;-------------------------------------------------------------------------------
;dont hit me or else ill crash out
[Statedef 500]
type=U
movetype=U
physics=U
movehitpersist = 1
hitdefpersist = 1
persistent = 256

[State ]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[State 7]
type=CtrlSet
trigger1=1
value=0
ignorehitpause=1

[State 7]
type=ScreenBound
trigger1=1
value=0
ignorehitpause=1

[State 7]
type=PlayerPush
trigger1=1
value=0
ignorehitpause=1

[State 7]
type=LifeSet
trigger1=1
value=LifeMax
ignorehitpause=1

[State 7]
type=StateTypeSet
trigger1=1
statetype=A
movetype=I
physics=N
ignorehitpause=1

[State 0, VarAdd]
type = VarAdd
trigger1 = sysfvar(3) < 1
trigger1 = gametime%200 = [1,100]
sysfvar(3) = 0.01
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = sysfvar(3) > 0
trigger1 = gametime%200 = [101,200]
sysfvar(3) = -0.01
ignorehitpause = 1

[State 0, PosSet]
type = posset
triggerall = numenemy
trigger1 = roundstate != 2
X = Enemy(0),Pos X
Y = -80
ignorehitpause = 1
[State 0, PosSet]
type = PosSet
triggerall = numenemy
trigger1 = roundstate = 2
x = pos x + ceil((enemynear,pos x - pos x) + (sin(gametime*0.015 )*32) )*0.04
y = pos y + ceil((enemynear,pos y - pos y) + (cos(gametime*0.011 )*40) )*0.01
ignorehitpause = 1

[State ]
type = Posfreeze
trigger1 = 1
value = 1
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 20
ignorehitpause = 1

[State 0, AngleAdd]
type = AngleAdd
trigger1 = ishelper
value = -1
ignorehitpause = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = ( 1+(sin(gametime*0.01 )*0.4) ) * sysfvar(3),1+(sin(gametime*0.013)*0.4)
ignorehitpause = 1

[State 7, AssertSpecial]
type=AssertSpecial
trigger1=1
flag = noautoturn
ignorehitpause=1

[State 7, AssertSpecial]
type=AssertSpecial
trigger1 = roundstate != 2
trigger2 = !root,fvar(16)
flag = invisible
ignorehitpause=1

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State ]
type=varadd
trigger1=ishelper&&roundstate>=3
trigger1=roundstate>2&&win&&enemy,loseko
sysvar(3)=1
ignorehitpause=1

[State 1000, 5]
type = Explod
triggerall=ishelper
trigger1=roundstate>2&&win&&enemy,loseko&&sysvar(3)=1
anim = 18001
sprpriority = 9999999998
postype = back
scale = 0.65,0.65
pos = 0,0
removetime=40
bindtime = -1
ontop = 1
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1000, 5]
type = Explod
triggerall=ishelper
trigger1=roundstate>2&&win&&enemy,loseko&&sysvar(3)=1
anim = 18002
sprpriority = 9999999998
postype = back
scale = 0.65,0.65
pos = 0,0
removetime=40
bindtime = -1
ontop = 1
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State ]
type = Explod
triggerall=ishelper
trigger1=roundstate>2&&win&&enemy,loseko&&sysvar(3)=1
anim = 99
id = 99
sprpriority = 9999999999
ontop = 1
postype = back
pos = 0,0
bindtime = -1
scale = .5,.5
supermove = 0
removetime = 93
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = Explod
triggerall=ishelper
trigger1=roundstate>2&&win&&enemy,loseko&&sysvar(3)=1
anim = 31144
id = 14411414
sprpriority = 10000
postype = back
pos = 0,0
bindtime = -1
scale = 1,1
supermove = 0
removetime = -1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state ]
type=playsnd
triggerall=ishelper
trigger1=roundstate>2&&win&&enemy,loseko&&sysvar(3)=1
value=s87,4
volume=255
channel = 4
ignorehitpause=1

[state ]
type=playsnd
triggerall=ishelper
trigger1=roundstate>2&&win&&enemy,loseko&&sysvar(3)=1
value=s87,1
volume=255
channel = 5
ignorehitpause=1

[state ]
type=playsnd
triggerall=ishelper
trigger1=roundstate>2&&win&&enemy,loseko&&sysvar(3)=1
value=s87,0
volume=255
channel = 6
ignorehitpause=1

[state ]
type=playsnd
triggerall=ishelper
trigger1=roundstate>2&&win&&enemy,loseko&&sysvar(3)=1
value=s87,ifelse(random%2,12,9)
freqmul = 0.7
channel = 7
ignorehitpause=1

[state ]
type=assertspecial
trigger1=ishelper&&roundstate>=3
trigger1=sysvar(3) = [1,50]
flag = nobardisplay
ignorehitpause=1

[State 12000,アニメ固定]
type = Changeanim
triggerall = roundstate != 2
trigger1 = anim != 33004
value = 33004
ignorehitpause = 1

[State ]
type = Changeanim
triggerall = roundstate = 2
trigger1 = anim != 33005
value = 33005
ignorehitpause = 1

[State 0, nothitby]
type=nothitby
trigger1=roundstate!=2
value=SCA
time=30
ignorehitpause=1

[State 0, nothitby]
type=nothitby
triggerall=roundstate=2
trigger1=GetHitVar(damage)
trigger2=root,var(35)!=0
value=SCA
time=100
ignorehitpause=1

[State 7]
type=HitOverride
trigger1=1
attr=SCA,AA,AP,AT
stateno=500
ignorehitpause=1

[State ]
type=parentvarset
triggerall = ishelper(500)
triggerall = !(enemynear,name = "C-Kill"||enemynear,name = "Colonel" && enemynear,authorname = "peg+DarkDonald1"||enemynear,name = "Dead of Treason"||enemynear,name = "Chuck_Norris")
triggerall = !(enemynear,name = "Devils eye"||enemynear,name = "PIA-NWES"||enemynear,name = "Meija"||enemynear,name = "OmegaTH")
trigger1 = gethitvar(damage)
var(35) = 91
ignorehitpause=1

[State ]
type=parentvarset
trigger1 = ishelper(500)
var(45) = id
ignorehitpause=1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = ishelper(500)
text = "id:%d,t:%d,l:%d"
params = root,var(45),root,var(35),root,sysvar(3)
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;anti-pause
[Statedef 420]
type = U
movetype = U
physics = U
movehitpersist = 1
hitdefpersist = 1
persistent = 256

[State 12000, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[State ]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = I
physics = N
ignorehitpause = 1

[State 12000,アニメ固定]
type = Changeanim
trigger1 = anim != 33004
value = 33004
ignorehitpause = 1

[State , コントロール不可]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State , 透明化]
type = Assertspecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State , カメラ固定]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State , 無敵]
type = Nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, BindToRoot]
type = posset
trigger1 = 1
x = root,pos x
y = root,pos y-60
ignorehitpause = 1
persistent = 1

[State 12000, 時止め解除]
type = Pause
triggerall = ishelper
trigger1 = 1
time = var(0) := 0
movetime = 0
ignorehitpause = 1
[State 12000, 時止め解除]
type = Superpause
triggerall = ishelper
trigger1 = 1
anim = -1
time = var(0) := 0
movetime = 0
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 12000, アノマロカリスキラー]
type = Pause
triggerall = gametime % 7 != [2, 6]
triggerall = enemynear,movetype = A
triggerall = !root,var(6)
trigger1 = enemynear(numenemy > 1),movetype = A
time = var(0) := 2
movetime = 2
ignorehitpause = 1
[State 12000, アノマロカリスキラー]
type = Superpause
triggerall = gametime % 7 != [2, 6]
triggerall = enemynear,movetype = A
triggerall = !root,var(6)
trigger1 = enemynear(numenemy > 1),movetype = A
anim = -1
time = var(0) := ifelse(enemynear,name = "Hyper Kung Fu Man", 0, 2)
movetime = ifelse(enemynear,name = "Hyper Kung Fu Man", 0, 2)
darken = 0
p2defmul = 1
ignorehitpause = 1

[State 12000, 超即死＆死亡時時止め]
type = Pause
triggerall = !(enemynear,name = "test-ForcedDoom")
triggerall = ishelper(420)
trigger1 = !enemy,alive
trigger1 = !enemy(numenemy = 2),alive
trigger2 = roundstate > 2
trigger2 = root,var(6)
time = var(0) := 9999999999999
movetime = 9999999999999
ignorehitpause = 1
[State 12000, 超即死＆死亡時時止め]
type = Superpause
triggerall = !(enemynear,name = "test-ForcedDoom")
triggerall = ishelper(420)
trigger1 = !enemy,alive
trigger1 = !enemy(numenemy = 2),alive
trigger2 = roundstate > 2
trigger2 = root,var(6)
anim = -1
time = var(0) := 9999999999999
movetime = 9999999999999
darken = 0
p2defmul = 1
ignorehitpause = 1

[State , 強制死の宣告用時止め]
type = Pause
trigger1 = !root,alive
trigger2 = (root,anim = 39500||root,anim=33000)
trigger3 = root,stateno = [200000000,200000001]
trigger4 = root,var(32)&524288
time = var(0) := 9999999999999
movetime = 9999999999999
ignorehitpause = 1
[State , 強制死の宣告用時止め]
type = Superpause
trigger1 = !root,alive
trigger2 = (root,anim = 39500||root,anim=33000)
trigger3 = root,stateno = [200000000,200000001]
trigger4 = root,var(32)&524288
anim = -1
time = var(0) := 9999999999999
movetime = 9999999999999
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 12000,変数加算]
type = lifeset
trigger1 = ishelper(420)
trigger1 = RoundState = [3,4]
value = gametime%60 + 1
ignorehitpause = 1

[State 12000, 強制死の宣告用時止め解除]
type = Pause
triggerall = enemy,alive != 0
triggerall = enemy(numenemy = 2),alive != 0
triggerall = ishelper(420)
trigger1 = RoundState = [3,4]
trigger1 = life != gametime%60 + 1
time = var(0) := 0
movetime = 0
ignorehitpause = 1
[State 12000, 強制死の宣告用時止め解除]
type = Superpause
triggerall = enemy,alive != 0
triggerall = enemy(numenemy = 2),alive != 0
triggerall = ishelper(420)
trigger1 = RoundState = [3,4]
trigger1 = life != gametime%60 + 1
anim = -1
time = var(0) := 0
movetime = 0
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1

[State 12000, ヘルパー消去]
type = Destroyself
triggerall = !(enemynear,name = "assiette")
trigger1 = ishelper(12001)
trigger1 = 1
ignorehitpause = 1

[State 157, ヘルパー消去]
type = DestroySelf
triggerall = !(enemynear,name = "Meija")
triggerall = ishelper(420)
trigger1   = AnimElemTime(1) > 0
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;hitby
[statedef 13001]
type = U
movetype= U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 13001, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "Halt" || !ishelper
value = 666666
persistent = 256
ignorehitpause = 1

[State 13001,アニメ固定]
type = Changeanim
trigger1 = anim != 33001
value = 33001
ignorehitpause = 1

[State ]
type = Posset
triggerall = !(enemynear,name="Chuck_Norris")
trigger1 = !root,var(6)
X = 0
Y = 10000
ignorehitpause = 1

[State ]
type = Posset
triggerall = !(enemynear,name="Chuck_Norris")
trigger1 = root,var(6)
X = 0
y = 500
ignorehitpause = 1

[State ]
type = Posset
trigger1 = (enemynear,name="Chuck_Norris")
X = enemy,pos x
y = enemy,pos y+30
ignorehitpause = 1

[State 13001, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = I
physics = N
ignorehitpause = 1

[State ]
type = ClearClipboard
triggerall = !(root,sysfvar(3)||root,sysfvar(4)||enemynear,name="mov DWORD PTR [Beatrix],SkyWorld")
trigger1 = root,sysvar(0) = 500
ignorehitpause = 1
[State 0, DisplayToClipboard1]
type = DisplayToClipboard
triggerall = !(root,sysfvar(3)||root,sysfvar(4)||enemynear,name="mov DWORD PTR [Beatrix],SkyWorld")
triggerall = gametime%600 = [0,200)
trigger1 = root,sysvar(0) >= 501
text = "0:%d,1:%d,2:%d,3:%d,4:%d"
params = var(0),var(1),var(2),var(3),var(4)
ignorehitpause = 1
[State 0, DisplayToClipboard2]
type = DisplayToClipboard
triggerall = !(root,sysfvar(3)||root,sysfvar(4)||enemynear,name="mov DWORD PTR [Beatrix],SkyWorld")
triggerall = gametime%600 = [200,400)
trigger1 = root,sysvar(0) >= 501
text = "5:%d,6:%d,7:%d,8:%d,9:%d"
params = var(5),var(6),var(7),var(8),var(9)
ignorehitpause = 1
[State 0, DisplayToClipboard3]
type = DisplayToClipboard
triggerall = !(root,sysfvar(3)||root,sysfvar(4)||enemynear,name="mov DWORD PTR [Beatrix],SkyWorld")
triggerall = gametime%600 = [400,600)
trigger1 = root,sysvar(0) >= 501
text = "10:%d,11:%d,12:%d,13:%d,14:%d"
params = var(10),var(11),var(12),var(13),var(14)
ignorehitpause = 1
[State 0, DisplayToClipboard4]
type = AppendToClipboard
triggerall = !(root,sysfvar(3)||root,sysfvar(4)||enemynear,name="mov DWORD PTR [Beatrix],SkyWorld")
triggerall = gametime%800 = [0,200)
trigger1 = root,sysvar(0) >= 501
text = "\n15:%d,16:%d,17:%d,18:%d,19:%d"
params = var(15),var(16),var(17),var(18),var(19)
ignorehitpause = 1
[State 0, DisplayToClipboard5]
type = AppendToClipboard
triggerall = !(root,sysfvar(3)||root,sysfvar(4)||enemynear,name="mov DWORD PTR [Beatrix],SkyWorld")
triggerall = gametime%800 = [200,400)
trigger1 = root,sysvar(0) >= 501
text = "\n20:%d,21:%d,22:%d,23:%d,24:%d"
params = var(20),var(21),var(22),var(23),var(24)
ignorehitpause = 1
[State 0, DisplayToClipboard6]
type = AppendToClipboard
triggerall = !(root,sysfvar(3)||root,sysfvar(4)||enemynear,name="mov DWORD PTR [Beatrix],SkyWorld")
triggerall = gametime%800 = [400,600)
trigger1 = root,sysvar(0) >= 501
text = "\n25:%d,26:%d,27:%d,28:%d,29:%d"
params = var(25),var(26),var(27),var(28),var(29)
[State 0, DisplayToClipboard7]
type = AppendToClipboard
triggerall = !(root,sysfvar(3)||root,sysfvar(4)||enemynear,name="mov DWORD PTR [Beatrix],SkyWorld")
triggerall = gametime%800 = [600,800)
trigger1 = root,sysvar(0) >= 501
text = "\n30:%d,matchtime:%d,id:%d"
params = var(30),root,sysvar(0),root,var(46)

[State 13001, コントロール不可]
type = Ctrlset
trigger1 = ishelper(13001)
value = 0
ignorehitpause = 1

[state 13001]
type = Hitby
trigger1 = 1
value = SCA,NA
ignorehitpause = 1

[State 13001]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 13001]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1

[state ]
type=selfstate
triggerall = root,sysvar(0) <= 500
trigger1=ishelper&&roundstate>0
value=213758417
persistent=256
ignorehitpause=1
[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;marking
[Statedef 1000111]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 10001, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "Halt" || !ishelper
value = 666666
persistent = 256
ignorehitpause = 1

[state ]
type=lifeset
trigger1=ishelper
value=1+gametime%100
ignorehitpause=1
[state ]
type = VarSet
trigger1 = RoundState=2
sysvar(1) = 0
IgnoreHitPause = 1
[state ]
type=varadd
trigger1=life!=1+gametime%100
sysvar(1)=1
IgnoreHitPause = 1

[State 10001,ターゲットを保持したら計測開始リセット]
type = Varset
trigger1 = !Numtarget
sysvar(0) = 0
ignorehitpause = 1
[State 10001,ターゲットを保持したら計測開始]
type = Varadd
trigger1 = Numtarget
trigger1 = !target,ishelper
sysvar(0) = 1
ignorehitpause = 1

[State 10001, ステートタイプ変更]
type = Statetypeset
trigger1 = !(Numtarget&&root,var(6))
statetype = C
movetype = A
physics = N
ignorehitpause = 1

[State 10001, ステートタイプ変更]
type = Statetypeset
trigger1 = (root,var(6)&&!target,ishelper)
statetype = C
movetype = I
physics = N
ignorehitpause = 1

[State 10001,アニメ変更]
type = Changeanim
triggerall = !(enemynear,name = "scene"||enemy,name = "ArrangeMario"||enemy,name = "G Mizuchi"||enemynear,name = "Devils eye")
trigger1 = !root,var(6)
value = 33000
ignorehitpause = 1

[State 10001,アニメ変更]
type = Changeanim
triggerall = !(enemynear,name = "scene"||enemy,name = "ArrangeMario"||enemy,name = "G Mizuchi"||enemynear,name = "Devils eye")
trigger1 = root,var(6)
value = 33004
ignorehitpause = 1

[State 10001,アニメ変更]
type = Changeanim
triggerall = (enemynear,name = "scene"||enemy,name = "G Mizuchi"||enemynear,name = "Devils eye")
trigger1 = anim != 33000
value = 33000
ignorehitpause = 1

[State 10001,アニメ変更]
type = Changeanim
triggerall = (enemy,name = "ArrangeMario")
trigger1 = anim != 33004
value = 33004
ignorehitpause = 1

[State ]
type = Posset
trigger1 = !(enemynear,name="Chuck_Norris")
X = Enemy(0),Pos X
Y = -90
ignorehitpause = 1

[State ]
type = Posset
trigger1 = (enemynear,name="Chuck_Norris")
X = enemynear,pos x
Y = enemynear,pos y+20
ignorehitpause = 1

[State 10001,特殊効果]
type = AssertSpecial
trigger1 = ishelper
flag = Invisible
flag2 = Noshadow
flag3 = nojugglecheck
ignorehitpause = 1

[State 10001, コントロール不可]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 10001, カメラ固定]
type = Screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State 10001, 押し戻し判定解除]
type = Playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 10001, 無敵]
type = Nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 10001, マーキングフラグリセット]
type = Parentvarset
triggerall = playerIDexist(parent,ID)
trigger1 = roundstate < 1
trigger2 = RoundState = 2
trigger2 = !(Numtarget||target,ishelper)
trigger3 = root,var(6)
trigger3 = !(Numtarget||target,ishelper)
var(6) = 0
ignorehitpause = 1

[State 10001, マーキングフラグセット]
type = ParentVarset
triggerall = playerIDexist(parent,ID)
triggerall = numtarget
trigger1 = !target,ishelper
var(6) = 1
ignorehitpause = 1

[State 10001, いらないターゲット削除]
type = Targetdrop
triggerall = !(enemynear,name = "Devils eye")
trigger1 = target,ishelper
ignorehitpause = 1

[State ]
type = Reversaldef
triggerall = !(enemy, name="G Mizuchi"||enemynear,name="Chuck_Norris"&&enemy,selfanimexist(40000)||enemynear,name = "Devils eye")
triggerall = !(enemynear,name="PIA-NWES"||enemynear,name = "Golden564"||enemynear,name = "EX-Zetton")
triggerall = root,var(9)
trigger1 = !root,var(6)
trigger1 = gametime%10 = [5,10]
numhits = 0
reversal.attr = SCA, AA, AT, AP
hitonce = 1
pausetime = 1,3
sparkno = -1
guard.sparkno = -1
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2, -1, 1)
p2stateno = root,var(9)
p2getp1state = 0
ignorehitpause = 1

[State ]
type = reversaldef
triggerall = !(enemy, name="G Mizuchi"||enemynear,name="Chuck_Norris"&&enemy,selfanimexist(40000)||enemynear,name = "Devils eye")
triggerall = !(enemynear,name="PIA-NWES"||enemynear,name = "Golden564"||enemynear,name = "EX-Zetton")
triggerall = !root,var(9)
trigger1 = !root,var(6)
trigger1 = gametime%10 = [5,10]
trigger2 = root,var(6)
reversal.attr = SCA,AA,AT,AP
priority = 7,dodge
pausetime = 0,0
hitonce = 1
sparkno = -1
hitsound = -1
p2stateno = 666666
ignorehitpause = 1

[State ]
type = hitdef
triggerall = !(enemy, name="G Mizuchi"||enemynear,name="Chuck_Norris"&&enemy,selfanimexist(40000)||enemynear,name = "Devils eye")
triggerall = !(enemynear,name="PIA-NWES"||enemynear,name = "Golden564"||enemynear,name = "EX-Zetton")
triggerall = !root,var(6)
trigger1 = gametime%10 = [1,4]
attr = ,AA,AT,AP
hitflag = MAFDHL
guardflag = None
priority = 7,dodge
pausetime = 0,0
hitonce = 1
sparkno = -1
hitsound = -1
p2stateno = 666666
ignorehitpause = 1

[State 300]
type = ReversalDef
triggerall = enemy, name="G Mizuchi"
trigger1 = ishelper
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
p2stateno = 13119
p2getp1state = 0
ignorehitpause = 1
persistent = 1
ignorehitpause = 1

[State ]
type = ReversalDef
triggerall = !root,var(6)&&numenemy
trigger1 = (enemynear,name="Chuck_Norris"&&enemy,selfanimexist(40000))
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 1,3
numhits = 0
sparkno = -1
hitsound = -1
ground.hittime = -1
;fall.damage = 99999999999
p2stateno = 0
p2getp1state = 0
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = (enemynear,name = "Devils eye")
reversal.attr = SCA, AA, AT, AP
sparkxy = 0,0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = (enemynear,name="PIA-NWES")
reversal.attr = SCA, AA, AT, AP
sparkxy = 0,0
sparkno = -1
pausetime = 0,0
hitsound = -1
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = (enemynear,name = "Golden564")
reversal.attr = SCA, AA, AT, AP
sparkxy = 0,0
sparkno = -1
pausetime = 50,120
hitsound = -1
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = (enemynear,name = "EX-Zetton")
reversal.attr = SCA, AA, AT, AP
hitflag = M-
priority = 7
pausetime = 1,3
numhits = 0
sparkno = -1
hitsound = -1
ground.hittime = -1
p2stateno = 0
p2getp1state = 0
ignorehitpause = 1
;//////////////////////////////////////////////////////////////////////////////////////////////////
;コピペここから
;//////////////////////////////////////////////////////////////////////////////////////////////////
;--------------------------------------------------------------------------------------------------
;<全領域邪眼キラー>

[State targetのstate番号を格納]
type=varset
trigger1=ishelper&&numtarget
trigger1=var(57)!=target,id
trigger1=1||var(58):=-1
trigger1=target,teamside!=teamside
trigger1=1||var(57):=target,id
trigger2=var(57)
trigger2=var(58) != target,stateno
trigger2=!(target,stateno=666666)
var(58)=target,stateno
ignorehitpause=1


;--------------------------------------------------------------------------------------------------
;
;def -3で設定した値以上の場合書き換え+タゲステしないようにします
;全領域以外で使うつもりがないならこのステコンは削除してかまいません

[State 邪眼キラー範囲外<要調整箇所>]
type=varset
triggerall=ishelper&&numtarget
trigger1=root,var(59)>=0;負の値の場合は全領域にしておく
trigger1=var(58)>root,var(59);設定範囲よりも大きい
;ここから下は準汎用番号を指定してください
;書き方  var(58)!=XXXXX    XXXXXに準汎用番号を書きましょう
trigger1=var(58)!=10000&&var(58)!=20000&&var(58)!=30000&&var(58)!=40000&&var(58)!=50000&&var(58)!=60000&&var(58)!=70000&&var(58)!=80000&&var(58)!=90000
trigger1=var(58)!=100000&&var(58)!=200000&&var(58)!=300000&&var(58)!=400000&&var(58)!=500000&&var(58)!=600000&&var(58)!=700000&&var(58)!=800000&&var(58)!=900000
var(58)=-1
ignorehitpause=1


[State 初期化]
type=hitfallset
trigger1=ishelper&&numtarget
value=0
ignorehitpause=1

;--------------------------------------------------------------------------------------------------
;
;次に自身の何番目のステートを書き換えるかを決定します
;同じステートを書き換えてしまうとターゲットがmovetype=Aになったときに貫通できなくなってしまいます
;なのであらかじめ邪眼キラーを行いたい対象の数だけ邪眼用ステートを用意しそれぞれの番号を書き換えます

[State 書き換え位置指定<要調整箇所>]
type=hitfallset
trigger1=ishelper&&numtarget
value=1*ishelper(1000111)
ignorehitpause=1
;最初の混線が1,2番目の混線が2,3番目が3,4番目が4という風にすればおｋです
;
;(記述例:混線ヘルパーのIDが100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123の並列混線24個の場合)
;
;[State 書き換え位置指定<要調整箇所>]
;type=hitfallset
;trigger1=ishelper&&numtarget
;trigger1=ishelper(100)||ishelper(101)||ishelper(102)||ishelper(103)||ishelper(104)||ishelper(105)||ishelper(106)||ishelper(107)||ishelper(108)||ishelper(109)
;value=ishelper(100)+2*ishelper(101)+3*ishelper(102)+4*ishelper(103)+5*ishelper(104)+6*ishelper(105)+7*ishelper(106)+8*ishelper(107)+9*ishelper(108)+10*ishelper(109)
;ignorehitpause=1
;
;[State 書き換え位置指定<要調整箇所>]
;type=hitfallset
;trigger1=ishelper&&numtarget
;trigger1=ishelper(110)||ishelper(111)||ishelper(112)||ishelper(113)||ishelper(114)||ishelper(115)||ishelper(116)||ishelper(117)||ishelper(118)||ishelper(119)
;value=11*ishelper(110)+12*ishelper(111)+13*ishelper(112)+14*ishelper(113)+15*ishelper(114)+16*ishelper(115)+17*ishelper(116)+18*ishelper(117)+19*ishelper(118)+20*ishelper(119)
;ignorehitpause=1
;
;[State 書き換え位置指定<要調整箇所>]
;type=hitfallset
;trigger1=ishelper&&numtarget
;trigger1=ishelper(120)||ishelper(121)||ishelper(122)||ishelper(123)
;value=21*ishelper(120)+22*ishelper(121)+23*ishelper(122)+24*ishelper(123)
;ignorehitpause=1


;--------------------------------------------------------------------------------------------------
;
;自身の位置を特定したら次は何番目のステート番号を書き換えるかを指定します
;あらかじめ取得しておいた自身のステコン総数をもとに一番後ろから書き換えていきます
[State 書き換え位置調整<要調整箇所>]
type=hitfallset
trigger1=ishelper&&numtarget&&hitfall=[1,30]
value=root,fvar(39)-hitfall
ignorehitpause=1
;root,fvar(39)はステコン総数を保存した変数に応じて変えてください
;(例)fvar(0)に保存した場合
;
;[State 書き換え位置調整]
;type=hitfallset
;trigger1=ishelper&&numtarget&&hitfall=[1,30]
;value=root,fvar(0)-hitfall
;ignorehitpause=1


;--------------------------------------------------------------------------------------------------
;
;本体が取得したステートリストを使用して
;自分の持っているダミーステートのステート番号をターゲットのステート番号の値に書き換えます
;
;+0...ステートが有効かどうか
;+4...何番目に登録されているか
;+8...ステート番号(ここを書き換える)
;+12...空き
;+16...ステートが有効かどうか
;+20...何番目に登録されているか
;+24...ステート番号(ここを書き換える)
;+28...空き
;+32...ステートが有効かどうか
;+36...何番目に登録されているか
;+40...ステート番号(ここを書き換える)
;+44...空き
;以下繰り返し
;
;ステートリストは↑のようになっていて、読み込んだ順にステコンが登録されていきます
;ステート番号を書き換えたいので書き換える位置は[ステートリスト+8+16*n]です
;nは1つ上のステコンでhitfallに代入したのでroot,const(data.ko.echo)+8+16*hitfallを書き換えます
;
;※hitfallが0ではなく1から始まっているのは1番目は敵本体のために空けているからです
;  なのでマーキングヘルパーから敵本体に対し邪眼キラーを行う場合はhitfallを0にした状態で書き換えてください

[State ステート番号書き換え1桁目]
type=displaytoclipboard
triggerall=ishelper&&numtarget&&var(58)>=0;邪眼範囲内
trigger1=root,const(data.ko.echo)>99999&&hitfall>0;ステートリストの値と書き換え位置指定がおかしくない
text="%.*d%n%d"
params=(var(58)&255),0,root,const(data.ko.echo)+8+16*hitfall
ignorehitpause=1

[State ステート番号書き換え2桁目]
type=displaytoclipboard
triggerall=ishelper&&numtarget&&var(58)>=0
trigger1=root,const(data.ko.echo)>99999&&hitfall>0
text="%.*d%hn%d"
params=(var(58)&65280)/256,0,root,const(data.ko.echo)+8+16*hitfall+1
ignorehitpause=1

[State ステート番号書き換え3桁目]
type=displaytoclipboard
triggerall=ishelper&&numtarget&&var(58)>=0
trigger1=root,const(data.ko.echo)>99999&&hitfall>0
text="%.*d%hn%d"
params=(var(58)&16711680)/65536,0,root,const(data.ko.echo)+8+16*hitfall+2
ignorehitpause=1

[State ステート番号書き換え4桁目]
type=displaytoclipboard
triggerall=ishelper&&numtarget&&var(58)>=0
trigger1=root,const(data.ko.echo)>99999&&hitfall>0
text="%.*d%hn%d"
params=((var(58)&-16777216)/16777216)&255,0,root,const(data.ko.echo)+8+16*hitfall+3
ignorehitpause=1

[State デバッグ表示初期化]
type=clearclipboard
trigger1=1
ignorehitpause=1
;==================================================================================================================================
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "nt:%d,v6:%d,v57:%d,v58:%d"
params = numtarget,root,var(6),var(57),var(58)
ignorehitpause = 1

[State 10001, 死の宣告]
type = Targetlifeadd
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = !root,alive
trigger2 = RoundState != 2
trigger3 = (enemynear,name = "scene"||enemynear,name="Chuck_Norris"||enemynear,name = "Devils eye")
trigger4 = sysvar(0) >= 1000
trigger4 = gametime%180 = 0
trigger5 = sysvar(0) <= 1000
trigger6 = root,sysvar(0) = [8000,10000]
trigger7 = (root,anim = 39500||root,anim=33000)
trigger8 = root,stateno = [200000000,200000001]
trigger9 = root,var(32)&524288
trigger10 = root,var(35)
value = -9999999999999
absolute = 1
ignorehitpause = 1

[State 10001, ゲージ封殺]
type = Targetpoweradd
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = !root,alive
trigger2 = RoundState != 2
trigger3 = (enemynear,name = "scene"||enemynear,name="Chuck_Norris"||enemynear,name = "Devils eye")
trigger4 = sysvar(0) >= 1000
trigger4 = gametime%80 = 0
trigger5 = sysvar(0) <= 1000
trigger6 = root,sysvar(0) = [8000,10000]
trigger7 = (root,anim = 39500||root,anim=33000)
trigger8 = root,stateno = [200000000,200000001]
trigger9 = root,var(32)&524288
trigger10 = root,var(35)
value = -9999999999999
ignorehitpause = 1

[State 10001, 超即死投げ邪眼範囲内]
type = Targetstate
triggerall = !(enemynear,name = "G Mizuchi"||enemynear,name = "Golden564")
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = !root,alive
trigger2 = RoundState != 2
trigger3 = (enemynear,name = "scene"||enemynear,name="Chuck_Norris"||enemynear,name = "Devils eye")
trigger4 = sysvar(0) >= 1000
trigger4 = gametime%500 = 0
trigger5 = sysvar(0) <= 1000
trigger6 = root,sysvar(0) = [8000,10000]
trigger7 = (root,anim = 39500||root,anim=33000)
trigger8 = root,stateno = [200000000,200000001]
trigger9 = root,var(32)&524288
value = ifelse(var(58)!=-1,var(58),666666)
ignorehitpause = 1

[State 10001, 超即死投げ邪眼範囲外]
type = Targetstate
triggerall = !(enemynear,name = "G Mizuchi"||enemynear,name = "Golden564")
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = (root,anim = 39500||root,anim=33000)
trigger2 = root,stateno = [200000000,200000001]
trigger3 = RoundState > 2
trigger4 = !root,alive
trigger5 = root,var(32)&524288
value = ifelse(var(58)!=-1,var(58),666666)
ignorehitpause = 1

[State ]
type = Targetstate
triggerall = (enemynear,name = "Devils eye")
trigger1 = gametime%6 = 0
value = 666666
ignorehitpause = 1

[State ]
Type = TargetBind
trigger1 = (enemynear,name = "Devils eye")
Pos = 2000 , 2000
ignorehitpause = 1

[State 999999]
type = Targetvelset
trigger1 = (enemynear,name = "Devils eye")
y = 2000
x = 0
absolute = 1
ignorehitpause = 1

[State 1002, 対シーン]
type = Targetvelset
triggerall = numtarget
triggerall = !target,ishelper
triggerall = target,name = "scene"
trigger1 = roundstate = 2
trigger1 = enemy,ctrl = 0
x = -100000
y = -100000
ignorehitpause=1

[State 10001, 速度弄り]
type = Targetvelset
triggerall = !(enemynear,name = "scene")
triggerall = numtarget
triggerall = !target,ishelper
triggerall = target,stateno != 666666 && target,stateno != var(58)
trigger1 = roundstate != [2, 3]
x = -99
y = -99
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1

;-------------------------------------------------------------------------------
;othk
[Statedef 13400]
type = U
movetype = U
physics = U
movehitpersist = 1
hitdefpersist = 1
persistent = 256

[State ]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[State 190000]
type = Lifeset
trigger1 = ishelper
value = 0
ignorehitpause = 1

[State -2]
type = Statetypeset
trigger1 = 1
statetype = C
movetype = A
physics = N
ignorehitpause = 1

[State 77, anim]
type=changeanim
triggerall = !(root,var(6))
trigger1 = anim != 33004
value=33004
ignorehitpause = 1

[State 77, anim]
type=changeanim
triggerall = (root,var(6))
trigger1 = anim != 33000
value=33000
ignorehitpause = 1

[state 150]
type = ctrlset
trigger1 = 1
value = 0
persistent = 0
ignorehitpause = 1

[State 10006, 追従]
type = posset
trigger1 = 1
X = Enemy(0),Pos X
Y = -100
ignorehitpause = 1

[State 1000, 2]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ]
type = Reversaldef
triggerall = root,var(6)
trigger1 = gametime%500 = [1,100]
reversal.attr = SCA, AA, AT, AP
priority = 7
pausetime = 1, 2
sparkno = -1
hitsound = -1
p2stateno = ifelse(random%2,root,var(9),ifelse(random%2,playerid(root,var(46)),var(0+random%18),root,var(11+random%8)))
p2getp1state = 0
ignorehitpause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 100020]
type = Reversaldef
triggerall = root,var(6)
trigger1 = gametime%500 = [101,200]
reversal.attr = SCA, AA, AT, AP
priority = 7
pausetime = 1, 2
sparkno = -1
hitsound = -1
p2stateno = ifelse(root,var(52),root,var(52),666666)
p2getp1state = ifelse(root,var(52),0,1)
ignorehitpause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 100020]
type = Reversaldef
triggerall = root,var(6)
trigger1 = gametime%500 = [201,300]
reversal.attr = SCA, AA, AT, AP
priority = 7
pausetime = 1, 30
sparkno = -1
hitsound = -1
p2stateno = ifelse(random%2,root,var(53),ifelse(random%2,playerid(root,var(46)),var(19),ifelse(playerid(root,var(46)),var(21),playerid(root,var(46)),var(20+random%11),playerid(root,var(46)),var(20))))
p2getp1state = 0
ignorehitpause = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State ]
type=reversaldef
triggerall = root,var(6)
trigger1 = gametime%500 = [301,400]
reversal.attr=SCA,AA,AT,AP
pausetime=0,0
sparkno  =-1
hitsound=-1
numhits=0
p2stateno=-1
P2GetP1State=1
ignorehitpause=1

[State ]
type=Reversaldef
triggerall = root,var(6)
trigger1 = gametime%500 = [401,500]
reversal.attr=SCA, AA, AT, AP
pausetime=0,0
fall=1
fall.damage=ifelse(random%2,2147483647,-2147483647)
p2stateno=ifelse(random%2,5110,ifelse(random%2,5070+random%2,5080+random%2))
p2getp1state=0
sparkno=-1
hitsound=-1
ignorehitpause=1

[State 100020]
type = parentvarset
triggerall = !root,var(52)
trigger1 = numtarget && target,ishelper
trigger1 = target,prevstateno != 666666
var(52) = target,prevstateno
ignorehitpause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 100020]
type = targetdrop
trigger1 = !root,var(6)
ignorehitpause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "numtarget:%d,v6:%d,v53:%d"
params = numtarget,root,var(6),root,var(52)
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;------------------------------------------------------------------------------------
;hitdef & precision underflow handler
[Statedef 7600]
type    = S
movetype= U
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[State アニメ変更]
type = Changeanim
trigger1 = anim != 33000
value = 33000
ignorehitpause = 1

[State 14000, 行動状態変更]
type = StateTypeSet
trigger1 = IsHelper(7600)
movetype = I
ignorehitpause = 1
[State 14000, 行動状態変更]
type = StateTypeSet
triggerall = IsHelper(7600)
trigger1   = RoundState = 2
trigger1 = gametime%50 = [36,49]
trigger2 = (enemy,name="Chuck_Norris"&&enemy,selfanimexist(40000))
movetype = A
ignorehitpause = 1

[State , ステート習得用]
type = Hitdef
triggerall = IsHelper(7600)
triggerall = !(enemy,name="Chuck_Norris"&&enemy,selfanimexist(40000)||enemynear,name = "Golden564")
trigger1 = GameTime%50 = [36,49]
attr = SCA,AA,AT,AP
hitflag =
numhits = 0
priority = 7, hit
sparkno = -1
guard.sparkno = -1
yaccel = 99
fall = 1
fall.recover = 0
ground.hittime = 1
guard.ctrltime = 1

[State -2, ]
type = hitdef
trigger1=enemy,name="Chuck_Norris"&&enemy,selfanimexist(40000)
attr =SCA , AA, AT, AP
hitflag = MAFD
affectteam = E
pausetime=0,0
GivePower = Enemy,PowerMax,Enemy,PowerMax
sparkno = -1
guard.sparkno = -1
ignorehitpause = 1

[State ]
type = DisplayToClipboard
trigger1 = 1
text = "reversed:%d,hpt:%d,contact:%d,sv2:%d,damage:%d"
params = movereversed,hitpausetime,movecontact,sysvar(2),root,var(8)
ignorehitpause = 1
[State ]
type = AppendToClipboard
trigger1 = 1
text = "\nfv0:%d,fv2:%d,fv3:%d,fv4:%d,fv5:%d"
params = fvar(0),fvar(2),fvar(3),fvar(4),fvar(5)
ignorehitpause = 1
;-------------------------------------------------------------------------------
[state ];アンダーフロー対応
type=varset
trigger1=1||fvar(0):=0||fvar(2):=0||fvar(3):=0||fvar(4):=0||fvar(5):=0||fvar(6):=0
trigger1=fvar(1):=enemynear(numenemy>1&&!enemynear,alive),const(data.defence)
trigger1=abs(fvar(1))=[1,99]
trigger1=1||fvar(0):=((-2147483648+enemynear(numenemy>1&&!enemynear,alive),lifemax*1.0/2)/100)*abs(fvar(1))
fvar(0)=fvar(0)*ifelse(fvar(1)<0,-1,1)
ignorehitpause=1
[state ];アンダーフロー対応-微調整
type=null
trigger1=abs(fvar(1))=100
trigger1=1||fvar(0):=-2147483648
trigger1=1||fvar(2):=-4+2*(fvar(1)<0)
trigger2=abs(fvar(1))>100
trigger2=1||fvar(0):=-2147483648
trigger2=1||fvar(2):=-2147483648*((abs(floor(fvar(1)))%100)*0.01)
ignorehitpause=1
[state ];アンダーフロー対応-微調整
type=null
triggerall=abs(fvar(1))=[101,300]
trigger1=abs(fvar(1))=101
trigger1=1||fvar(3):=2
trigger2=abs(fvar(1))=102
trigger2=1||fvar(3):=-4
trigger3=abs(fvar(1))=103
trigger3=1||fvar(3):=-38
trigger4=abs(fvar(1))=104
trigger4=1||fvar(3):=-72
trigger5=abs(fvar(1))=105
trigger5=1||fvar(3):=-6
trigger6=abs(fvar(1))=106
trigger6=1||fvar(3):=-48
trigger7=abs(fvar(1))=107
trigger7=1||fvar(3):=-24
trigger8=abs(fvar(1))=108
trigger8=1||fvar(3):=-48-(fvar(1)<0)
trigger9=abs(fvar(1))=109
trigger9=1||fvar(3):=-58
trigger10=abs(fvar(1))=110
trigger10=1||fvar(3):=53-(fvar(1)<0)
trigger11=abs(fvar(1))=111
trigger11=1||fvar(3):=-9
trigger12=abs(fvar(1))=112
trigger12=1||fvar(3):=-36
trigger13=abs(fvar(1))=113
trigger13=1||fvar(3):=17-(fvar(1)<0)
trigger14=abs(fvar(1))=114
trigger14=1||fvar(3):=-28-(fvar(1)<0)
trigger15=abs(fvar(1))=115
trigger15=1||fvar(3):=-107
trigger16=abs(fvar(1))=116
trigger16=1||fvar(3):=-56
trigger17=abs(fvar(1))=117
trigger17=1||fvar(3):=25-(fvar(1)<0)
trigger18=abs(fvar(1))=118
trigger18=1||fvar(3):=39
trigger19=abs(fvar(1))=119
trigger19=1||fvar(3):=19
trigger20=abs(fvar(1))=120
trigger20=1||fvar(3):=-93-(fvar(1)<0)
trigger21=abs(fvar(1))=121
trigger21=1||fvar(3):=25
trigger21=1||fvar(4):=-3+(fvar(1)<0)
trigger22=abs(fvar(1))=122
trigger22=1||fvar(3):=-84
trigger23=abs(fvar(1))=123
trigger23=1||fvar(3):=-32
trigger24=abs(fvar(1))=124
trigger24=1||fvar(3):=2
trigger25=abs(fvar(1))=125
trigger25=1||fvar(3):=35
trigger26=abs(fvar(1))=126
trigger26=1||fvar(3):=17-(fvar(1)<0)
trigger27=abs(fvar(1))=127
trigger27=1||fvar(3):=-110
trigger28=abs(fvar(1))=128
trigger28=1||fvar(3):=-5
trigger29=abs(fvar(1))=129
trigger29=1||fvar(3):=20
trigger30=abs(fvar(1))=130
trigger30=1||fvar(3):=6
trigger31=abs(fvar(1))=131
trigger31=1||fvar(3):=-27
trigger32=abs(fvar(1))=132
trigger32=1||fvar(3):=-50
trigger33=abs(fvar(1))=133
trigger33=1||fvar(3):=-70
trigger34=abs(fvar(1))=134
trigger34=1||fvar(3):=-103
trigger35=abs(fvar(1))=135
trigger35=1||fvar(3):=-116
trigger36=abs(fvar(1))=136
trigger36=1||fvar(3):=-96
trigger37=abs(fvar(1))=137
trigger37=1||fvar(3):=-13
trigger38=abs(fvar(1))=138
trigger38=1||fvar(3):=9+(fvar(1)<0)
trigger39=abs(fvar(1))=139
trigger39=1||fvar(3):=71
trigger40=abs(fvar(1))=140
trigger40=1||fvar(3):=15
trigger41=abs(fvar(1))=141
trigger41=1||fvar(3):=51
trigger42=abs(fvar(1))=142
trigger42=1||fvar(3):=7
trigger43=abs(fvar(1))=143
trigger43=1||fvar(3):=-25
trigger44=abs(fvar(1))=144
trigger44=1||fvar(3):=-130
trigger45=abs(fvar(1))=145
trigger45=1||fvar(3):=24
trigger46=abs(fvar(1))=146
trigger46=1||fvar(3):=-10
trigger47=abs(fvar(1))=147
trigger47=1||fvar(3):=-40-(fvar(1)<0)
trigger48=abs(fvar(1))=148
trigger48=1||fvar(3):=40
trigger49=abs(fvar(1))=149
trigger49=1||fvar(3):=91
trigger50=abs(fvar(1))=150
trigger50=1||fvar(3):=90
trigger51=abs(fvar(1))=151
trigger51=1||fvar(3):=-49-(fvar(1)<0)
trigger52=abs(fvar(1))=152
trigger52=1||fvar(3):=-80
trigger53=abs(fvar(1))=153
trigger53=1||fvar(3):=36
trigger54=abs(fvar(1))=154
trigger54=1||fvar(3):=-121
trigger55=abs(fvar(1))=155
trigger55=1||fvar(3):=-81-(fvar(1)<0)
trigger56=abs(fvar(1))=156
trigger56=1||fvar(3):=110
trigger57=abs(fvar(1))=157
trigger57=1||fvar(3):=30
trigger58=abs(fvar(1))=158
trigger58=1||fvar(3):=-88
trigger59=abs(fvar(1))=159
trigger59=1||fvar(3):=-122
trigger60=abs(fvar(1))=160
trigger60=1||fvar(3):=-85-(fvar(1)<0)
trigger61=abs(fvar(1))=161
trigger61=1||fvar(3):=6
trigger62=abs(fvar(1))=162
trigger62=1||fvar(3):=-56
trigger63=abs(fvar(1))=163
trigger63=1||fvar(3):=137
trigger64=abs(fvar(1))=164
trigger64=1||fvar(3):=47
trigger65=abs(fvar(1))=165
trigger65=1||fvar(3):=48
trigger66=abs(fvar(1))=166
trigger66=1||fvar(3):=54
trigger67=abs(fvar(1))=167
trigger67=1||fvar(3):=-146
trigger68=abs(fvar(1))=168
trigger68=1||fvar(3):=-28
trigger69=abs(fvar(1))=169
trigger69=1||fvar(3):=81
trigger70=abs(fvar(1))=170
trigger70=1||fvar(3):=120
trigger71=abs(fvar(1))=171
trigger71=1||fvar(3):=-214
trigger72=abs(fvar(1))=172
trigger72=1||fvar(3):=-207
trigger73=abs(fvar(1))=173
trigger73=1||fvar(3):=15
trigger74=abs(fvar(1))=174
trigger74=1||fvar(3):=-51
trigger75=abs(fvar(1))=175
trigger75=1||fvar(3):=161
trigger76=abs(fvar(1))=176
trigger76=1||fvar(3):=-66
trigger77=abs(fvar(1))=177
trigger77=1||fvar(3):=-93
trigger78=abs(fvar(1))=178
trigger78=1||fvar(3):=-170
trigger79=abs(fvar(1))=179
trigger79=1||fvar(3):=-242
trigger80=abs(fvar(1))=180
trigger80=1||fvar(3):=75+(fvar(1)<0)
trigger81=abs(fvar(1))=181
trigger81=1||fvar(3):=-49
trigger82=abs(fvar(1))=182
trigger82=1||fvar(3):=169
trigger83=abs(fvar(1))=183
trigger83=1||fvar(3):=131+(fvar(1)<0)
trigger84=abs(fvar(1))=184
trigger84=1||fvar(3):=-140
trigger85=abs(fvar(1))=185
trigger85=1||fvar(3):=-263
trigger86=abs(fvar(1))=186
trigger86=1||fvar(3):=72+(fvar(1)<0)
trigger87=abs(fvar(1))=187
trigger87=1||fvar(3):=-117
trigger88=abs(fvar(1))=188
trigger88=1||fvar(3):=-48
trigger89=abs(fvar(1))=189
trigger89=1||fvar(3):=24+(fvar(1)<0)
trigger90=abs(fvar(1))=190
trigger90=1||fvar(3):=87+(fvar(1)<0)
trigger91=abs(fvar(1))=191
trigger91=1||fvar(3):=51+(fvar(1)<0)
trigger92=abs(fvar(1))=192
trigger92=1||fvar(3):=-258
trigger93=abs(fvar(1))=193
trigger93=1||fvar(3):=-8
trigger94=abs(fvar(1))=194
trigger94=1||fvar(3):=-247
trigger95=abs(fvar(1))=195
trigger95=1||fvar(3):=204+(fvar(1)<0)
trigger96=abs(fvar(1))=196
trigger96=1||fvar(3):=-97
trigger97=abs(fvar(1))=197
trigger97=1||fvar(3):=-225
trigger98=abs(fvar(1))=198
trigger98=1||fvar(3):=-303
trigger99=abs(fvar(1))=199
trigger99=1||fvar(3):=-20
trigger100=abs(fvar(1))=200
trigger100=1||fvar(3):=-6
trigger101=abs(fvar(1))=201
trigger101=1||fvar(3):=-79
trigger102=abs(fvar(1))=202
trigger102=1||fvar(3):=4
trigger103=abs(fvar(1))=203
trigger103=1||fvar(3):=32
trigger104=abs(fvar(1))=204
trigger104=1||fvar(3):=-7+4*(fvar(1)<0)
trigger105=abs(fvar(1))=205
trigger105=1||fvar(3):=92
trigger106=abs(fvar(1))=206
trigger106=1||fvar(3):=-73
trigger107=abs(fvar(1))=207
trigger107=1||fvar(3):=122
trigger108=abs(fvar(1))=208
trigger108=1||fvar(3):=-142-(fvar(1)<0)
trigger109=abs(fvar(1))=209
trigger109=1||fvar(3):=-61-(fvar(1)<0)
trigger110=abs(fvar(1))=210
trigger110=1||fvar(3):=-9-(fvar(1)<0)
trigger111=abs(fvar(1))=211
trigger111=1||fvar(3):=-127-(fvar(1)<0)
trigger112=abs(fvar(1))=212
trigger112=1||fvar(3):=-92
trigger113=abs(fvar(1))=213
trigger113=1||fvar(3):=-154
trigger114=abs(fvar(1))=214
trigger114=1||fvar(3):=-45-(fvar(1)<0)
trigger115=abs(fvar(1))=215
trigger115=1||fvar(3):=103
trigger116=abs(fvar(1))=216
trigger116=1||fvar(3):=-95-(fvar(1)<0)
trigger117=abs(fvar(1))=217
trigger117=1||fvar(3):=30
trigger118=abs(fvar(1))=218
trigger118=1||fvar(3):=-114
trigger119=abs(fvar(1))=219
trigger119=1||fvar(3):=-154
trigger120=abs(fvar(1))=220
trigger120=1||fvar(3):=107
trigger121=abs(fvar(1))=221
trigger121=1||fvar(3):=8
trigger122=abs(fvar(1))=222
trigger122=1||fvar(3):=-16
trigger123=abs(fvar(1))=223
trigger123=1||fvar(3):=-190
trigger124=abs(fvar(1))=224
trigger124=1||fvar(3):=-68
trigger125=abs(fvar(1))=225
trigger125=1||fvar(3):=29
trigger126=abs(fvar(1))=226
trigger126=1||fvar(3):=36
trigger127=abs(fvar(1))=227
trigger127=1||fvar(3):=-87
trigger128=abs(fvar(1))=228
trigger128=1||fvar(3):=-55
trigger129=abs(fvar(1))=229
trigger129=1||fvar(3):=-161
trigger130=abs(fvar(1))=230
trigger130=1||fvar(3):=-212
trigger131=abs(fvar(1))=231
trigger131=1||fvar(3):=-53
trigger132=abs(fvar(1))=232
trigger132=1||fvar(3):=-109
trigger133=abs(fvar(1))=233
trigger133=1||fvar(3):=32
trigger134=abs(fvar(1))=234
trigger134=1||fvar(3):=51
trigger135=abs(fvar(1))=235
trigger135=1||fvar(3):=84
trigger136=abs(fvar(1))=236
trigger136=1||fvar(3):=80
trigger137=abs(fvar(1))=237
trigger137=1||fvar(3):=-67-(fvar(1)<0)
trigger138=abs(fvar(1))=238
trigger138=1||fvar(3):=40
trigger139=abs(fvar(1))=239
trigger139=1||fvar(3):=-151-(fvar(1)<0)
trigger140=abs(fvar(1))=240
trigger140=1||fvar(3):=-185
trigger141=abs(fvar(1))=241
trigger141=1||fvar(3):=47
trigger142=abs(fvar(1))=242
trigger142=1||fvar(3):=50
trigger143=abs(fvar(1))=243
trigger143=1||fvar(3):=-146
trigger144=abs(fvar(1))=244
trigger144=1||fvar(3):=-166
trigger145=abs(fvar(1))=245
trigger145=1||fvar(3):=146
trigger146=abs(fvar(1))=246
trigger146=1||fvar(3):=-59
trigger147=abs(fvar(1))=247
trigger147=1||fvar(3):=-124
trigger148=abs(fvar(1))=248
trigger148=1||fvar(3):=7
trigger149=abs(fvar(1))=249
trigger149=1||fvar(3):=144
trigger150=abs(fvar(1))=250
trigger150=1||fvar(3):=72
trigger151=abs(fvar(1))=251
trigger151=1||fvar(3):=130
trigger152=abs(fvar(1))=252
trigger152=1||fvar(3):=35
trigger153=abs(fvar(1))=253
trigger153=1||fvar(3):=-213
trigger154=abs(fvar(1))=254
trigger154=1||fvar(3):=-216
trigger155=abs(fvar(1))=255
trigger155=1||fvar(3):=106
trigger156=abs(fvar(1))=256
trigger156=1||fvar(3):=-5+(fvar(1)<0)
trigger157=abs(fvar(1))=257
trigger157=1||fvar(3):=-121-(fvar(1)<0)
trigger158=abs(fvar(1))=258
trigger158=1||fvar(3):=40
trigger159=abs(fvar(1))=259
trigger159=1||fvar(3):=-132-(fvar(1)<0)
trigger160=abs(fvar(1))=260
trigger160=1||fvar(3):=12
trigger161=abs(fvar(1))=261
trigger161=1||fvar(3):=-73-(fvar(1)<0)
trigger162=abs(fvar(1))=262
trigger162=1||fvar(3):=-53
trigger163=abs(fvar(1))=263
trigger163=1||fvar(3):=-95
trigger164=abs(fvar(1))=264
trigger164=1||fvar(3):=-95-(fvar(1)<0)
trigger165=abs(fvar(1))=265
trigger165=1||fvar(3):=23
trigger166=abs(fvar(1))=266
trigger166=1||fvar(3):=-138-(fvar(1)<0)
trigger167=abs(fvar(1))=267
trigger167=1||fvar(3):=-102
trigger168=abs(fvar(1))=268
trigger168=1||fvar(3):=-201
trigger169=abs(fvar(1))=269
trigger169=1||fvar(3):=196
trigger170=abs(fvar(1))=270
trigger170=1||fvar(3):=-227
trigger171=abs(fvar(1))=271
trigger171=1||fvar(3):=-163
trigger172=abs(fvar(1))=272
trigger172=1||fvar(3):=-191
trigger173=abs(fvar(1))=273
trigger173=1||fvar(3):=29
trigger174=abs(fvar(1))=274
trigger174=1||fvar(3):=-22
trigger175=abs(fvar(1))=275
trigger175=1||fvar(3):=167
trigger176=abs(fvar(1))=276
trigger176=1||fvar(3):=18
trigger177=abs(fvar(1))=277
trigger177=1||fvar(3):=-230
trigger178=abs(fvar(1))=278
trigger178=1||fvar(3):=141
trigger179=abs(fvar(1))=279
trigger179=1||fvar(3):=-162
trigger180=abs(fvar(1))=280
trigger180=1||fvar(3):=30
trigger181=abs(fvar(1))=281
trigger181=1||fvar(3):=-9+3*(fvar(1)<0)
trigger182=abs(fvar(1))=282
trigger182=1||fvar(3):=101
trigger183=abs(fvar(1))=283
trigger183=1||fvar(3):=81
trigger184=abs(fvar(1))=284
trigger184=1||fvar(3):=13+2*(fvar(1)<0)
trigger185=abs(fvar(1))=285
trigger185=1||fvar(3):=-43
trigger186=abs(fvar(1))=286
trigger186=1||fvar(3):=-49
trigger187=abs(fvar(1))=287
trigger187=1||fvar(3):=145+2*(fvar(1)<0)
trigger188=abs(fvar(1))=288
trigger188=1||fvar(3):=-259
trigger189=abs(fvar(1))=289
trigger189=1||fvar(3):=-98
trigger190=abs(fvar(1))=290
trigger190=1||fvar(3):=48+2*(fvar(1)<0)
trigger191=abs(fvar(1))=291
trigger191=1||fvar(3):=110
trigger192=abs(fvar(1))=292
trigger192=1||fvar(3):=-15
trigger193=abs(fvar(1))=293
trigger193=1||fvar(3):=239+2*(fvar(1)<0)
trigger194=abs(fvar(1))=294
trigger194=1||fvar(3):=-79
trigger195=abs(fvar(1))=295
trigger195=1||fvar(3):=114
trigger196=abs(fvar(1))=296
trigger196=1||fvar(3):=79
trigger197=abs(fvar(1))=297
trigger197=1||fvar(3):=174
trigger198=abs(fvar(1))=298
trigger198=1||fvar(3):=181
trigger199=abs(fvar(1))=299
trigger199=1||fvar(3):=-155-2*(fvar(1)<0)
trigger200=abs(fvar(1))=300
trigger200=1||fvar(3):=182
ignorehitpause=1
[state ]
type=null
triggerall=fvar(1)<0
trigger1=-fvar(1)=[101,200]
trigger1=fvar(3):=fvar(3)+ifelse(-fvar(1)>144,5,ifelse(-fvar(1)>105,4,3))
trigger2=-fvar(1)=[201,300]
trigger2=fvar(3):=fvar(3)+ifelse(-fvar(1)>294,12,ifelse(-fvar(1)>254,11,ifelse(-fvar(1)>240,10,ifelse(-fvar(1)>205,9,8))))
ignorehitpause=1
[state ];補正2
type=varset
triggerall=abs(fvar(1))=[1,99]
trigger1=abs(fvar(1))=99
trigger1=1||fvar(2):=599
trigger2=abs(fvar(1))=98
trigger2=1||fvar(2):=495
trigger3=abs(fvar(1))=97
trigger3=1||fvar(2):=571
trigger4=abs(fvar(1))=96
trigger4=1||fvar(2):=513
trigger5=abs(fvar(1))=95
trigger5=1||fvar(2):=340
trigger6=abs(fvar(1))=94
trigger6=1||fvar(2):=407
trigger7=abs(fvar(1))=93
trigger7=1||fvar(2):=285
trigger8=abs(fvar(1))=92
trigger8=1||fvar(2):=389
trigger9=abs(fvar(1))=91
trigger9=1||fvar(2):=364
trigger10=abs(fvar(1))=90
trigger10=1||fvar(2):=347
trigger11=abs(fvar(1))=89
trigger11=1||fvar(2):=468
trigger12=abs(fvar(1))=88
trigger12=1||fvar(2):=416
trigger13=abs(fvar(1))=87
trigger13=1||fvar(2):=409-(fvar(1)<0)
trigger14=abs(fvar(1))=86
trigger14=1||fvar(2):=423
trigger15=abs(fvar(1))=85
trigger15=1||fvar(2):=260
trigger16=abs(fvar(1))=84
trigger16=1||fvar(2):=461
trigger16=1||fvar(3):=4*(fvar(1)<0)
trigger17=abs(fvar(1))=83
trigger17=1||fvar(2):=358-(fvar(1)<0)
trigger18=abs(fvar(1))=82
trigger18=1||fvar(2):=361
trigger19=abs(fvar(1))=81
trigger19=1||fvar(2):=412
trigger20=abs(fvar(1))=80
trigger20=1||fvar(2):=362
trigger21=abs(fvar(1))=79
trigger21=1||fvar(2):=364
trigger22=abs(fvar(1))=78
trigger22=1||fvar(2):=264+(fvar(1)<0)
trigger22=1||fvar(3):=3*!(fvar(1)<0)
trigger23=abs(fvar(1))=77
trigger23=1||fvar(2):=316
trigger24=abs(fvar(1))=76
trigger24=1||fvar(2):=296-(fvar(1)<0)
trigger25=abs(fvar(1))=75
trigger25=1||fvar(2):=339-(fvar(1)<0)
trigger25=1||fvar(3):=4*(fvar(1)<0)
trigger26=abs(fvar(1))=74
trigger26=1||fvar(2):=333
trigger27=abs(fvar(1))=73
trigger27=1||fvar(2):=323+(fvar(1)<0)
trigger27=1||fvar(3):=3*!(fvar(1)<0)
trigger28=abs(fvar(1))=72
trigger28=1||fvar(2):=385
trigger29=abs(fvar(1))=71
trigger29=1||fvar(2):=286-(fvar(1)<0)
trigger30=abs(fvar(1))=70
trigger30=1||fvar(2):=248+(fvar(1)<0)
trigger30=1||fvar(3):=3*!(fvar(1)<0)
trigger31=abs(fvar(1))=69
trigger31=1||fvar(2):=252-(fvar(1)<0)
trigger31=1||fvar(3):=4*(fvar(1)<0)
trigger32=abs(fvar(1))=68
trigger32=1||fvar(2):=400
trigger33=abs(fvar(1))=67
trigger33=1||fvar(2):=403-2*(fvar(1)<0)
trigger33=1||fvar(3):=4*(fvar(1)<0)
trigger34=abs(fvar(1))=66
trigger34=1||fvar(2):=344
trigger34=1||fvar(3):=3*(fvar(1)<0)
trigger35=abs(fvar(1))=65
trigger35=1||fvar(2):=286-(fvar(1)<0)
trigger35=1||fvar(3):=3*(fvar(1)<0)
trigger36=abs(fvar(1))=64
trigger36=1||fvar(2):=290
trigger37=abs(fvar(1))=63
trigger37=1||fvar(2):=248
trigger37=1||fvar(3):=2+(fvar(1)<0)
trigger38=abs(fvar(1))=62
trigger38=1||fvar(2):=240-(fvar(1)<0)
trigger38=1||fvar(3):=3*(fvar(1)<0)
trigger39=abs(fvar(1))=61
trigger39=1||fvar(2):=266
trigger40=abs(fvar(1))=60
trigger40=1||fvar(2):=238+(fvar(1)<0)
trigger40=1||fvar(3):=2
trigger41=abs(fvar(1))=59
trigger41=1||fvar(2):=285
trigger41=1||fvar(3):=2
trigger42=abs(fvar(1))=58
trigger42=1||fvar(2):=316
trigger43=abs(fvar(1))=57
trigger43=1||fvar(2):=286
trigger43=1||fvar(3):=3*(fvar(1)<0)
trigger44=abs(fvar(1))=56
trigger44=1||fvar(2):=265
trigger44=1||fvar(3):=2
trigger45=abs(fvar(1))=55
trigger45=1||fvar(2):=198
trigger45=1||fvar(3):=2+(fvar(1)<0)
trigger46=abs(fvar(1))=54
trigger46=1||fvar(2):=232
trigger46=1||fvar(3):=3*(fvar(1)<0)
trigger47=abs(fvar(1))=53
trigger47=1||fvar(2):=211
trigger47=1||fvar(3):=2+(fvar(1)<0)
trigger48=abs(fvar(1))=52
trigger48=1||fvar(2):=331+(fvar(1)<0)
trigger48=1||fvar(3):=2
trigger49=abs(fvar(1))=51
trigger49=1||fvar(2):=278
trigger49=1||fvar(3):=2+(fvar(1)<0)
trigger50=abs(fvar(1))=50
trigger50=1||fvar(2):=259
trigger51=abs(fvar(1))=49
trigger51=1||fvar(2):=248
trigger51=1||fvar(3):=2+(fvar(1)<0)
trigger52=abs(fvar(1))=48
trigger52=1||fvar(2):=257
trigger52=1||fvar(3):=2+(fvar(1)<0)
trigger53=abs(fvar(1))=47
trigger53=1||fvar(2):=204
trigger53=1||fvar(3):=2+(fvar(1)<0)
trigger54=abs(fvar(1))=46
trigger54=1||fvar(2):=196-(fvar(1)<0)
trigger54=1||fvar(3):=3*(fvar(1)<0)
trigger55=abs(fvar(1))=45
trigger55=1||fvar(2):=174
trigger55=1||fvar(3):=2+(fvar(1)<0)
trigger56=abs(fvar(1))=44
trigger56=1||fvar(2):=209
trigger57=abs(fvar(1))=43
trigger57=1||fvar(2):=212
trigger57=1||fvar(3):=2+(fvar(1)<0)
trigger57=1||fvar(4):=3*(fvar(1)<0)
trigger58=abs(fvar(1))=42
trigger58=1||fvar(2):=231
trigger58=1||fvar(3):=2+(fvar(1)<0)
trigger58=1||fvar(4):=3*(fvar(1)<0)
trigger59=abs(fvar(1))=41
trigger59=1||fvar(2):=181
trigger59=1||fvar(3):=2+(fvar(1)<0)
trigger60=abs(fvar(1))=40
trigger60=1||fvar(2):=181+(fvar(1)<0)
trigger60=1||fvar(3):=2
trigger61=abs(fvar(1))=39
trigger61=1||fvar(2):=133-(fvar(1)<0)
trigger61=1||fvar(3):=2+(fvar(1)<0)
trigger61=1||fvar(4):=3*(fvar(1)<0)
trigger62=abs(fvar(1))=38
trigger62=1||fvar(2):=149-(fvar(1)<0)
trigger62=1||fvar(3):=3*(fvar(1)<0)
trigger63=abs(fvar(1))=37
trigger63=1||fvar(2):=166
trigger63=1||fvar(3):=3+(fvar(1)<0)
trigger64=abs(fvar(1))=36
trigger64=1||fvar(2):=193-(fvar(1)<0)
trigger64=1||fvar(3):=2+(fvar(1)<0)
trigger64=1||fvar(4):=3*(fvar(1)<0)
trigger65=abs(fvar(1))=35
trigger65=1||fvar(2):=125
trigger65=1||fvar(3):=2+(fvar(1)<0)
trigger66=abs(fvar(1))=34
trigger66=1||fvar(2):=201
trigger67=abs(fvar(1))=33
trigger67=1||fvar(2):=172
trigger67=1||fvar(3):=2+(fvar(1)<0)
trigger67=1||fvar(4):=2+(fvar(1)<0)
trigger68=abs(fvar(1))=32
trigger68=1||fvar(2):=146
trigger69=abs(fvar(1))=31
trigger69=1||fvar(2):=120
trigger69=1||fvar(3):=2+(fvar(1)<0)
trigger70=abs(fvar(1))=30
trigger70=1||fvar(2):=118
trigger70=1||fvar(3):=3+(fvar(1)<0)
trigger70=1||fvar(4):=2+(fvar(1)<0)
trigger71=abs(fvar(1))=29
trigger71=1||fvar(2):=159-2*!(fvar(1)<0)
trigger71=1||fvar(3):=2+!(fvar(1)<0)
trigger72=abs(fvar(1))=28
trigger72=1||fvar(2):=133-(fvar(1)<0)
trigger72=1||fvar(3):=2+2*(fvar(1)<0)
trigger73=abs(fvar(1))=27
trigger73=1||fvar(2):=117-3*(fvar(1)<0)
trigger73=1||fvar(3):=4*(fvar(1)<0)
trigger73=1||fvar(4):=4*(fvar(1)<0)
trigger74=abs(fvar(1))=26
trigger74=1||fvar(2):=167
trigger75=abs(fvar(1))=25
trigger75=1||fvar(2):=129
trigger75=1||fvar(3):=2+(fvar(1)<0)
trigger75=1||fvar(4):=2+(fvar(1)<0)
trigger76=abs(fvar(1))=24
trigger76=1||fvar(2):=129
trigger76=1||fvar(3):=2+(fvar(1)<0)
trigger77=abs(fvar(1))=23
trigger77=1||fvar(2):=99-2*(fvar(1)<0)
trigger77=1||fvar(3):=4*(fvar(1)<0)
trigger78=abs(fvar(1))=22
trigger78=1||fvar(0):=ifelse(fvar(1)<0,118111610,-472446304)
trigger78=1||fvar(2):=ifelse(fvar(1)<0,118111600,102)
trigger78=1||fvar(3):=ifelse(fvar(1)<0,118111600,3)
trigger78=1||fvar(4):=ifelse(fvar(1)<0,118111600,3)
trigger79=abs(fvar(1))=21
trigger79=1||fvar(2):=115+(fvar(1)<0)
trigger79=1||fvar(3):=2+(fvar(1)<0)
trigger79=1||fvar(4):=2
trigger80=abs(fvar(1))=20
trigger80=1||fvar(2):=92
trigger81=abs(fvar(1))=19
trigger81=1||fvar(2):=73+!(fvar(1)<0)
trigger81=1||fvar(3):=3-!(fvar(1)<0)
trigger81=1||fvar(4):=3-!(fvar(1)<0)
trigger81=1||fvar(5):=(fvar(1)<0)
trigger82=abs(fvar(1))=18
trigger82=1||fvar(2):=95
trigger82=1||fvar(3):=3+(fvar(1)<0)
trigger82=1||fvar(4):=2+(fvar(1)<0)
trigger83=abs(fvar(1))=17
trigger83=1||fvar(0):=121690740*ifelse(fvar(1)>0,-1,1)
trigger83=1||fvar(2):=121690740
trigger83=1||fvar(3):=121690740
trigger83=1||fvar(4):=21+3*!(fvar(1)<0)
trigger83=1||fvar(5):=(fvar(1)<0)
trigger84=abs(fvar(1))=16
trigger84=1||fvar(2):=74
trigger85=abs(fvar(1))=15
trigger85=1||fvar(0):=-322122496*ifelse(fvar(1)>0,1,-1)
trigger85=1||fvar(2):=-51+5*(fvar(1)<0)
trigger85=1||fvar(3):=-3-4*(fvar(1)<0)
trigger85=1||fvar(4):=-6-(fvar(1)<0)
trigger85=1||fvar(5):=-3-2*(fvar(1)<0)
trigger85=1||fvar(6):=-3+4*(fvar(1)<0)
trigger86=abs(fvar(1))=14
trigger86=1||fvar(0):=ifelse(fvar(1)>0,-100215903,100215888)
trigger86=1||fvar(2):=ifelse(fvar(1)>0,100215903,100215896)
trigger86=1||fvar(3):=100215903
trigger86=1||fvar(4):=ifelse(fvar(1)>0,6,28)
trigger87=abs(fvar(1))=13
trigger87=1||fvar(0):=278893984*ifelse(fvar(1)<0,1,-1)
trigger87=1||fvar(2):=250000
trigger87=1||fvar(3):=28500
trigger87=1||fvar(4):=400
trigger87=1||fvar(5):=5-!(fvar(1)<0)
trigger88=abs(fvar(1))=12
trigger88=1||fvar(2):=65
trigger88=1||fvar(3):=2+(fvar(1)<0)
trigger89=abs(fvar(1))=11
trigger89=1||fvar(2):=52-(fvar(1)<0)
trigger89=1||fvar(3):=2+2*(fvar(1)<0)
trigger89=1||fvar(4):=2+(fvar(1)<0)
trigger90=abs(fvar(1))=10
trigger90=1||fvar(2):=47
trigger91=abs(fvar(1))=9
trigger91=1||fvar(2):=49
trigger91=1||fvar(3):=2+(fvar(1)<0)
trigger92=abs(fvar(1))=8
trigger92=1||fvar(2):=37
trigger92=1||fvar(3):=2+(fvar(1)<0)
trigger93=abs(fvar(1))=7
trigger93=1||fvar(2):=33-(fvar(1)<0)
trigger93=1||fvar(3):=3+(fvar(1)<0)
trigger93=1||fvar(4):=3*(fvar(1)<0)
trigger94=abs(fvar(1))=6
trigger94=1||fvar(2):=33-(fvar(1)<0)
trigger94=1||fvar(3):=2+2*(fvar(1)<0)
trigger95=abs(fvar(1))=5
trigger95=1||fvar(0):=536870912*ifelse(fvar(1)>0,1,-1)
trigger95=1||fvar(2):=0
trigger96=abs(fvar(1))=4
trigger96=1||fvar(2):=20
trigger97=abs(fvar(1))=3
trigger97=1||fvar(0):=ifelse(fvar(1)>0,-64424508,64424509)
trigger97=1||fvar(2):=5
trigger97=1||fvar(3):=2+(fvar(1)<0)
trigger98=abs(fvar(1))=2
trigger98=1||fvar(2):=11
trigger99=abs(fvar(1))=1
trigger99=1||fvar(0):=531502208*ifelse(fvar(1)>0,-1,1)
trigger99=1||fvar(2):=16106127+(fvar(1)<0)
trigger99=1||fvar(3):=16106127+(fvar(1)<0)
trigger99=1||fvar(4):=16106127
fvar(2)=(abs(fvar(2))-2*(fvar(1)<0))*ifelse(fvar(1)<0,1,-1)
ignorehitpause=1
[state ];補正3
type=varset
triggerall=abs(fvar(1))=[1,99]
trigger1=fvar(3)
fvar(3)=(abs(fvar(3))-2*(fvar(1)<0))*ifelse(fvar(1)<0,1,-1)
ignorehitpause=1
[state ];補正4
type=varset
triggerall=abs(fvar(1))=[1,99]
trigger1=fvar(4)
fvar(4)=(abs(fvar(4))-2*(fvar(1)<0))*ifelse(fvar(1)<0,1,-1)
ignorehitpause=1
[state ];補正5
type=varset
triggerall=abs(fvar(1))=[1,99]
trigger1=fvar(5)
fvar(5)=abs(fvar(5))*ifelse(fvar(1)<0,1,-1)
ignorehitpause=1

[state ]
type=projectile
triggerall = root,sysvar(0) >= 8000
triggerall=fvar(0)
trigger1=abs(fvar(1))<100
trigger1=vel y<1
trigger2=abs(fvar(1))>=100
trigger2=vel y<floor(abs(fvar(1)))/100
projid=334
projanim=33000
attr=sca,aa,ap,at
damage=floor(fvar(0))
getpower=0,0
givepower=0,0
hitflag=mafd
guardflag=
numhits=0
sparkno=-1
projremove=1
projremovetime=1
projedgebound=444444444
projstagebound=444444444
projheightbound=-444444444,444444444
pausemovetime=444444444
supermovetime=444444444
guard.dist=0
ignorehitpause=1
[state ]
type=veladd
trigger1=1
y=1
ignorehitpause=1
;[state ]
;type=selfstate
;trigger1=vel y<(floor(abs(fvar(1))/100))
;value=stateno
;ignorehitpause=1
;persistent=256
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1

[state ]
type=projectile
triggerall = root,sysvar(0) >= 8000
trigger1=fvar(2)
projid=334
projanim=33000
attr=sca,aa,ap,at
damage=floor(fvar(2))
getpower=0,0
givepower=0,0
hitflag=mafd
guardflag=
numhits=0
sparkno=-1
projremove=1
projremovetime=1
projedgebound=444444444
projstagebound=444444444
projheightbound=-444444444,444444444
pausemovetime=444444444
supermovetime=444444444
guard.dist=0
ignorehitpause=1
[state ]
type=projectile
triggerall = root,sysvar(0) >= 8000
trigger1=fvar(3)
projid=334
projanim=33000
attr=sca,aa,ap,at
damage=floor(fvar(3))
getpower=0,0
givepower=0,0
hitflag=mafd
guardflag=
numhits=0
sparkno=-1
projremove=1
projremovetime=1
projedgebound=444444444
projstagebound=444444444
projheightbound=-444444444,444444444
pausemovetime=444444444
supermovetime=444444444
guard.dist=0
ignorehitpause=1
[state ]
type=projectile
triggerall = root,sysvar(0) >= 8000
trigger1=fvar(4)
projid=334
projanim=33000
attr=sca,aa,ap,at
damage=floor(fvar(4))
getpower=0,0
givepower=0,0
hitflag=mafd
guardflag=
numhits=0
sparkno=-1
projremove=1
projremovetime=1
projedgebound=444444444
projstagebound=444444444
projheightbound=-444444444,444444444
pausemovetime=444444444
supermovetime=444444444
guard.dist=0
ignorehitpause=1
[state ]
type=projectile
triggerall = root,sysvar(0) >= 8000
trigger1=fvar(5)
projid=334
projanim=33000
attr=sca,aa,ap,at
damage=floor(fvar(5))
getpower=0,0
givepower=0,0
hitflag=mafd
guardflag=
numhits=0
sparkno=-1
projremove=1
projremovetime=1
projedgebound=444444444
projstagebound=444444444
projheightbound=-444444444,444444444
pausemovetime=444444444
supermovetime=444444444
guard.dist=0
ignorehitpause=1
[state ]
type=projectile
triggerall = root,sysvar(0) >= 8000
trigger1=fvar(6)
projid=334
projanim=33000
attr=sca,aa,ap,at
damage=floor(fvar(6))
getpower=0,0
givepower=0,0
hitflag=mafd
guardflag=
numhits=0
sparkno=-1
projremove=1
projremovetime=1
projedgebound=444444444
projstagebound=444444444
projheightbound=-444444444,444444444
pausemovetime=444444444
supermovetime=444444444
guard.dist=0
ignorehitpause=1

[State ]
type = Posset
trigger1 = 1
X = Enemy(0),Pos X
Y = -110
ignorehitpause = 1

[State 7600, 透明化]
type = Assertspecial
trigger1 = ishelper
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-------------------------------------------------------------------------------
;life fake target
[Statedef 13600]
type = U
movetype = U
physics = U
movehitpersist = 1
hitdefpersist = 1
persistent = 256

[State ]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[state 150]
type = ctrlset
trigger1 = 1
value = 0
persistent = 0
ignorehitpause = 1

[State 10006, 追従]
type = posset
trigger1 = !root,var(55)
x = root,pos x
y = root,pos y
ignorehitpause = 1

[State 10006, 追従]
type = posset
trigger1 = root,var(55)
x = root,pos x
y = root,pos y-50
ignorehitpause = 1

[State 1000, 2]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State ,ヘルパーアニメ変更]
type = Changeanim ;change anim in case intro is skipped
triggerall = anim != 33004
triggerall = roundstate >= 2
trigger1 = !NumTarget
value = 33004
ignorehitpause = 1

[State ,ヘルパーアニメ変更]
type = Changeanim
triggerall = !(enemynear,name = "C-Kill"||enemynear,name = "Meija"||enemynear,name = "PIA-NWES"||root,sysfvar(0)||root,var(55))
triggerall = anim != 330023
triggerall = roundstate <= 1  ;added just in case, since it only happens at the beginning
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = Target,ID != root,ID
value = 330023
ignorehitpause = 1

[State ,ヘルパーアニメ変更]
type = Changeanim
triggerall = anim != 33004
trigger1 = NumTarget
trigger2 = NumTarget
trigger2 = Target,ID = root,ID
trigger3 = (enemynear,name = "C-Kill"||enemynear,name = "Meija"||enemynear,name = "PIA-NWES"||root,sysfvar(0))
trigger4 = root,var(55)
value = 33004
ignorehitpause = 1

[State ,ヘルパーステートタイプ変更]
type = Statetypeset
triggerall = anim = 330023
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = Target,ID != root,ID
statetype = A
movetype = A
physics = N
ignorehitpause = 1

[State ,ヘルパーステートタイプ変更]
type = Statetypeset
Triggerall = NumEnemy
triggerall = NumTarget
triggerall = Target,ID = root,ID
triggerall = root,MoveType = A
trigger1 = 1
statetype = A
movetype = I
physics = N
ignorehitpause = 1

[State ,ヘルパーステートタイプ変更]
type = Statetypeset
Triggerall = NumEnemy
triggerall = NumTarget
triggerall = Target,ID = root,ID
trigger1 = roundstate > 2
statetype = A
movetype = I
physics = N
ignorehitpause = 1

[state ,ヘルパーHitdef]
type = Hitdef
triggerall = NumEnemy
triggerall = !NumTarget
triggerall = anim = 330023
trigger1 = root,anim = 330024
attr = ,ST
affectteam = F
animtype = Hard
ground.type = Low
hitflag = MAFD-
guardflag =
damage = 0,0
hitonce = 1
numhits = 0
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0,0
pausetime = 0,9999999999
guard.dist = 0
ignorehitpause = 1

[State ,永続ターゲット]
type = ReversalDef
triggerall = NumEnemy
trigger1 = NumTarget
trigger1 = Target,ID = root,ID
reversal.attr = SCA,AA,AP,AT
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
guard.dist = 0
ignorehitpause = 1

[State ,ターゲット削除]
type = TargetDrop
triggerall = NumTarget
trigger1 = Target,ishelper
trigger2 = Target,ID != root,ID
ignorehitpause = 1

[State ,本体ターゲット取得フラグ]
type = parentvarset
triggerall = !(root,var(55))
triggerall = NumTarget
trigger1 = !Target,ishelper
trigger1 = Target,ID = root,ID
var(55) = 1
ignorehitpause = 1

[State ]
type = parentvarset
triggerall = !(root,var(55))
trigger1 = (enemynear,name = "C-Kill"||enemynear,name = "Meija"||enemynear,name = "PIA-NWES"||root,sysfvar(0))
var(55) = 1
ignorehitpause = 1

[state ]
type = TargetLifeAdd
triggerall = NumTarget
trigger1 = roundstate <= 1
trigger2 = root,movetype = A
trigger2 = roundstate <= 2
value = -LifeMax
absolute = 1
ignorehitpause = 1

[state ,ターゲットライフ]
type = TargetLifeAdd
triggerall = NumTarget
trigger1 = roundstate > 2
value = LifeMax
absolute = 1
ignorehitpause = 1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "numtarget:%d,v55:%d"
params = numtarget,root,var(55)
ignorehitpause = 1

[state ]
type = destroyself
trigger1 = roundstate >= 2
trigger1 = !root,var(55)
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;-----------------------------------------------------------------------------------------
;target-state
[statedef 10000]
;movetype = A
;statetype = S
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[state ]
type = hitadd
trigger1 = 1
value = -999
ignorehitpause = 1

[State ]
type = varset
trigger1 = numtarget
sysvar(0) = 1
ignorehitpause = 1

[State ]
type = Statetypeset
trigger1 = !numtarget
statetype = S
movetype = A
physics = N
ignorehitpause = 1

[State ]
type = Statetypeset
trigger1 = numtarget
statetype = S
movetype = I
physics = N
ignorehitpause = 1

[state ]
type = posset
trigger1 = !numtarget
x = 0
y = -88800000
ignorehitpause = 1

[State 10006, 追従]
type = posset
trigger1 = numtarget
X = Enemy(0),Pos X
Y = -120
ignorehitpause = 1

[state ]
type = changeanim
trigger1 = !numtarget
value = 33002
ignorehitpause = 1

[state ]
type = changeanim
trigger1 = numtarget
value = 33004
ignorehitpause = 1

[state 10000,ターゲット取得用hitdef]
type = hitdef
triggerall = !numtarget
trigger1 = ishelper(10005)
attr = ,NA
sparkxy = 999, 999
ignorehitpause = 1
affectteam = F

[state ]
type = reversaldef
triggerall = numtarget
trigger1 = ishelper(10005)
reversal.attr = SCA,AA,AT,AP
sparkxy = 999, 999
ignorehitpause = 1

[State ]
type = Helper
triggerall = ishelper(10005)
trigger1 = numhelper(10101) < 7
trigger1 = numhelper(10005)
trigger1 = !sysvar(0)
helpertype = player
name = "give-target(HALT)"
stateno = 10100
ID = 10101
pos = 0,0
postype = P1
keyctrl = 0
ownpal = 1
pausemovetime = 999999999
supermovetime = 999999999
ignorehitpause = 1

[State ]
type = Targetstate
triggerall = !(target,ishelper(66666)||target,ishelper(11))
trigger1 = numtarget
value = 666666
ignorehitpause = 1

[State ]
type=targetstate
trigger1 = target,ishelper(66666)
trigger2 = target,ishelper(11)
value=666666
ignorehitpause = 1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "numtarget:%d"
params = numtarget
ignorehitpause = 1

[state 2006]
type = changestate
trigger1 = 1
value = 5150
ignorehitpause = 1
;------------------------------------------------------------------------------------------------------------------------------
;get-target
[statedef 10100]
movetype = I
movehitpersist = 1
hitdefpersist = 1

[State ]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[state ]
type = changeanim
trigger1 = anim != 33003
value = 33003
ignorehitpause = 1

[state ]
type = posset
trigger1 = 1
x = 0
y = -88800000
ignorehitpause = 1

[state 10100,ターゲットを取られたら消える]
type = destroyself
trigger1 = ishelper(10101)
trigger1 = helper(10005),numtarget
ignorehitpause = 1

[state 2006]
type = changestate
trigger1 = 1
value = 5150
ignorehitpause = 1
;------------------------------------------------------------------------------------------------------------------------------
;occupy helper slot
[Statedef 69696969]
type = U
movetype = U
physics = U
movehitpersist = 1
hitdefpersist = 1
persistent = 256

[State ]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[State 7]
type=CtrlSet
trigger1=1
value=0
ignorehitpause=1

[State 7]
type=ScreenBound
trigger1=1
value=0
ignorehitpause=1

[State 7]
type=PlayerPush
trigger1=1
value=0
ignorehitpause=1

[State 7]
type=LifeSet
trigger1=1
value=LifeMax
ignorehitpause=1

[State 7]
type=StateTypeSet
trigger1=1
statetype=S
movetype=I
physics=N
ignorehitpause=1

[State ]
type = changeanim
trigger1 = anim != 33004
value = 33004
ignorehitpause = 1

[State 7, AssertSpecial]
type=AssertSpecial
trigger1=1
flag=NoShadow
flag2 = invisible
ignorehitpause=1

[State 10006, 追従]
type = posset
trigger1 = 1
x = enemy,pos x
y = 9999999
ignorehitpause = 1

[State 10006, 追従]
type = destroyself
trigger1 = !enemy,alive
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;--------------------------------------------------------------------------------------------------------------------------------
;shadow entity 1
[Statedef 65000]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=changeanim
trigger1=anim!=65000
value = 65000
ignorehitpause = 1

[State 16050,無敵判定]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[state ]
type = velset
trigger1 = 1
x = 3
ignorehitpause = 1

[state ]
type = posset
trigger1 = 1
y = 0
ignorehitpause = 1

[State ]
type=varadd
trigger1=1
sysvar(1)=1
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 10
ignorehitpause = 1

[state ]
type = turn
trigger1 = frontedgedist <= -70
ignorehitpause = 1

[state ];画面外に出られるようになる
type=screenbound
trigger1=1
value=0
movecamera=0,0
ignorehitpause=1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State ]
type = Trans
trigger1 = 1
trans=sub
ignorehitpause = 1

[State 4001, sparks]
type=explod
triggerall = sysvar(1) <= 395
trigger1 = gametime%11 = 0
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = .5,1
ignorehitpause = 1
pausemovetime=30000000
supermovetime=3000000

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1)
trigger1 = gametime%50 = 0
value = 87,10
freqmul = ifelse(random%2,0.8,0.6)
ignorehitpause = 1

[state ]
type = Projectile
triggerall = sysvar(1)
trigger1 = root,sysvar(0) <= 8000
trigger1 = gametime%2 = 0
trigger2 = enemynear,name = "C-Kill"
trigger2 = gametime%2 = 0
attr = SCA,AA,AT,AP
damage = root,var(8)
sparkno = -1
guard.sparkno = -1
ProjID = 10000
projanim = 65001
projremove = 0
projremovetime = 2
GivePower = -2147483647,-2147483647
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 398
value = 87,6
ignorehitpause = 1

[State 4001, sparks]
type=explod
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 398
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = 2,4
ignorehitpause = 1
pausemovetime=30000000
supermovetime=3000000

[State 0, DestroySelf]
type = DestroySelf
trigger1 = sysvar(1) >= 400
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
;------------------------------------------------------------------------------------------
;shadow entity 2
[Statedef 65100]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 65100
value = 65100
ignorehitpause = 1

[State ]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State ]
type = Trans
trigger1 = 1
trans=sub
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 10
ignorehitpause = 1

[State ]
type = PosSet
trigger1 = 1
x = 0
y = -50
ignorehitpause = 1

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

[State ]
type = VarAdd
trigger1 = 1
sysvar(1) = 1
ignorehitpause = 1

[State 180, 1]
type = Playsnd
trigger1 = animelem = 1
trigger2 = animelem = 117
value = 87,6
ignorehitpause = 1

[State 4001, sparks]
type=explod
trigger1 = animelem = 1
trigger2 = animelem = 117
anim=444
sprpriority=1
postype=p1
pos=0,40
ownpal=1
scale = 2,4
ignorehitpause = 1
pausemovetime=30000000
supermovetime=3000000

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 30
value = 87,8
freqmul = 0.7
ignorehitpause = 1

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 100
value = 87,9
freqmul = 0.7
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = sysvar(1) >= 30
trigger1 = gametime%8=0
value = S87,7
ignorehitpause = 1

[State ]
type = Projectile
triggerall = sysvar(1) >= 30
trigger1 = gametime%8=0
attr = SCA,AT,AP,AA
animtype  = hard
damage    = root,var(8)
getpower = 61,61
guardflag = M
projanim = 65101
projid = 18102
projpriority = 2147483647
projsprpriority = 11
projremove = 0
projremovetime = 22
projscale = .5,2
postype = p1
offset = -200+random%400,200
numhits = 1
pausetime = 0,16
sparkno = -1
guard.sparkno = 2
sparkxy = -7,-40
;hitsound   = s225,1
;guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
GivePower = -2147483647,-2147483647
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
triggerall = sysvar(1) >= 30
trigger1 = gametime%8=0
attr = SCA,AT,AP,AA
animtype  = hard
damage    = root,var(8)
getpower = 61,61
guardflag = M
projanim = 65101
projid = 18102
projpriority = 2147483647
projsprpriority = 11
projremove = 0
projremovetime = 22
projscale = .5,2
postype = p1
offset = -200+random%400,200
numhits = 1
pausetime = 0,16
sparkno = -1
guard.sparkno = 2
sparkxy = -7,-40
;hitsound   = s225,1
;guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
GivePower = -2147483647,-2147483647
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
triggerall = sysvar(1) >= 30
trigger1 = gametime%8=0
attr = SCA,AT,AP,AA
animtype  = hard
damage    = root,var(8)
getpower = 61,61
guardflag = M
projanim = 65101
projid = 18102
projpriority = 2147483647
projsprpriority = 11
projremove = 0
projremovetime = 22
projscale = .5,2
postype = p1
offset = -200+random%400,200
numhits = 1
pausetime = 0,16
sparkno = -1
guard.sparkno = 2
sparkxy = -7,-40
;hitsound   = s225,1
;guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
GivePower = -2147483647,-2147483647
supermovetime = 2147483647
pausemovetime = 2147483647

[state ]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

[State ]
type = Changestate
trigger1 = 1
value = 5150
ignorehitpause = 1
;-------------------------------------------------------------------------------------------
;shadow entity 3
[Statedef 65200]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[State 150]
type = StateTypeSet
triggerall = Ishelper(65200)
trigger1 = 1
statetype = S
movetype= I;A
physics = N
ignorehitpause = 1

[State 150];当たり判定のアニメを本体と同じに
type = ChangeAnim
triggerall = Ishelper(65200)
trigger1 = anim != 65200
value = 65200
ignorehitpause = 1

[State 153, ヘルパーコントロール不可]
type = Ctrlset
trigger1 = Ishelper(65200)
value = 0
ignorehitpause = 1

[State 9601:	AssertSpecial]
type = AssertSpecial
triggerall = Ishelper(65200)
trigger1 = 1
flag = NoShadow
ignorehitpause=1

[State ]
type = Trans
triggerall = Ishelper(65200)
trigger1 = 1
trans=sub
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
triggerall = Ishelper(65200)
trigger1 = 1
value = 10
ignorehitpause = 1

[State 9601:	NotHitBy]
type = NotHitBy
triggerall = Ishelper(65200)
trigger1 = 1
value = SCA
ignorehitpause=1

[State ]
type = VarAdd
triggerall = Ishelper(65200)
trigger1 = 1
sysvar(1) = 1
persistent = 0
ignorehitpause = 1

[State 9601:	VarRandom]
type = varset
triggerall = Ishelper(65200)
trigger1 = (!sysvar(1))
sysvar(0) = ifelse(random%2,-1,1)
ignorehitpause = 1

[State 9601:	VelSet]
type = VelSet
triggerall = Ishelper(65200)
trigger1 = (!sysvar(1))
x = 1
y = (sysvar(0))
ignorehitpause = 1

[State 9601:	VelAdd]
type  = VelAdd
triggerall = Ishelper(65200)
trigger1 = (sysvar(1) > 115) && (P2Dist X < 0) && (Vel X > -10)
x = -0.5
ignorehitpause = 1

[State 9601:	VelAdd]
type  = VelAdd
triggerall = Ishelper(65200)
trigger1 = (sysvar(1) > 1) && (P2Dist X > 0) && (Vel X < 10)
x = 0.5
ignorehitpause=1

[State 9601:	VelAdd]
type  = VelAdd
triggerall = Ishelper(65200)
trigger1 = (sysvar(1) > 1) && (EnemyNear, Pos Y > Pos Y) && (Vel Y < 10)
y = 0.5
ignorehitpause = 1

[State 9601:	VelAdd]
type  = VelAdd
triggerall = Ishelper(65200)
trigger1  = (sysvar(1) > 1) && (EnemyNear, Pos Y <= Pos Y) && (Vel Y > -10)
y = -0.5
ignorehitpause = 1

[State -3]
type = assertspecial
triggerall = Ishelper(65200)
trigger1 = pos x-enemy,pos x>0
trigger1 = facing=-1
trigger2 = pos x-enemy,pos x<0
trigger2 = facing=1
flag = noautoturn
ignorehitpause = 1

[State -3]
type = turn
triggerall = Ishelper(65200)
trigger1 = pos x-enemy,pos x>0
trigger1 = facing=1
trigger2 = pos x-enemy,pos x<0
trigger2 = facing=-1
ignorehitpause = 1

[State ]
type = AngleDraw
trigger1 = Ishelper(65200)
scale = 1,1

[State ]
type = AngleAdd
trigger1 = Ishelper(65200)
value = -1
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = gametime%120 = 0
value = S87,11
freqmul = ifelse(random%2,0.8,0.6)
ignorehitpause = 1

[State 200]
type = Projectile
triggerall = Ishelper(65200)
trigger1 = root,sysvar(0) <= 8000
Trigger1 = gametime%4 = 0
trigger2 = enemynear,name = "C-Kill"
trigger2 = gametime%4 = 0
attr = SCA,AT,AP,AA
projanim = 65201
projhitanim = -1
projid = 12062
projpriority = 999999999
projsprpriority = 999999999
projremove = 0
projremovetime = 1
postype = p1
offset = 0,0
animtype  = Light
damage    = root,var(8)
animtype = hard
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 1, 1
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
;sparkscale=0.5,0.5
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -9,-6
air.velocity = -6,-6
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
GivePower = -2147483647,-2147483647
supermovetime = 2147483647
pausemovetime = 2147483647

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 373
value = 87,6
ignorehitpause = 1

[State 4001, sparks]
type=explod
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 373
anim=444
sprpriority=1
postype=p1
pos=0,40
ownpal=1
scale = 2,4
ignorehitpause = 1
pausemovetime=30000000
supermovetime=3000000

[state ]
type = destroyself
trigger1 = sysvar(1) >= 375
ignorehitpause = 1

[state 1031]
type = SelfState
trigger1 = 1
value = 5150
ignorehitpause = 1
;----------------------------------------------------------------------------------------------------------
;shadow entity 4
[Statedef 65300]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 65300
value = 65300
ignorehitpause = 1

[State ]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State ]
type = Trans
trigger1 = 1
trans=sub
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 10
ignorehitpause = 1

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

[State ]
type = VarAdd
trigger1 = 1
sysvar(1) = 1
ignorehitpause = 1

[State 180, 1]
type = Playsnd
trigger1 = animelem = 1
trigger2 = animelem = 138
value = 87,6
ignorehitpause = 1

[State 4001, sparks]
type=explod
trigger1 = animelem = 1
trigger2 = animelem = 138
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = 2,4
ignorehitpause = 1
pausemovetime=30000000
supermovetime=3000000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = sysvar(1) = 30
value = S87,12
freqmul = 0.6
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = sysvar(1) >= 30
trigger1 = gametime%30=0
value = S87,0
ignorehitpause = 1

[State 2401]
type = Explod
triggerall = sysvar(1) >= 30
trigger1 = gametime%30=0
anim = 65301
sprpriority = 10
postype = p1
pos = -3,-70
removetime = 20
scale = 1,1
supermove = 1
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State ]
type = Projectile
triggerall = sysvar(1) >= 30
trigger1 = root,sysvar(0) <= 8000
trigger1 = gametime%30=0
trigger2 = enemynear,name = "C-Kill"
trigger2 = gametime%30 = 0
projanim = 33000
projremove = 0
projremovetime = 1
attr = SCA,AT,AP,AA
hitflag = MAFPD
ignorehitpause = 1
damage = root,var(8)
sparkno = -1
kill = 1
GivePower = -2147483647,-2147483647
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state ]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

[State ]
type = Changestate
trigger1 = 1
value = 5150
ignorehitpause = 1

;----------------------------------------------------------------------------------------------------------
;shadow entity 5
[Statedef 65400]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim != 65400
value = 65400
ignorehitpause = 1

[State ]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 10
ignorehitpause = 1

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

[State ]
type = VarAdd
trigger1 = 1
sysvar(1) = 1
ignorehitpause = 1

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 295
value = 87,6
ignorehitpause = 1

[State 4001, sparks]
type=explod
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 295
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = 2,4
ignorehitpause = 1
pausemovetime=30000000
supermovetime=3000000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = sysvar(1) = 30
value = S87,13
freqmul = 0.6
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = sysvar(1) = 30
value = S87,14
ignorehitpause = 1

[state ]
type=explod
trigger1 = sysvar(1) > 30
trigger1 = gametime%3 = 0
id=20001
anim=65401
postype=back
pos = (-160 + (random%480)), ceil(pos y-screenpos y)+random%240
;pos=0,200
;random=0,200
sprpriority=10
removetime=60
bindtime=1
scale=.5,.5
;ontop=1
ownpal=1
vel=5,18
accel=0,0.7
trans=sub
ignorehitpause=1
supermovetime=9999999
pausemovetime=9999999

[state ]
type=explod
trigger1 = sysvar(1) > 30
trigger1 = gametime%3 = 0
id=20001
anim=65401
postype=back
pos = (-160 + (random%480)), ceil(pos y-screenpos y)+random%240
;pos=0,200
;random=0,200
sprpriority=10
removetime=60
bindtime=1
scale=.5,.5
;ontop=1
ownpal=1
vel=5,18
accel=0,0.7
trans=sub
ignorehitpause=1
supermovetime=9999999
pausemovetime=9999999

[State ]
type = Projectile
triggerall = sysvar(1) >= 30
trigger1 = root,sysvar(0) <= 8000
trigger1 = gametime%8=0
trigger2 = enemynear,name = "C-Kill"
trigger2 = gametime%8 = 0
projanim = 33000
projremove = 0
projremovetime = 1
attr = SCA,AT,AP,AA
hitflag = MAFPD
ignorehitpause = 1
damage = root,var(8)
sparkno = -1
kill = 1
GivePower = -2147483647,-2147483647
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state ]
type = destroyself
trigger1 = sysvar(1) >= 300
ignorehitpause = 1

[State ]
type = Changestate
trigger1 = 1
value = 5150
ignorehitpause = 1
;----------------------------------------------------------------------------------------------------------
;shadow entity 6
[Statedef 65500]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim !=65500
value = 65500
ignorehitpause = 1

[State ]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 10
ignorehitpause = 1

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

[State ]
type = PosSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State ]
type = VarAdd
trigger1 = 1
sysvar(1) = 1
ignorehitpause = 1

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 1
value = 87,6
ignorehitpause = 1

[State 4001, sparks]
type=explod
trigger1 = sysvar(1) = 1
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = 2,4
ignorehitpause = 1
pausemovetime=30000000
supermovetime=3000000

[state 195]
type = Explod
trigger1 = sysvar(1) = 255
anim = 65502
postype = p1
pos = 0,-30
sprpriority = 20
scale = 1.5,1.5
removetime = 52
supermovetime = 9999999999
pausemovetime = 9999999999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = sysvar(1) = 255
value = S87,16
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = sysvar(1) = 30
value = S87,15
freqmul = 0.6
ignorehitpause = 1

[State 200 , 2]
type = PlaySnd
trigger1 = gametime%30 = 0
trigger1 = sysvar(1) = [30,190]
value = s87,17
ignorehitpause = 1

[State 4101]
type = Explod
trigger1 = gametime%30 = 0
trigger1 = sysvar(1) = [30,190]
removetime = 26
bindtime = -1
pausemovetime = - 1
postype = Back
pos = IfElse(Facing=1,0,1),0
anim = 65501
sprpriority = 100
OwnPal = 1
ignorehitpause = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = sysvar(1) = 190
value = S87,18
ignorehitpause = 1

[State 720, Effect]
type = Explod
trigger1 = sysvar(1) = 190
anim = 65503
scale = .2,.2
postype = p1
pos=0,-50
sprpriority = 4
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 720, Effect]
type = Explod
trigger1 = sysvar(1) = 190
anim = 65503
scale = .2,.2
postype = p1
pos=0,-50
sprpriority = 4
ownpal = 1
facing = -1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 720, Effect]
type = Explod
trigger1 = sysvar(1) = 190
anim = 65504
scale = .2,.2
postype = p1
pos=0,-50
sprpriority = 4
ownpal = 1
facing = -1
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[state ]
type = Projectile
triggerall = sysvar(1)
trigger1 = root,sysvar(0) <= 8000
trigger1 = gametime%30 = 0
trigger1 = sysvar(1) = [60,190]
trigger2 = sysvar(1) = 255
trigger3 = enemynear,name = "C-Kill"
trigger3 = gametime%2 = 0
attr = SCA,AA,AT,AP
damage = root,var(8)
sparkno = -1
guard.sparkno = -1
ProjID = 10000
projanim = 33000
projremove = 0
projremovetime = 2
GivePower = -2147483647,-2147483647
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[state ]
type = destroyself
trigger1 = sysvar(1) >= 260
ignorehitpause = 1

[State ]
type = Changestate
trigger1 = 1
value = 5150
ignorehitpause = 1
;----------------------------------------------------------------------------------------------------------------
;shadow entity 7
[Statedef 66600]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State 1000]
type = VelSet
trigger1=sysvar(1)>35
x = (P2bodydist X)/25
y = (P2bodydist Y+(enemynear(0),const(size.mid.pos.y)))/25
ignorehitpause = 1

[state ]
type=changeanim
trigger1=anim!=66600
value=66600
ignorehitpause=1

[State ]
type = Trans
trigger1 = 1
trans=sub
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 10
ignorehitpause = 1

[state ]
type=varadd
trigger1 = 1
sysvar(1) = 1
ignorehitpause=1

[state ]
type=varset
trigger1=!sysvar(1)
sysvar(3)=random
ignorehitpause=1

[state ]
type=varadd
trigger1=gametime%222<182
sysvar(4)=(9+random%3)*(1-2*(gametime%444>221))
ignorehitpause=1

[state ]
type=varadd
trigger1=gametime%222>181
sysvar(4)=(10-ceil(0.5*((gametime+41)%222)))*(1-2*(gametime%444>221))
ignorehitpause=1

[state ]
type=projectile
trigger1=sysvar(1)>35
projanim=66601
projid=8901*id
projremove=0
projremovetime=44
projmisstime=10+random%5
projhits=4
postype=p1
offset=0,-30
velocity=10*cos(Pi*(0.5*(sysvar(1)%4)+(0.1*sysvar(3)+sysvar(1))*0.0072)),10*sin(Pi*(0.5*(sysvar(1)%4)+(0.1*sysvar(3)+sysvar(1))*0.0072))
projheightbound=-500,300
projedgebound=99
projstagebound=99
projscale=0.6,0.6
attr=SCA,AT,AP,AA
animtype=medium
damage=root,var(8)
hitflag=MAFD
pausetime=0,0
sparkno=s-1
hitsound=s-1
projpriority=7
ground.type=high
ground.slidetime=0
ground.hittime=0
ground.velocity=0,0
air.velocity=0,0
getpower=0,0
givepower=0,0
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
supermovetime=9999999999999
pausemovetime=9999999999999
ignorehitpause=1

[state ]
type=projectile
trigger1=sysvar(1)>35
projanim=66601
projid=8901*id
projremove=0
projremovetime=44
projmisstime=10+random%5
projhits=4
postype=p1
offset=0,-30
velocity=10*cos(Pi*(0.5*(sysvar(1)%4)+(0.1*sysvar(3)-sysvar(1))*0.0072)),10*sin(Pi*(0.5*(sysvar(1)%4)+(0.1*sysvar(3)-sysvar(1))*0.0072))
projheightbound=-500,300
projedgebound=99
projstagebound=99
projscale=0.6,0.6
attr=SCA,AT,AP,AA
animtype=medium
damage=root,var(8)
hitflag=MAFD
pausetime=0,0
sparkno=s-1
hitsound=s-1
projpriority=7
ground.type=high
ground.slidetime=0
ground.hittime=0
ground.velocity=0,0
air.velocity=0,0
getpower=0,0
givepower=0,0
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
supermovetime=9999999999999
pausemovetime=9999999999999
ignorehitpause=1

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 1
value = 87,19
freqmul = ifelse(random%2,0.8,0.6)
ignorehitpause = 1

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 348
value = 87,6
ignorehitpause = 1

[State 4001, sparks]
type=explod
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 348
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = 2,4
ignorehitpause = 1
pausemovetime=30000000
supermovetime=3000000

[state ]
type=destroyself
trigger1=sysvar(1)>350
ignorehitpause=1

[State ]
type = ChangeState
trigger1 = 1
value = 5150
;--------------------------------------------------------------------------------------------------------------------------------
;shadow entity 8
[Statedef 66700]
type=U
movetype=U
physics=U
hitdefpersist=1
movehitpersist=1

[State ]
type = Changestate
trigger1 = name != "Halt"
value = 666666
persistent = 256
ignorehitpause = 1

[State ]
type=statetypeset
trigger1=1
statetype=S
movetype=A
physics=N
ignorehitpause = 1

[State ]
type=Ctrlset
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=Screenbound
trigger1=1
value=0
ignorehitpause = 1

[State ]
type=changeanim
trigger1=anim!=66700
value = 66700
ignorehitpause = 1

[State 16050,無敵判定]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[state ]
type = velset
trigger1 = 1
x = 8
ignorehitpause = 1

[state ]
type = posset
trigger1 = 1
y = 0
ignorehitpause = 1

[State ]
type=varadd
trigger1=1
sysvar(1)=1
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 10
ignorehitpause = 1

[state ]
type = turn
trigger1 = frontedgedist <= -70
ignorehitpause = 1

[state ];画面外に出られるようになる
type=screenbound
trigger1=1
value=0
movecamera=0,0
ignorehitpause=1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State ]
type = Trans
trigger1 = 1
trans=sub
ignorehitpause = 1

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 1
value = 87,20
freqmul = 0.9
ignorehitpause = 1

[state 195]
type = Explod
triggerall = sysvar(1) >= 5
trigger1 = gametime%5 = 0
anim = 65502
postype = p1
pos = 0,-50
sprpriority = -1
scale = .5,.5
removetime = 52
supermovetime = 9999999999
pausemovetime = 9999999999

[state ]
type = Projectile
triggerall = sysvar(1)
trigger1 = root,sysvar(0) <= 8000
trigger1 = gametime%2 = 0
trigger2 = enemynear,name = "C-Kill"
trigger2 = gametime%2 = 0
attr = SCA,AA,AT,AP
damage = root,var(8)
sparkno = -1
guard.sparkno = -1
ProjID = 10000
projanim = 66701
projremove = 0
projremovetime = 2
GivePower = -2147483647,-2147483647
fall = 1
fall.damage = ifelse(random%2,-2147483647,2147483647)
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[State 180, 1]
type = Playsnd
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 398
value = 87,6
ignorehitpause = 1

[State 4001, sparks]
type=explod
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 398
anim=444
sprpriority=1
postype=p1
pos=0,0
ownpal=1
scale = 2,4
ignorehitpause = 1
pausemovetime=30000000
supermovetime=3000000

[State 0, DestroySelf]
type = DestroySelf
trigger1 = sysvar(1) >= 400
ignorehitpause = 1

[State ]
type = Selfstate
trigger1 = 1
value = 5150
persistent = 256
ignorehitpause = 1
