[Statedef 1000]
type = S
movetype=I
physics = N
sprpriority = -5

[State ]
type = PosSet
trigger1 = Ishelper(1000)
x = 100
[State ]
type = PosSet
trigger1 = Ishelper(1001)
x = 200
[State ]
type = PosSet
trigger1 = Ishelper(1002)
x = -100
[State ]
type = PosSet
trigger1 = Ishelper(1003)
x = -200

[State ]
type = PosSet
trigger1 = Ishelper(1004)
x = 270

[State ]
type = PosSet
trigger1 = Ishelper(1007)
x = -270

[State ]
type = PosSet
trigger1 = Ishelper(1011)
x = 0

[State ]
type = changestate
trigger1 = Ishelper(1004)
value=1003
ignorehitpause=1

[State ]
type = changestate
trigger1 = Ishelper(1007)
value=1008
ignorehitpause=1

[State ]
type = changestate
trigger1 = Ishelper(1011)
value=1011
ignorehitpause=1

[State ]
type = changestate
trigger1 = 1
value=1001
ignorehitpause=1

[State ]
type = changestate
trigger1 = 1
value=1001
ignorehitpause=1

[Statedef 1001]
type = S
movetype=I
physics = N
anim=1100
sprpriority = -5

[State ]
type = varset
trigger1 = 1
var(39)=0

[State ]
type = PosSet
trigger1 = Ishelper
y = 0

[State ]
type = PlaySnd
trigger1 = time=0
value = S1002, 2
volume = 0
channel = 1000
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

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

[State ]
type = Explod
trigger1 = 1
anim = 1102
ID = 1101
pos = -1, -120
postype = p1
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 = -6
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State ]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
slot = 1
stateno = 1002
time = 1
forceair = 0
ignorehitpause=1

[State ]
type = Destroyself
trigger1 = root,life=0
trigger1 = root,stateno=5150

[Statedef 1002]
type = S
movetype=I
physics = N
anim=1101
sprpriority = -5

[State ]
type = Destroyself
trigger1 = root,life=0
trigger1 = root,stateno=5150

[State ]
type = varrandom
trigger1 = var(39)=0
v = 3
range = -10,10
[State ]
type = varrandom
trigger1 = var(39)=0
v = 4
range = -40,20

[State ]
type = PlaySnd
trigger1 = var(39)=0
value = S1002, 3
volume = 999
channel = 1000
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

[State ]
type = PlaySnd
trigger1 = var(39)=60
value = S1002, 1
volume = 0
channel = 1001
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

[State ]
type = PlaySnd
trigger1 = var(39)=131
value = S1002, 0
volume = 999
channel = 1002
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

[State ]
type = Explod
trigger1 = var(39)<15
anim = 1102
ID = 1101
pos = -1, -120
postype = p1
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 = -6
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State ]
type = Explod
trigger1 = var(39)=15
anim = 1102
ID = 1101
pos = -1, -120
postype = p1
facing = 0
vfacing = 0
bindtime = 1
vel = 0, -10
accel = 0, 0
random = 0, 0
removetime = 30
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = -6
ontop = 0
shadow = 0, 0, 0
ownpal = 1
ignorehitpause=1

[State ];ダメージ
type = ParentVarAdd
trigger1 = var(39) = 131
trigger1 = root,var(3)=0
trigger1 = roundstate=2
v = 4
value = -3

[State ];ダメージ
type = ParentVarAdd
trigger1 = var(39) = 131
trigger1 = root,var(3)!=0
trigger1 = roundstate=2
v = 4
value = -1

[State ]
type = MakeDust
trigger1 = var(39) = 15
pos = 0, -120
pos2 = 0, -130
spacing = 1
ignorehitpause=1

[State ]
type = changestate
trigger1 = var(39)>180
value=1001
ignorehitpause=1

[State ]
type = varadd
trigger1 = time=0
var(39)=1

[state ]
type=selfstate
trigger1=1
value=5150
ignorehitpause=1

[Statedef 1003]
type = S
movetype=I
physics = N
anim=1013
sprpriority = -5

[State ]
type = varset
trigger1 = 1
var(39)=0

[State ]
type = Destroyself
trigger1 = root,life=0
trigger1 = root,stateno=5150

[State ]
type = HitBy
trigger1 = Roundstate=2
value = C, AA
time = 1

[State ]
type = PlaySnd
trigger1 = time=0
value = S1002, 2
volume = 0
channel = 1003
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

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

[State ]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
slot = 1
stateno = 1004
time = 1
forceair = 0
ignorehitpause=1

[Statedef 1004]
type = S
movetype=I
physics = N
anim=1014
sprpriority = -5

[State ]
type = Destroyself
trigger1 = root,life=0
trigger1 = root,stateno=5150

[State ];ダメージ
type = ParentVarAdd
trigger1 = root,var(3)=0
trigger1 = helper(1005),stateno=1007
trigger1 = roundstate=2
v = 4
value = -21

[State ];ダメージ
type = ParentVarAdd
trigger1 = root,var(3)!=0
trigger1 = helper(1005),stateno=1007
trigger1 = roundstate=2
v = 4
value = -7

;タンクローリー召喚スイッチ
[State -2, ]
type = Helper
trigger1 = var(39) = 0
trigger1 = Numhelper(1005)=0
name = "tank"
;helpertype = player
ID = 1005
pos = 0,30
postype = p1
stateno = 1005
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

[State ]
type = changestate
trigger1 = Numhelper(1005)=0
trigger1 = var(39)>60
value=1003
ignorehitpause=1

[State ]
type = varadd
trigger1 = time=0
var(39)=1

[state ]
type=selfstate
trigger1=1
value=5150
ignorehitpause=1

[Statedef 1005]
type = S
movetype=I
physics = N
anim=1010
sprpriority = -8

[State ]
type = Destroyself
trigger1 = root,life=0
trigger1 = root,stateno=5150

[State ]
type = varrandom
trigger1 = time=0
v = 3
range = -30,30

[State ]
type = AngleDraw
trigger1 = 1
value = var(3)
scale = 0.5, 0.5

[State ]
type = Veladd
trigger1 = Pos Y < P2Dist y-60
y = 0.01
[State ]
type = Velset
trigger1 = Vel Y > 0.5
y = 0.5
[State ]
type = Veladd
trigger1 = Pos Y > P2Dist y-60
y = -0.01
[State ]
type = Velset
trigger1 = Vel Y < -0.5
y = -0.5

[State ]
type = Veladd
trigger1 = Pos x < P2Dist x
x = 0.01
[State ]
type = Velset
trigger1 = Vel x > 0.5
x = 0.5
[State ]
type = Veladd
trigger1 = Pos x > P2Dist x
x = -0.01
[State ]
type = Velset
trigger1 = Vel x < -0.5
x = -0.5

[State ]
type = varset
trigger1 = 1
var(4) = Pos x-Root,Pos x
[State ]
type = varset
trigger1 = 1
var(5) = pos Y

[State ]
type = changestate
triggerall = enemynear,movetype=I
trigger1 = enemynear,stateno=root,var(15)
trigger2 = enemynear,stateno=root,var(16)
trigger3 = enemynear,stateno=root,var(17)
value=1006
ignorehitpause=1

[Statedef 1006]
type = S
movetype=I
physics = N
anim=1010
sprpriority = -8

[State ]
type = Destroyself
trigger1 = root,life=0
trigger1 = root,stateno=5150

[State ]
type = PlaySnd
trigger1 = time=0
value = S1004, 0
volume = 0
channel = 1005
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

[State ]
type = varadd
trigger1 = fvar(1)<0.5
fvar(1) = 0.005

[State ]
type = varadd
trigger1 = 1
fvar(2) = 0.007

[State ]
type = varadd
trigger1 = time>20
fvar(3) = 0.001

[State ]
type = varadd
trigger1 = time>40
fvar(3) = 0.003

[State ]
type = varadd
trigger1 = time>50
fvar(3) = 0.005

[State ]
type = varadd
trigger1 = time>60
fvar(3) = 0.008

[State ]
type = AngleDraw
trigger1 = 1
value = var(3)
scale = 0.5-fvar(1), 0.5-fvar(1)

[State ]
type = SprPriority
trigger1 = 1
value = -8-time/66

[State ]
type = BindToRoot
trigger1 = 1
time = 1
facing = 0
pos = var(4), var(5)-root,Pos y-(fvar(2)*500)+(fvar(3)*500)

[State ]
type = Explod
trigger1 = time>100
anim = 6010
ID = 1006
pos = 0, 0
postype = p1
facing = 0
vfacing = 0
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = -12
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State ]
type = EnvShake
trigger1 = time>100
time = 10
freq = 60
ampl = -4
phase = 0

[State ]
type = Destroyself
trigger1 = time>100

[State ]
type = changestate
trigger1 = time>60
trigger1 = time<80
trigger1 = root,Pos x - Pos x < 50
trigger1 = root,Pos x - Pos x > -50
trigger1 = root,Pos y - Pos y < 50
trigger1 = root,Pos y - Pos y > -50
value=1007
ignorehitpause=1

[Statedef 1007]
type = S
movetype=I
physics = N
anim=1010

[State ]
type = Destroyself
trigger1 = root,life=0
trigger1 = root,stateno=5150

[State ]
type = PlaySnd
trigger1 = time=0
value = S6000, 0
volume = 0
channel = 1006
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

[State ]
type = EnvShake
trigger1 = time=0
time = 15
freq = 60
ampl = -6
phase = 0

[State ]
type = AngleDraw
trigger1 = 1
value = var(3)
scale = 0.5-fvar(1), 0.5-fvar(1)

[State ]
type = BindToRoot
trigger1 = 1
time = 1
facing = 0
pos = var(4), var(5)-root,Pos y-(fvar(2)*500)+(fvar(3)*500)

[State ]
type = Explod
trigger1 = time=0
anim = 6010
ID = 1006
pos = 0, 0
postype = p1
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 = -9
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State ]
type = Destroyself
trigger1 = time=1


[Statedef 1008]
type = S
movetype=I
physics = N
anim=1013
sprpriority = -5

[State ]
type = varset
trigger1 = 1
var(39)=0

[State ]
type = Destroyself
trigger1 = root,life=0
trigger1 = root,stateno=5150

[State ]
type = HitBy
trigger1 = roundstate=2
value = C, AA
time = 1

[State ]
type = PlaySnd
trigger1 = time=0
value = S1002, 2
volume = 0
channel = 1007
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

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

[State ]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
slot = 1
stateno = 1009
time = 1
forceair = 0
ignorehitpause=1

[Statedef 1009]
type = S
movetype=I
physics = N
anim=1014
sprpriority = -5

[State ]
type = Destroyself
trigger1 = root,life=0
trigger1 = root,stateno=5150

[State ];ダメージ
type = ParentVarAdd
trigger1 = root,stateno!=19
trigger1 = root,var(3)=0
trigger1 = helper(1009),fvar(2)<-15
trigger1 = helper(1009),fvar(2)>-30
trigger1 = roundstate=2
v = 4
value = -3
[State ];ダメージ
type = ParentVarAdd
trigger1 = root,stateno!=19
trigger1 = root,var(3)!=0
trigger1 = helper(1009),fvar(2)<-15
trigger1 = helper(1009),fvar(2)>-30
trigger1 = roundstate=2
v = 4
value = -1
[State ];ダメージ
type = ParentVarAdd
trigger1 = root,stateno=19
trigger1 = root,var(3)=0
trigger1 = helper(1009),fvar(2)<-45
trigger1 = helper(1009),fvar(2)>-85
trigger1 = roundstate=2
v = 4
value = -3
[State ];ダメージ
trigger1 = root,stateno=19
type = ParentVarAdd
trigger1 = root,var(3)!=0
trigger1 = helper(1009),fvar(2)<-45
trigger1 = helper(1009),fvar(2)>-85
trigger1 = roundstate=2
v = 4
value = -1

[State ]
type = varadd
trigger1 = time=0
var(39)=1

[state ]
type=selfstate
trigger1=1
value=5150
ignorehitpause=1

[Statedef 1010]
type = S
movetype=I
physics = N
anim=1009
sprpriority = -9

[State ]
type = Destroyself
trigger1 = root,life=0
trigger1 = root,stateno=5150

[State ]
type = Explod
trigger1 = helper(1007),stateno=5150
trigger1 = helper(1007),var(39)=1
anim = 6010
ID = 1009
pos = 10, -50
postype = p1
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 = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
trigger1 = helper(1007),stateno=5150
trigger1 = helper(1007),var(39)=5
anim = 6010
ID = 1009
pos = -10, -60
postype = p1
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 = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
trigger1 = helper(1007),stateno=5150
trigger1 = helper(1007),var(39)=10
anim = 6010
ID = 1009
pos = 10, -70
postype = p1
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 = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
trigger1 = helper(1007),stateno=5150
trigger1 = helper(1007),var(39)=15
anim = 6010
ID = 1009
pos = -10, -80
postype = p1
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 = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State ]
type = AngleDraw
trigger1 = fvar(2)>-90
value = fvar(2)
scale = 1, 1
[State ]
type = AngleDraw
trigger1 = fvar(2)<=-90
value = -90
scale = 1, 1

[State ]
type = varadd
trigger1 = helper(1007),stateno=5150
trigger1 = helper(1007),var(39)>20
fvar(2)=-0.01
[State ]
type = varadd
trigger1 = helper(1007),stateno=5150
trigger1 = helper(1007),var(39)>40
fvar(2)=-0.05
[State ]
type = varadd
trigger1 = helper(1007),stateno=5150
trigger1 = helper(1007),var(39)>60
fvar(2)=-0.1
[State ]
type = varadd
trigger1 = helper(1007),stateno=5150
trigger1 = helper(1007),var(39)>80
fvar(2)=-0.1
[State ]
type = varadd
trigger1 = helper(1007),stateno=5150
trigger1 = helper(1007),var(39)>90
fvar(2)=-0.1

[State ]
type = Explod
trigger1 = root,stateno!=19
trigger1 = helper(1007),stateno=5150
trigger1 = fvar(2)<-15
trigger1 = fvar(2)>-30
anim = 6010
ID = 1009
pos = -170*cos(-fvar(2)*Pi/180+90*Pi/180),-170*sin(-fvar(2)*Pi/180+90*Pi/180)
postype = p1
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 50, 50
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
trigger1 = root,stateno=19
trigger1 = helper(1007),stateno=5150
trigger1 = fvar(2)<-45
trigger1 = fvar(2)>-90
anim = 6010
ID = 1009
pos = -90*cos(-fvar(2)*Pi/180+90*Pi/180),-90*sin(-fvar(2)*Pi/180+90*Pi/180)
postype = p1
facing = 0
vfacing = 0
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 50, 50
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = -8
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State ]
type = PlaySnd
trigger1 = root,stateno!=19
trigger1 = helper(1007),stateno=5150
trigger1 = fvar(2)<-15
trigger1 = fvar(2)>-30
trigger1 = time%5=0
value = S6000, 0
volume = -50
channel = 6001
lowpriority = 1
freqmul = 0.5
loop = 0
pan = 0
[State ]
type = PlaySnd
trigger1 = root,stateno=19
trigger1 = helper(1007),stateno=5150
trigger1 = fvar(2)<-45
trigger1 = fvar(2)>-90
trigger1 = time%5=0
value = S6000, 0
volume = -50
channel = 6001
lowpriority = 1
freqmul = 0.5
loop = 0
pan = 0

[State ]
type = PlaySnd
triggerall = helper(1007),stateno=5150
trigger1 = helper(1007),var(39)=1
trigger2 = helper(1007),var(39)=10
value = S6000, 0
volume = -50
channel = 1006
lowpriority = 0
freqmul = 0.8
loop = 0
pan = 0
persistent=0

[State ]
type = EnvShake
trigger1 = helper(1007),stateno=5150
trigger1 = helper(1007),var(39)=1
time = 30
freq = 60
ampl = -2
phase = 0

[State ]
type = EnvShake
trigger1 = helper(1007),stateno=5150
trigger1 = fvar(2)<-89
trigger1 = fvar(2)>-90
time = 40
freq = 60
ampl = -2
phase = 0

[State ]
type = BindToRoot
trigger1 = helper(50),stateno=9
time = 1
facing = 0
pos = -60, helper(50),Pos y -root,Pos y

[Statedef 1011]
type = S
movetype=I
physics = N
anim=1013
sprpriority = -5

[State ]
type = varset
trigger1 = 1
var(39)=0

[State ]
type = Destroyself
trigger1 = root,life=0
trigger1 = root,stateno=5150

[State ]
type = HitBy
trigger1 = roundstate=2
value = C, AA
time = 1

[State ]
type = PalFX
trigger1 = var(10)!=0
time = 1
add = 0,0,0
mul = 256,0,0
invertall = 0
color = 256

[State ]
type = PlaySnd
trigger1 = time=0
value = S1002, 2
volume = 0
channel = 1007
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

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

[State ]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
slot = 1
stateno = 1012
time = 1
forceair = 0
ignorehitpause=1

[Statedef 1012]
type = S
movetype=I
physics = N
anim=1014
sprpriority = -5

[State ]
type = Destroyself
trigger1 = root,life=0
trigger1 = root,stateno=5150

[State ]
type = VarAdd
trigger1 = var(39)=0
var(10)=1
[State ]
type = Varset
trigger1 = var(39)=0
fvar(11)=1
[State ]
type = Varset
trigger1 = var(39)=0
fvar(12)=1
[State ]
type = Varset
trigger1 = var(39)=0
fvar(13)=1
[State ]
type = Varset
trigger1 = var(39)=0
fvar(14)=1
[State ]
type = Varset
trigger1 = var(39)=0
fvar(15)=1
[State ]
type = Varset
trigger1 = var(39)=0
fvar(16)=1

[State ]
type = VarAdd
trigger1 = 1
fvar(2)=0.024

[State ]
type = VarAdd
trigger1 = var(39)>55
fvar(11)=-0.025
[State ]
type = VarAdd
trigger1 = var(39)>65
fvar(12)=-0.025
[State ]
type = VarAdd
trigger1 = var(39)>75
fvar(13)=-0.025
[State ]
type = VarAdd
trigger1 = var(39)>85
fvar(14)=-0.025
[State ]
type = VarAdd
trigger1 = var(39)>95
fvar(15)=-0.025
[State ]
type = VarAdd
trigger1 = var(39)>105
fvar(16)=-0.025

[State ]
type = EnvShake
triggerall = var(10)=1
trigger1 = var(39)=55
trigger2 = var(39)=65
trigger3 = var(39)=75
trigger4 = var(39)=85
trigger5 = var(39)=95
trigger6 = var(39)=105
time = 5
freq = 60
ampl = -5
phase = 0

[State ];ダメージ
type = ParentVarAdd
triggerall = var(10)=1
triggerall = root,var(3)=0
triggerall = roundstate=2
trigger1 = var(39)=95
trigger2 = var(39)=105
trigger3 = var(39)=115
trigger4 = var(39)=125
trigger5 = var(39)=135
trigger6 = var(39)=145
v = 4
value = -30
[State ];ダメージ
type = ParentVarAdd
triggerall = var(10)=1
triggerall = root,var(3)!=0
triggerall = roundstate=2
trigger1 = var(39)=95
trigger2 = var(39)=105
trigger3 = var(39)=115
trigger4 = var(39)=125
trigger5 = var(39)=135
trigger6 = var(39)=145
v = 4
value = -10

[State ]
type = PlaySnd
triggerall = var(10)=1
trigger1 = var(39)=95
trigger2 = var(39)=105
trigger3 = var(39)=115
trigger4 = var(39)=125
trigger5 = var(39)=135
trigger6 = var(39)=145
value = S6000, 0
volume = -50
channel = 6001
lowpriority = 1
freqmul = 0.8
loop = 0
pan = 0

[State ]
type = PlaySnd
trigger1 = var(10)=1
trigger1 = var(39)=50
value = S1005, 0
volume = 200
channel = 1011
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

[State ]
type = Explod
trigger1 = var(10)=1
trigger1 = var(39)<40
anim = 1011
ID = 1011
pos = 0, 40-var(39)
postype = p1
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 = -7
ontop = 0
shadow = 0, 0, 0
ownpal = 1
[State ]
type = Explod
trigger1 = var(10)=1
trigger1 = var(39)>39
trigger1 = var(39)<261
anim = 1011
ID = 1011
pos = 0, 0
postype = p1
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 = -7
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State ]
type = Explod
trigger1 = var(10)=1
trigger1 = var(39)>260
anim = 1011
ID = 1011
pos = 0, -260+var(39)
postype = p1
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 = -7
ontop = 0
shadow = 0, 0, 0
ownpal = 1

[State ];ダメージ
type = ParentVarAdd
triggerall = var(10)>1
triggerall = root,var(3)=0
triggerall = roundstate=2
trigger1 = var(39)=200
trigger1 = root,stateno=19
trigger1 = root,Pos y >-100
v = 4
value = -333
[State ];ダメージ
type = ParentVarAdd
triggerall = var(10)>1
triggerall = root,var(3)!=0
triggerall = roundstate=2
trigger1 = var(39)=200
trigger1 = root,stateno=19
trigger1 = root,Pos y >-100
v = 4
value = -111

[State ]
type = PlaySnd
trigger1 = var(10)>1
trigger1 = var(39)=0
value = S1005, 1
volume = 0
channel = 1012
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

[State ]
type = PlaySnd
trigger1 = var(10)>1
trigger1 = var(39)=200
value = S6000, 0
volume = 200
channel = 1013
lowpriority = 0
freqmul = 0.7
loop = 0
pan = 0
persistent=0

[State ]
type = EnvShake
trigger1 = var(10)>1
trigger1 = var(39)=200
time = 30
freq = 60
ampl = -3
phase = 0
persistent=0

[State ]
type = PlaySnd
trigger1 = var(10)>1
trigger1 = var(39)=200
value = S6000, 0
volume = 200
channel = 1014
lowpriority = 0
freqmul = 0.3
loop = 0
pan = 0
persistent=0

[State ]
type = PalFX
trigger1 = var(10)>1
time = 1
add = 0,0,0
mul = 0,256,256
invertall = 0
color = 256

[State ]
type = changestate
trigger1 = var(39)>300
trigger1 = var(10)=1
value=1011
ignorehitpause=1

[State ]
type = varadd
trigger1 = time=0
var(39)=1

[state ]
type=selfstate
trigger1=1
value=5150
ignorehitpause=1