trigger1 = root,var(4)=0
value = SCA,AA,AP,AT
time = 1

[State ];難易度表示
type = Explod
trigger1 = !Ishelper
trigger1 = var(3)=0
anim = 9002
ID = 9002
pos = -24, 0
postype = right
facing = 0
vfacing = 0
bindtime = -1
vel = 0, -10
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 0
ignorehitpause=1
[State ];難易度表示
type = Explod
trigger1 = !Ishelper
trigger1 = var(3)=1
anim = 9003
ID = 9002
pos = -24, 0
postype = right
facing = 0
vfacing = 0
bindtime = -1
vel = 0, -10
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 0
ignorehitpause=1

[State ];5桁
type = Explod
trigger1 = !Ishelper
anim = 6000+floor(var(4)/10000)
ID = 6000
pos = 240, 230
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, -10
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 0
ignorehitpause=1
[State ];4桁
type = Explod
trigger1 = !Ishelper
anim = -floor(var(4)/10000)*10+floor(var(4)/1000)+6000
ID = 6000
pos = 255, 230
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, -10
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 0
ignorehitpause=1
[State ];3桁
type = Explod
trigger1 = !Ishelper
anim = -floor(var(4)/1000)*10+floor(var(4)/100)+6000
ID = 6001
pos = 270, 230
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, -10
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 0
ignorehitpause=1
[State ];2桁
type = Explod
trigger1 = !Ishelper
anim = -floor(var(4)/100)*10+floor(var(4)/10)+6000
ID = 6002
pos = 285, 230
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, -10
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 0
ignorehitpause=1
[State ];1桁
type = Explod
trigger1 = !Ishelper
anim = -floor(var(4)/10)*10+var(4)+6000
ID = 6003
pos = 300, 230
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, -10
accel = 0, 0
random = 0, 0
removetime = 1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 19
ontop = 0
shadow = 0, 0, 0
ownpal = 0
ignorehitpause=1

[State ]
type = changestate
trigger1 = var(4)=0
trigger1 = !Ishelper
trigger1 = stateno!=17
trigger1 = stateno!=5150
value = 17


;--------------------------------------正位置状態
[State 250, 2]
type = projectile
trigger1 = fvar(1)>=18000
trigger1 = gametime%3=0
attr = A, NA
animtype  = back
damage    = 10, 0
pausetime = 0,1000
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
;hitsound   = S0,1
;guardsound = S500,2
ground.type = high
ground.slidetime = 6
ground.hittime  = 1
ground.velocity = -1
air.velocity = -1,-1
getpower = 10,5
givepower = 0, 0
guard.kill = 1
plojID = 99999
projanim = 9004
projremovetime = 65
supermovetime = 0
pausemovetime = 0
ignorehitpause=1
[State 250, 2]
type = projectile
trigger1 = fvar(1)>=18000
trigger1 = gametime%3=1
attr = A, NP
animtype  = back
damage    = 10, 0
pausetime = 0,1000
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
;hitsound   = S0,1
;guardsound = S500,2
ground.type = high
ground.slidetime = 6
ground.hittime  = 1
ground.velocity = -1
air.velocity = -1,-1
getpower = 10,5
givepower = 0, 0
guard.kill = 1
plojID = 99999
projanim = 9004
projremovetime = 65
supermovetime = 0
pausemovetime = 0
ignorehitpause=1
[State 250, 2]
type = projectile
trigger1 = fvar(1)>=18000
trigger1 = gametime%3=2
attr = A, NT
animtype  = back
damage    = 10, 0
pausetime = 0,1000
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
;hitsound   = S0,1
;guardsound = S500,2
ground.type = high
ground.slidetime = 6
ground.hittime  = 1
ground.velocity = -1
air.velocity = -1,-1
getpower = 10,5
givepower = 0, 0
guard.kill = 1
plojID = 99999
projanim = 9004
projremovetime = 65
supermovetime = 0
pausemovetime = 0
ignorehitpause=1
[State ]
type = Explod
trigger1 = !Ishelper
trigger1 = numExplod(9005) = 0
trigger1 = fvar(1)>18000
anim = 9005
ID = 9005
pos = 0, 0
postype = left
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 19
ontop = 1
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1
[State ]
type = TargetLifeAdd
trigger1 = fvar(1)>=18000
trigger1 = gametime%2=0
value = -999999999999999
kill = 1
absolute = 1
[State ]
type = TargetLifeAdd
trigger1 = fvar(1)>=18000
trigger1 = gametime%2=1
value = 999999999999999
kill = 1
absolute = 1
[State ]
type = TargetState
trigger1 = fvar(1)>=18000
value = 800
[State ]
type = varset
trigger1 = fvar(1)>=18000
trigger1 = var(3)!=0
fvar(4)=99999

[State ]
type = varset
trigger1 = fvar(1)>18000
fvar(1)=18000

