;==============================================================================
; o4.cns cube
;==============================================================================
;------------------------
;Helper(57)、(4500)共通var
; 57	rootdist x+
; 58	rootdist y+
; 59	BtR
;fvar
; 0-3	計算
; 4,5	x,y
; 6,7	abs
; 8     光線時間-anim2
; 9     光線時間-anim10000
; 10    光線長さ
; 12,13	p2dist
;Helper(57),VAR
; 0	試合経過時間
; 1	試合終了後時間(ROUNDSTATE>2)
; 2	試合終了後時間(ROUNDSTATE=4)
; 3	Helper(33)被弾時間
; 4	被弾経過
; 5	膠着状態
; 6	敵ライフ変化
; 10	超必殺判定
; 11	超必殺判定
; 12	超必殺判定2
; 13	超必殺判定2
; 14    MoveType=H監視
; 15    色々
;	0(1)	HITDEF監視
;	1(2)	ダメージ大きすぎ
;	2(4)	フライング
;	3(8)	時間止めすぎ
;	4-5(48)	アーマー
;		1(16):HitOverride感知
;		2(32):オフ
;		3(48):
; 16	gt
; 17	Projectile化判定
; 18	行動
; 19	行動
; 20	movereversed
; 21    ヒットシェイク、ライフ被弾前保管
; 22    ヒットシェイク、ライフ減少
; 23    ヒットシェイク、ライフ減少量
; 24    ヒットシェイク、HitShakeTrigger
; 30	警戒フラグ
; 35,36,37	ライフ反転警告
; 45	三色周期(root)
;	 0-4(31)	インターバルカウント
;	 5-6(96)	射出回数(0-3) (var(45)/32)
; 46	三色周期(57)
; 47	三色周期(4500)
;Helper(57),FVAR
;Helper(57),SYSVAR
; 1	!ALIVE
;	0(1)	 動かない
;	1(2)	 ゾンビ
;	2-8(508) ゾンビ時間カウント
;	10(1024) 死亡を感知した(これがオフの場合は永続noko)
;Helper(4500),var
; 20-23	backup
; 30-31 backup
;------------------------------------------------------------------------------
;******************************************************************************
; 時間測定
;******************************************************************************
[Statedef 57]
type=a
anim=2
velset=0,0
sprpriority=-1
ctrl=0

;------------------------------------------------------------------------------
[State changeprev]
type=changestate
trigger1=!ishelper(57)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[state pal11]
type=changestate
trigger1=root,sysvar(0)>0
value=11000010
ignorehitpause=1

;--セット-----
[State 無敵]
type=nothitby
trigger1=1
value=SCA,AA,AT,AP
time=-1

[State 無敵]
type=HitOverride
trigger1=1
attr=SCA,AT,AA,AP
slot=6
stateno=stateno
time=-1
;--/セット-----
;------------------------------------------------------------------------------
;==============================================================================
; VARSET
;==============================================================================
;------------------------------------------------------------------------------
; 警戒
;------------------------------------------------------------------------------
[STATE 57,VAR(30)]
type=VarAdd
triggerall=root,alive
trigger1=EnemyNear,NumExplod(6055030)
var(30)=-10
persistent=0
[STATE 57,VAR(30)];HitPauseTime
type=VarAdd
triggerall=root,alive
trigger1=EnemyNear,NumExplod(6055031)
var(30)=-500
persistent=0
[STATE 57,VAR(30)];HitDef
type=VarAdd
triggerall=root,alive
trigger1=var(15)&1
var(30)=-2
persistent=0
[STATE 57,VAR(30)]
type=VarAdd
triggerall=root,alive
trigger1=NumHelper(33000000)
trigger1=Helper(33000000),Var(0)=1
var(30)=-5
persistent=0
[STATE 57,VAR(30)];混線
type=VarAdd
triggerall=root,alive
trigger1=root,numprojid(1048576)
var(30)=100
persistent=0
[STATE 57,VAR(30)]
type=VarAdd
triggerall=root,alive
trigger1=EnemyNear,Life=0
trigger1=EnemyNear,Alive
var(30)=10
persistent=0
[STATE 57,VAR(30)];ダメージ大きすぎ
type=VarAdd
triggerall=root,alive
trigger1=(var(15)&2)
var(30)=6
persistent=0
[STATE 57,VAR(30)];占有
type=VarAdd
triggerall=root,alive
trigger1=time
trigger1=helper(40),var(9)>0
trigger1=helper(40),var(8)>=helper(40),var(9)
var(30)=100
persistent=90
[STATE 57,VAR(30)];フライング
type=VarAdd
triggerall=root,alive
trigger1=(var(15)&4)
var(30)=25
persistent=0
[STATE 57,VAR(30)];時間止めすぎ
type=VarAdd
triggerall=root,alive
trigger1=(var(15)&8)
var(30)=8
persistent=0
[STATE 57,VAR(30)]
type=VarAdd
triggerall=root,alive
trigger1=EnemyNear,PalNo=12
var(30)=5
persistent=0
[STATE 57,VAR(30)];アーマー
type=VarAdd
triggerall=root,alive
trigger1=root,var(12)
var(30)=3
persistent=0
[STATE 57,VAR(30)];helper過多
type=VarAdd
triggerall=root,alive
trigger1=enemy(0),numhelper>25
var(30)=11
persistent=0
[STATE 57,VAR(30)];Proj化
type=VarAdd
triggerall=root,alive
trigger1=(var(17)&1023)>15
var(30)=8
persistent=0
[STATE 57,VAR(30)];膠着状態5秒
type=VarAdd
triggerall=root,alive
trigger1=var(5)>300
var(30)=3
persistent=0
[STATE 57,VAR(30)];膠着状態10秒
type=VarAdd
triggerall=root,alive
trigger1=var(5)>600
var(30)=5
persistent=0
[STATE 57,VAR(30)];膠着状態20秒
type=VarAdd
triggerall=root,alive
trigger1=var(5)>1200
var(30)=7
persistent=0
[STATE 57,VAR(30)];膠着状態30秒
type=VarAdd
triggerall=root,alive
trigger1=var(5)>1800
var(30)=10
persistent=0
[STATE 57,VAR(30)];膠着状態40秒
type=VarAdd
triggerall=root,alive
trigger1=var(5)>2400
var(30)=10
persistent=0
[STATE 57,VAR(30)];試合時間100秒
type=VarAdd
triggerall=root,alive
trigger1=var(5)>6000
var(30)=10
persistent=0
[STATE 57,VAR(30)];特殊
type=VarAdd
triggerall=root,alive
trigger1=var(18)>1200&&(var(19)&255)=255
var(30)=40
persistent=0
[STATE 57,VAR(30)];特殊
type=VarAdd
triggerall=root,alive
trigger1=var(18)>1200&&(var(19)&65536)=65536
var(30)=80
persistent=0
;[STATE 57,VAR(30)]
;type=VarSet
;triggerall=var(30)<-300
;trigger1=var(18)>500
;trigger2=var(17)>6
;trigger3=var(20)>6
;var(30)=-200
;[STATE 57,VAR(30)]
;type=VarSet
;triggerall=var(30)<-100
;trigger1=var(18)>1000
;trigger2=var(17)>15
;trigger3=var(20)>15
;var(30)=0
[STATE 57,VAR(30)]
type=VarSet
triggerall=root,alive
triggerall=var(30)<-100
trigger1=var(18)>500
trigger2=var(17)>6
trigger3=var(20)>6
trigger4=time
trigger4=helper(40),var(9)>0
trigger4=helper(40),var(8)>=helper(40),var(9)
var(30)=0
[STATE 57,VAR(30)]
type=VarSet
trigger1=root,var(18)=778999
var(30)=65535
[STATE 57,VAR(36)];ライフ反転
type=VarAdd
trigger1=root,projcontact=1,<2
trigger1=var(35)-enemy(0),life>2
trigger1=var(36)>0
var(36)=-30
[STATE 57,VAR(36)];ライフ反転
type=VarAdd
trigger1=root,projcontact=1,<2
trigger1=var(35)-enemy(0),life<0
var(36)=ceil((enemy(0),life-var(35))/enemy(0),lifemax)*100
[STATE 57,VAR(36)];ライフ反転
type=VarAdd
trigger1=root,projcontact=0,<2
trigger1=var(35)!=enemy(0),life
var(36)=1-(var(35)-enemy(0),life<0)*2
[STATE 57,VAR(36)];ライフ反転
type=VarAdd
trigger1=var(36)>0
trigger1=var(35)<=enemy(0),life
var(36)=-2
[STATE 57,VAR(35)];ライフ反転
type=null
trigger1=var(35):=enemy(0),life&&0
trigger2=var(36)<-50
trigger2=var(36):=-50&&0
trigger3=var(36)>500
trigger3=var(36):=500
[STATE 57,VAR(37)]
type=VarAdd
trigger1=enemy(0),life<2&&enemy(0),alive=1
var(37)=1
[STATE 57,pvs]
type=ParentVarSet
trigger1=root,var(19)=-1241
trigger1=var(37)>400
var(37)=0
;------------------------------------------------------------------------------
[STATE 57,VAR(0)];試合経過時間
type=VarAdd
trigger1=RoundState=2
var(0)=1
[STATE 57,VAR(1)];試合終了後時間(ROUNDSTATE>2)
type=VarAdd
trigger1=RoundState>2
var(1)=1
[STATE 57,VAR(2)];試合終了後時間(ROUNDSTATE=4)
type=VarAdd
trigger1=RoundState=4
var(2)=1
[STATE 57,VAR(3)];Helper(33)被弾時間
type=VarAdd
trigger1=numhelper(33)
trigger1=helper(33),stateno!=5150
var(3)=1+(enemynear,movetype!=A)*5
[STATE 57,VAR(3)];Helper(33)被弾時間
type=VarAdd
trigger1=numhelper(33)
trigger1=var(3)>0
trigger1=helper(33),stateno=5150
var(3)=-2
[STATE 57,VAR(4)];通常被弾時間
type=VarAdd
trigger1=helper(16000),fvar(20);||root,var(4)=3
var(4)=1+floor(helper(30),fvar(11)/25)
[STATE 57,VAR(4)];通常被弾時間
type=VarAdd
trigger1=var(4)>0
trigger1=!helper(16000),fvar(20);!(root,var(4)=3&&helper(16000),fvar(20))
var(4)=-1
[STATE 57,VAR(4)];自動低下
type=VarAdd
trigger1=var(4)>0
var(4)=-1
persistent=3
[STATE 57,VAR(16)];
type=VarSet
trigger1=1
var(16)=GameTime+1
;------------------------------------------------------------------------------
;ENEMY
[STATE 57,VAR(5)];膠着状態
type=VarAdd
trigger1=roundstate=2&&root,alive
trigger1=enemy,life>=enemy,lifemax*0.65
var(5)=1
[STATE 57,VAR(5)]
type=VarAdd
trigger1=roundstate=2&&root,alive
trigger1=enemy,life<enemy,lifemax*0.65
var(5)=-2
[STATE 57,VAR(5)]
type=VarSet
trigger1=roundstate=2&&root,alive
trigger1=var(5)<-10
var(5)=0
[STATE 57,VAR(6)];敵ライフ変化
type=VarAdd
trigger1=roundstate=2&&root,alive
trigger1=enemy,life>=enemy,lifemax*0.99
var(6)=1
[STATE 57,VAR(6)]
type=VarAdd
trigger1=roundstate=2&&root,alive
trigger1=enemy,life<enemy,lifemax*0.99
var(6)=-2
[STATE 57,VAR(6)]
type=VarSet
trigger1=roundstate=2&&root,alive
trigger1=var(6)<-10
var(6)=0
[STATE 57,VAR(14)];MoveType=H監視
type=VarAdd
triggerall=roundstate=2
triggerall=enemynear,movetype=H
trigger1=enemynear,gethitvar(hitshaketime)
trigger1=enemynear,stateno=[5000,5120]
trigger1=enemynear,anim=[5000,5120]
var(14)=1
[STATE 57,VAR(15)];HITDEF監視
type=VarSet
triggerall=roundstate=2
trigger1=enemynear,stateno=[200,699]
trigger1=enemynear,movetype=A
trigger1=enemynear,hitdefattr=SCA,NA
var(15)=var(15)|1
persistent=0
[STATE 57,VAR(15)];ダメージ大きすぎ
type=VarSet
trigger1=root,var(1)>5000
var(15)=var(15)|2
persistent=0
[STATE 57,VAR(15)];フライング
type=VarSet
trigger1=roundstate<2
trigger1=helper(16000),fvar(26)>0
var(15)=var(15)|4
persistent=0
[STATE 57,VAR(15)];アーマー
type=VarSet
trigger1=root,var(12)=1
var(15)=(var(15)|48)-32
persistent=0
[STATE 57,VAR(15)];アーマー
type=VarSet
trigger1=(var(15)&48)=16
trigger1=root,var(12)=0
var(15)=(var(15)|48)-16
persistent=0
[STATE 57,VAR(17)];Proj化感知
type=VarSet
triggerall=var(17)&1024
trigger1=enemynear,stateno!=[200,699]
trigger2=enemynear,animtime=0
var(17)=(var(17)|2048)-3072+((var(17)&2048)>0)
[STATE 57,VAR(17)];Proj化(HitDef感知)
type=VarSet
triggerall=!(var(15)&1)
trigger1=enemynear,time=1
trigger1=enemynear,stateno=[200,699]
trigger1=!(enemynear,hitdefattr=sca,aa,at,ap)
var(17)=var(17)|1024
[STATE 57,VAR(17)];Proj化(HitDef感知)
type=VarSet
trigger1=var(17)&1024
trigger1=enemynear,hitdefattr=sca,aa,at,ap
var(17)=var(17)-1024
[STATE 57,VAR(17)];Proj化(Proj感知)
type=VarSet
trigger1=var(17)&1024
trigger1=enemynear,numproj
var(17)=var(17)|2048
[STATE 57,VAR(20)]
type=VarAdd
triggerall=numhelper(10010)
trigger1=helper(10010),movereversed
trigger2=helper(10010),time<2
trigger2=helper(10010),stateno!=140
trigger2=helper(10010),stateno!=12345
trigger2=helper(10010),stateno!=[10010,10013]
var(20)=1
;------------------------------------------------------------------------------
;特殊構造判定
[STATE 57,VAR(19)]
type=VarAdd
triggerall=enemynear,stateno!=88000010
trigger1=(var(19)&255)<255
trigger1=enemynear,vel x=0
trigger1=enemynear,pos y=0
trigger1=(enemynear,statetype=c&&enemynear,stateno=11)
trigger2=enemynear,statetype=a
trigger2=enemynear,pos y<0
trigger2=(var(19):=(var(19)|255)-255)&&0
var(19)=1
[STATE 57,VAR(19)]
type=VarAdd
triggerall=enemynear,stateno!=88000010
trigger1=(var(19)&65536)<65536
trigger1=enemynear,time<10
trigger2=enemynear,time>=10
trigger2=(var(19):=(var(19)|65536)-65536)&&0
var(19)=256
[STATE 57,VAR(18)]
type=VarAdd
triggerall=enemynear,stateno!=88000010
trigger1=enemynear,pos y<0
trigger1=enemynear,statetype!=a
trigger2=enemynear,stateno=[120,155]
trigger2=enemynear,gethitvar(guarded)=0||enemynear,inguarddist=0
trigger3=enemynear,stateno=gametime
trigger4=enemynear,time>250
trigger5=(var(19)&255)>200
trigger5=var(18):=var(18)+1
trigger6=(var(19)&65536)>51200
trigger6=var(18):=var(18)+3
var(18)=1
[STATE 57,VAR(18)]
type=VarAdd
triggerall=enemynear,time=2
trigger1=enemynear,stateno=[200,699]
trigger1=enemynear,statetype=a
trigger1=enemynear,prevstateno=50
trigger2=enemynear,stateno=[200,699]
trigger2=enemynear,statetype=c
trigger2=enemynear,prevstateno=[10,12]
trigger3=enemynear,stateno=50
trigger3=enemynear,statetype=a
trigger3=enemynear,pos y<0
trigger3=enemynear,prevstateno=40
trigger4=enemynear,stateno=105
trigger4=enemynear,vel x=[enemynear,const(velocity.run.back.x)-1,enemynear,const(velocity.run.back.x)+1]
trigger5=enemynear,stateno=100
trigger5=enemynear,vel x=[enemynear,const(velocity.run.fwd.x)-1,enemynear,const(velocity.run.fwd.x)+1]
trigger6=enemynear,stateno=20&&enemynear,anim=20
trigger6=enemynear,vel x=[enemynear,const(velocity.walk.fwd.x)-1,enemynear,const(velocity.walk.fwd.x)+1]
trigger7=enemynear,stateno=20&&enemynear,anim=21
trigger7=enemynear,vel x=[enemynear,const(velocity.walk.back.x)-1,enemynear,const(velocity.walk.back.x)+1]
var(18)=-100
;------------------------------------------------------------------------------
;ゾンビ
[STATE 57,SYSVAR(1)];死亡フラグ&ゾンビ化
type=VarSet
trigger1=root,alive
sysvar(1)=0
[STATE 57,SYSVAR(1)];死亡フラグ&ゾンビ化
type=VarSet
trigger1=root,alive=0
sysvar(1)=sysvar(1)|1024
[STATE 57,SYSVAR(1)];死亡フラグ&ゾンビ化
type=VarSet
trigger1=root,alive=0
sysvar(1)=sysvar(1)|1|2
persistent=0
[STATE 57,SYSVAR(1)];行動可能
type=VarSet
trigger1=root,alive=0
trigger1=helper(16000),var(7)=10000230
sysvar(1)=(sysvar(1)|1)-1
[STATE 57,SYSVAR(1)];ゾンビ時間カウント
type=VarAdd
trigger1=!(sysvar(1)&1)&&sysvar(1)&2
trigger1=(sysvar(1)&508)<508
sysvar(1)=4
persistent=60
[STATE 57,SYSVAR(1)];ゾンビ終了
type=VarSet
trigger1=Root,Palno!=12
trigger2=(Enemy(0),Alive=0)+(Enemy(NumEnemy=2),Alive=0)=2
trigger3=roundstate>=3
trigger4=!numhelper(60)
trigger4=(sysvar(1)&508)/4>helper(30),var(17)
trigger5=numhelper(60)
trigger5=helper(60),stateno!=[60000100,60000400]
trigger5=(sysvar(1)&508)/4>helper(30),var(17)
trigger6=(sysvar(1)&508)=508
trigger7=helper(30),var(17)=0
sysvar(1)=(sysvar(1)|!(root,alive)|2)-2
;/ゾンビ
;------------------------------------------------------------------------------
; 三色周期
[STATE 57,バグ防止初期化]
type=VarRangeSet
triggerall=roundstate=2
trigger1=!(gametime%1000)
first=45
last=47
value=0
;---------------------------------------
[STATE 57,VAR(45)];射出回数add
type=VarAdd
triggerall=helper(30),var(34)
trigger1=helper(40),stateno=12345040
trigger1=helper(40),var(59)=1
var(45)=32

[STATE 57,VAR(45)];タイムセット
type=VarSet
triggerall=helper(30),var(34)
trigger1=(var(45)&96)/32=3
trigger1=(var(45)&31)=0
var(45)=(var(45) | ((helper(30),var(34)&3968)/128))

[STATE 57,VAR(45)];タイムカウント
type=VarAdd
trigger1=(var(45)&31) > 0
var(45)=-1
persistent=10

[STATE 57,VAR(45)];射出回数リセット
type=VarSet
trigger1=(var(45)&96)/32 >= 3
trigger1=(var(45)&31)=0
var(45)=(var(45)&96) - 96
;---------------------------------------
[STATE 57,VAR(46)];射出回数add
type=VarAdd
triggerall=helper(30),var(35)
trigger1=fvar(8)=1
var(46)=32

[STATE 57,VAR(46)];タイムセット
type=VarSet
triggerall=helper(30),var(35)
trigger1=(var(46)&96)/32=3
trigger1=(var(46)&31)=0
var(46)=(var(46) | ((helper(30),var(35)&3968)/128))

[STATE 57,VAR(46)];タイムカウント
type=VarAdd
trigger1=(var(46)&31) > 0
var(46)=-1
persistent=10

[STATE 57,VAR(46)];射出回数リセット
type=VarSet
trigger1=(var(46)&96)/32 >= 3
trigger1=(var(46)&31)=0
var(46)=(var(46)&96) - 96
;---------------------------------------
[STATE 57,VAR(47)];射出回数add
type=VarAdd
triggerall=helper(30),var(35)
trigger1=helper(4500),StateNo=4500
trigger1=helper(4500),fvar(8)=1
var(47)=32

[STATE 57,VAR(47)];タイムセット
type=VarSet
triggerall=helper(30),var(35)
trigger1=(var(47)&96)/32=3
trigger1=(var(47)&31)=0
var(47)=(var(47) | ((helper(30),var(35)&3968)/128))

[STATE 57,VAR(47)];タイムカウント
type=VarAdd
trigger1=(var(47)&31) > 0
var(47)=-1
persistent=10

[STATE 57,VAR(47)];射出回数リセット
type=VarSet
trigger1=(var(47)&96)/32 >= 3
trigger1=(var(47)&31)=0
var(47)=(var(47)&96) - 96
;------------------------------------------------------------------------------

;------------------------------------------------------------------------------
; 超必殺判定 1/2
[STATE 57,超必殺判定]
type=VarSet
trigger1=enemy,movetype=H
trigger2=enemy,stateno=[0,155]
trigger3=enemy,stateno=[5000,5250]
trigger4=enemy,power=enemy,powermax
trigger5=root,var(9)=-1
var(11)=0
[STATE 57,超必殺判定]
type=VarSet
triggerall=Enemy,Power<10001
trigger1=var(10)>enemy,power
var(11)=floor((var(10)-enemy,power)*0.001)
[STATE 57,超必殺判定2]
type=VarSet
trigger1=!VAR(12)
trigger1=VAR(10)>=2
var(12)=1
[STATE 57,超必殺判定2];EXPLOD数判定
type=VarSet
trigger1=!VAR(12)
var(13)=Enemy,Numexplod
[STATE 57,超必殺判定2]
type=VarSet
triggerall=VAR(12)=1
trigger1=Enemy,Numexplod-VAR(13)>0
var(12)=-200
[STATE 57,超必殺判定2]
type=VarAdd
trigger1=VAR(12)<0
var(12)=1
[STATE 57,超必殺判定2]
type=VarSet
triggerall=VAR(12)
trigger1=Root,VAR(9)=5
trigger2=Enemy,Time>200
var(12)=0
[STATE 57,超必殺判定2]
type=ParentVarSet
trigger1=Root,VAR(9)=4
trigger1=!VAR(12)
var(9)=-1
[STATE 57,超必殺判定]
type=VarSet
trigger1=1
var(10)=enemy,power
;------------------------------------------------------------------------------
;/VARSET
;==============================================================================
;==============================================================================
; ヒットシェイク
;==============================================================================
; 8
[STATE 57,VAR(22)ADD];ライフ減少フラグ
type=VarAdd
trigger1=Root,Life < (var(21) - LIFEMAX /45)
var(22)=1

[STATE 57,VAR(22)SET];ライフ減少フラグリセット
type=VarSet
trigger1=var(22) > 8
trigger2=Root,Life >= (var(21) - LIFEMAX /45)
var(22)=0

[STATE 57,VAR(21)SET];ライフ被弾前保管
type=VarSet
trigger1=var(22)=0
var(21)=ROOT,LIFE

[STATE 57,VAR(23)SET1];ライフ減少量
type=VarSet
trigger1=var(22)=[1,8]
trigger1=var(23) < var(21) - Root,Life
var(23)=var(21) - ROOT,LIFE

[STATE 57,VAR(23)SET2];ライフ減少量リセット
type=VarSet
trigger1=var(22) != [1,8]
var(23)=0

[STATE 57,VAR(24)SET1];ヒットシェイクトリガーON
type=VarSet
trigger1=var(22)=[1,8]
trigger1=var(23) > 0
var(24)=1

[STATE 57,VAR(24)SET2];ヒットシェイクトリガーOFF
type=VarSet
trigger1=var(22) != [1,8]
trigger2=Root,HitPauseTime
var(24)=0

[STATE 57,VAR(24)SET3];ヒットシェイクトリガーOFF
type=VarSet
trigger1=helper(16000),var(7) > 60
trigger2=var(1) > 120
trigger3=Root,Alive=0
trigger4=helper(30),var(9)&&helper(16000),fvar(20)
var(24)=0
; /ヒットシェイク
;==============================================================================

;==============================================================================
; 攻撃
;==============================================================================
;------------------------------------------------------------------------------
[STATE 57,CANIM2]
type=changeanim
triggerall=anim=10000
trigger1=helper(16000),var(11)=0
trigger2=roundstate != 2
trigger3=root,alive=0
trigger4=helper(16000),fvar(20)
value=2

[STATE 57,CANIM10000]
type=changeanim
triggerall=anim=2
triggerall=root,alive
trigger1=helper(16000),var(11)&1
trigger2=helper(16000),var(11)&2
trigger3=helper(16000),var(11)&4
trigger4=helper(16000),var(11)&8
trigger5=helper(16000),var(11)&16
trigger6=helper(16000),var(11)&32
value=10000
;-/animset----------------------------------------------------------------------

[state trans]
type=Trans
trigger1=anim=10000
trans=add1

[state palfx];緑
type=PalFX
triggerall=anim=10000
trigger1=helper(16000),var(11)&1
time=1
mul=0,80,30
add=0,255,30

[state palfx];青
type=PalFX
triggerall=anim=10000
trigger1=helper(16000),var(11)&2
time=1
mul=10,10,80
add=60,60,255

[state palfx];赤
type=PalFX
triggerall=anim=10000
trigger1=helper(16000),var(11)&4
time=1
mul=80,0,0
add=255,0,0

[state palfx];黄色
type=PalFX
triggerall=anim=10000
trigger1=helper(16000),var(11)&8
time=1
mul=80,70,0
add=255,255,0

[state palfx];黒
type=PalFX
triggerall=anim=10000
trigger1=helper(16000),var(11)&16
time=1
mul=10,10,10
add=20,20,20

[state palfx];白
type=PalFX
triggerall=anim=10000
trigger1=helper(16000),var(11)&32
time=1
mul=80,80,80
add=220,220,220

;--計算------------------------------------------------------------------------
;--距離-----
[State TURN]
type=TURN
trigger1=facing<0
ignorehitpause=1
[state 距離]
type=varset
triggerall=anim=10000
trigger1=numenemy=1
trigger2=numenemy=2
trigger2=enemynear(0),alive
fvar(12)=(enemynear(0),pos y)-pos y+helper(30),fvar(8)
[state 距離]
type=varset
triggerall=anim=10000
trigger1=numenemy=2
trigger1=!enemynear(0),alive
fvar(12)=(enemynear(1),pos y)-pos y+helper(30),fvar(8)
[state 距離]
type=varadd
triggerall=anim=10000
trigger1=numenemy=1
trigger1=enemynear(0),const(size.mid.pos.y)>-20
trigger2=numenemy=2
trigger2=enemynear(0),alive
trigger2=enemynear(enemynear(0),alive=0),const(size.mid.pos.y)>-20
fvar(12)=50
[state 距離]
type=varset
triggerall=anim=10000
trigger1=numenemy=1
trigger2=numenemy=2
trigger2=enemynear(0),alive
fvar(13)=enemynear(0),pos x-pos x
ignorehitpause=1
[state 距離]
type=varset
triggerall=anim=10000
trigger1=numenemy=2
trigger1=!enemynear(0),alive
fvar(13)=enemynear(1),pos x-pos x
ignorehitpause=1
;通常
[state fabs-x20]
type=varset
trigger1=anim=10000
fvar(6)=abs(fvar(13))
[state fabs-y21]
type=varset
trigger1=anim=10000
fvar(7)=abs(fvar(12))

;--x<yなら値を入れ替える---
[state x 10]
type=varset
trigger1=anim=10000
fvar(4)=( (fvar(6) > fvar(7)) * fvar(6) ) + ( (fvar(6) < fvar(7)) * fvar(7) ) + ( fvar(6)=fvar(7) )

[state y 11]
type=varset
trigger1=anim=10000
fvar(5)=( (fvar(6) < fvar(7)) * fvar(6) ) + ( (fvar(6) > fvar(7)) * fvar(7) ) + ( fvar(6)=fvar(7) )
;--入替end---

[state 0];t=y / x;
type=varset
trigger1=anim=10000
fvar(0)=fvar(5) / fvar(4)

[state 1];t=t * t;
type=varset
trigger1=anim=10000
fvar(1)=fvar(0) * fvar(0)

[state 2];t=t / (4.0 + t);
type=varset
trigger1=anim=10000
fvar(2)=fvar(1) / ( 4 + fvar(1) )

[state 3];x=x + 2.0*x*t;
type=varset
trigger1=anim=10000
fvar(3)=fvar(4) + 2 * fvar(4) * fvar(2)

[state vartime-2]
type=varadd
trigger1=anim=2
fvar(8)=1

[state vartime-10000]
type=varadd
trigger1=anim=10000
fvar(9)=1

[state vartime]
type=varset
trigger1=anim=2
fvar(10)=-2

[state vartime]
type=varset
triggerall=fvar(10) != -1
triggerall=anim=10000
triggerall=floor(fvar(3)) > fvar(9)
trigger1=helper(16000),var(11)&1
trigger2=helper(16000),var(11)&2
trigger3=helper(16000),var(11)&16
trigger4=helper(16000),var(11)&32
fvar(10)=( fvar(9)*13 < floor(fvar(3)) ) * (floor(fvar(3)) - (fvar(9)*13))

[state vartime]
type=varset
triggerall=fvar(10) != -1
triggerall=anim=10000
triggerall=floor(fvar(3)) > fvar(9)
trigger1=helper(16000),var(11)&4
trigger2=helper(16000),var(11)&8
fvar(10)=( fvar(9)*10 < floor(fvar(3)) ) * (floor(fvar(3)) - (fvar(9)*10))

[state vartime-2reset]
type=varset
trigger1=anim=10000
fvar(8)=0

[state vartime-10000reset]
type=varset
trigger1=anim=2
fvar(9)=0

[state p2dist-angledraw]
type=AngleDraw
trigger1=anim=10000
scale=fvar(3) - fvar(10) - ((helper(57),Anim=520)*21 + (helper(57),Anim=521)*17 + (helper(57),Anim=522)*15 + (helper(57),Anim=523)*11 + (helper(57),Anim=524)*8 + (helper(57),Anim=525)*4), 1
value=( atan( (fvar(13)-(fvar(13)=0))/((fvar(12))-((fvar(12))=0)) ) * 180/pi ) - (((fvar(12))>0)-((fvar(12))<=0))*90
;-/計算------------------------------------------------------------------------

[State proj緑]
type=Projectile
trigger1=anim=10000
trigger1=fvar(10)=0
trigger1=helper(16000),var(11)&1
projID=20000
projanim=16011;16001
projscale=1,1
projremove=1
projremovetime=5
velmul=0, 0
projhits=1
projmisstime=1
projpriority=999999
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p2
offset=0,enemynear,const(size.mid.pos.y)
sparkxy=-8,0
;-hitdef-
attr=SCA,NP
numhits=0
hitflag=MAFD
guardflag=MA
damage=5,1
pausetime=0,2
ground.type=low
pausemovetime=99990000000
supermovetime=99990000000

[State proj青]
type=Projectile
trigger1=anim=10000
trigger1=fvar(10)=0
trigger1=helper(16000),var(11)&2
projID=20001
projanim=16011;16001
projscale=1,1
projremove=1
projremovetime=5
velmul=0, 0
projhits=1
projmisstime=1
projpriority=999999
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p2
offset=0,enemynear,const(size.mid.pos.y)
sparkxy=-8,0
;-hitdef-
attr=SCA,NP
numhits=0
hitflag=MAFD
guardflag=MA
damage=30+(random%21),5+(random%11)
pausetime=0,8
guard.pausetime=0,0
ground.type=low
pausemovetime=99990000000
supermovetime=99990000000


[State proj赤]
type=Projectile
trigger1=anim=10000
trigger1=fvar(10)=0
trigger1=helper(16000),var(11)&4
projID=20002
projanim=16011;16001
projscale=1,1
projremove=1
projremovetime=5
velmul=0, 0
projhits=1
projmisstime=1
projpriority=999999
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p2
offset=0,enemynear,const(size.mid.pos.y)
sparkxy=-8,0
;-hitdef-
attr=SCA,NP
numhits=0
hitflag=MAFD
guardflag=MA
damage=enemy,lifemax * 0.11,enemy,lifemax * 0.025
pausetime=0,10
ground.type=high
pausemovetime=99990000000
supermovetime=99990000000

[State proj黄]
type=Projectile
trigger1=anim=10000
trigger1=fvar(10)=[-1,0]
trigger1=helper(16000),var(11)&8
persistent=3
projID=20003
projanim=16011;16001
projscale=1,1
projremove=1
projremovetime=5
velmul=0, 0
projhits=1
projmisstime=1
projpriority=999999
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p2
offset=0,enemynear,const(size.mid.pos.y)
sparkxy=-8,0
;-hitdef-
attr=SCA,NP
numhits=0
hitflag=MAFD
guardflag=MA
damage=2+(random%4),(random%2)
pausetime=0,0
guard.pausetime=0,0
ground.type=low
pausemovetime=99990000000
supermovetime=99990000000


[State proj黒]
type=Projectile
trigger1=anim=10000
trigger1=fvar(10)=0
trigger1=helper(16000),var(11)&16
projID=20010
projanim=16011;16001
projscale=1,1
projremove=1
projremovetime=5
velmul=0, 0
projhits=1
projmisstime=1
projpriority=999999
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p2
offset=0,enemynear,const(size.mid.pos.y)
sparkxy=-8,0
;-hitdef-
attr=SCA,NP
numhits=0
hitflag=MAFD
guardflag=MA
givepower=-200000,-200000
pausetime=0,5
guard.pausetime=0,0
ground.type=low
pausemovetime=99990000000
supermovetime=99990000000

[State proj白]
type=Projectile
trigger1=anim=10000
trigger1=fvar(10)=0
trigger1=helper(16000),var(11)&32
projID=20011
projanim=16011;16001
projscale=1,1
projremove=1
projremovetime=5
velmul=0, 0
projhits=1
projmisstime=1
projpriority=999999
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p2
offset=0,enemynear,const(size.mid.pos.y)
sparkxy=-8,0
;-hitdef-
attr=SCA,NP
numhits=0
hitflag=MAFD
guardflag=MA
damage=-500,-500
pausetime=0,10
guard.pausetime=0,0
ground.type=high
pausemovetime=99990000000
supermovetime=99990000000

[state vartime]
type=VARSET
trigger1=fvar(10)=0
fvar(10)=-1
;--explod----------------------------------------------------------------------
[STATE 57,CUBEXPLOD]
type=Explod
trigger1=!numexplod(57)
trigger1=anim=10000
anim=3
id=57
scale=0.3,0.3
pos=0,0
postype=p1
removetime=-1	
sprpriority=-1
shadow=-1
bindtime=-1
trans=add1
supermovetime=0
pausemovetime=99990000000
[STATE 57,REMOVECUBEXPLOD]
type=RemoveExplod
trigger1=anim=2
ID=57
;-/explod----------------------------------------------------------------------
;/攻撃
;==============================================================================

[STATE Explod]
type=Explod
triggerall=root,alive
trigger1=!numexplod(100101)
id=100101
anim=10
bindtime=-1
removetime=120
ownpal=1
scale=.15,.15
sprpriority=11
persistent=1
ignorehitpause=1
[STATE Modify]
type=ModifyExplod
trigger1=numexplod(100101)
id=100101
scale=.15+(time%2)*0.02,.15+(time%2)*0.02
ignorehitpause=1
[STATE Explod]
type=Explod
triggerall=!numexplod(100102)
triggerall=anim=2
triggerall=root,alive
trigger1=(gametime%var(59))<var(59)*.4
trigger2=numhelper(60)
trigger2=helper(60),stateno=[60000100,69999999]
id=100102
anim=8553
bindtime=-1
removetime=2
facing=ifelse(time%2,1,-1)
vfacing=ifelse(time%2,-1,1)
ownpal=(!numhelper(60)||!(random%3))
scale=.25,.25
sprpriority=10
ignorehitpause=1
;==============================================================================
;--cube------------------------------------------------------------------------
[state varset]
type=varset
persistent=0
trigger1=1
var(59)=ceil((180.0/60.0)*TicksPerSecond)
[state trans]
type=Trans
trigger1=anim=2
trans=add1
[state 57,palette]
type=PalFX
triggerall=root,alive
triggerall=anim=2
trigger1=time=0
trigger2=(gametime%var(59))=0
time=var(59)
mul=477,478,478
add=-95,-74,-93
sinadd=90,145,166,var(59)
color=120
[state angledraw]
type=AngleDraw
triggerall=root,alive
trigger1=anim=2
scale=0.3,0.3
value=(gametime%1444)/4
[state bindtoroot]
type=BindToRoot
triggerall=root,alive
trigger1=roundstate>=2
trigger2=root,roundsexisted>0
time=1
facing=0
pos=-70*cos((gametime%var(59))*2*pi/var(59)),-70*sin((gametime%var(59))*2*pi/var(59))+(root,numexplod(181))*20181
;-/cube------------------------------------------------------------------------
;------------------------------------------------------------------------------
;死亡時アニメ
[state DeadAnim]
type=PalFX
triggerall=!root,alive
trigger1=anim=2
time=200
add=70,10,40
sinadd=180,132,166,30
color=255
persistent=0
[state deadanim]
type=AngleDraw
triggerall=!root,alive
trigger1=anim=2
scale=0.5,0.5
[state deadanim]
type=Turn
triggerall=!root,alive
trigger1=pos x > 0 ;左にいる
trigger1=facing=1 ;右向き
trigger2=pos x < 0 ;右にいる
trigger2=facing=-1 ;左向き
[state deadanim]
type=varset
triggerall=!root,alive
trigger1=pos y <= -110
fvar(39)=1
[state deadanim]
type= PosAdd
triggerall=!root,alive
trigger1=pos y > -110 && fvar(39)=0
y=-1.1
x=4-(random%7)
[state deadanim]
type= VelAdd
triggerall=!root,alive
trigger1=pos y < 60 && fvar(39)=1
y=0.6
[state deadanim]
type= VelMul
triggerall=!root,alive
trigger1=pos y >= 60 && fvar(39)=1
y=-.8
[state deadanim]
type=assertspecial
triggerall=!root,alive
trigger1=pos y > 0
flag=noshadow
;------------------------------------------------------------------------------

;------------------------
; /時間測定
;******************************************************************************











;******************************************************************************
; 多目的
;******************************************************************************
;==============================================================================
[Statedef 4520]
type=c
anim=16100
sprpriority=-4
ctrl=0
[State changeprev]
type=changestate
trigger1=!ishelper(4500)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[state ]
type=posset
trigger1=1
x=200
y=-400
ignorehitpause=1
[STATE ]
type=SelfState
trigger1=roundstate=2
value=4500
ignorehitpause=1
;==============================================================================
;ENEMYVARBACKUP
[Statedef 4515]
type=c
anim=2
sprpriority=-4
ctrl=0
;------------------------------------------------------------------------------
[State changeprev]
type=changestate
trigger1=!ishelper(4500)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
;--セット-----
[State 無敵]
type=nothitby
trigger1=1
value=SCA,AA,AT,AP
time=100000

[State 無敵]
type=HitOverride
trigger1=1
attr=SCA,AT,AA,AP
slot=6
stateno=stateno
time=-1
;--/セット-----
;------------------------------------------------------------------------------
[STATE PvS]
type=ParentVarSet
trigger1=1
var(40)=ID
ignorehitpause=1
[STATE e1]
type=NULL
trigger1=var(0):=enemy(0),var(0)||1
trigger1=var(1):=enemy(0),var(1)||1
trigger1=var(2):=enemy(0),var(2)||1
trigger1=var(3):=enemy(0),var(3)||1
trigger1=var(4):=enemy(0),var(4)||1
trigger1=var(5):=enemy(0),var(5)||1
trigger1=var(6):=enemy(0),var(6)||1
trigger1=var(7):=enemy(0),var(7)||1
trigger1=var(8):=enemy(0),var(8)||1
trigger1=var(9):=enemy(0),var(9)||1
trigger1=var(10):=enemy(0),var(10)||1
trigger1=var(11):=enemy(0),var(11)||1
trigger1=var(12):=enemy(0),var(12)||1
trigger1=var(13):=enemy(0),var(13)||1
trigger1=var(14):=enemy(0),var(14)||1
trigger1=var(15):=enemy(0),var(15)||1
trigger1=var(16):=enemy(0),var(16)||1
trigger1=var(17):=enemy(0),var(17)||1
trigger1=var(18):=enemy(0),var(18)||1
trigger1=var(19):=enemy(0),var(19)||1
trigger1=var(20):=enemy(0),var(20)||1
trigger1=var(21):=enemy(0),var(21)||1
trigger1=var(22):=enemy(0),var(22)||1
trigger1=var(23):=enemy(0),var(23)||1
trigger1=var(24):=enemy(0),var(24)||1
trigger1=var(25):=enemy(0),var(25)||1
trigger1=var(26):=enemy(0),var(26)||1
trigger1=var(27):=enemy(0),var(27)||1
trigger1=var(28):=enemy(0),var(28)||1
trigger1=var(29):=enemy(0),var(29)||1
trigger1=var(30):=enemy(0),var(30)||1
trigger1=var(31):=enemy(0),var(31)||1
trigger1=var(32):=enemy(0),var(32)||1
trigger1=var(33):=enemy(0),var(33)||1
trigger1=var(34):=enemy(0),var(34)||1
trigger1=var(35):=enemy(0),var(35)||1
trigger1=var(36):=enemy(0),var(36)||1
trigger1=var(37):=enemy(0),var(37)||1
trigger1=var(38):=enemy(0),var(38)||1
trigger1=var(39):=enemy(0),var(39)||1
trigger1=var(40):=enemy(0),var(40)||1
trigger1=var(41):=enemy(0),var(41)||1
trigger1=var(42):=enemy(0),var(42)||1
trigger1=var(43):=enemy(0),var(43)||1
trigger1=var(44):=enemy(0),var(44)||1
trigger1=var(45):=enemy(0),var(45)||1
trigger1=var(46):=enemy(0),var(46)||1
trigger1=var(47):=enemy(0),var(47)||1
trigger1=var(48):=enemy(0),var(48)||1
trigger1=var(49):=enemy(0),var(49)||1
trigger1=var(50):=enemy(0),var(50)||1
trigger1=var(51):=enemy(0),var(51)||1
trigger1=var(52):=enemy(0),var(52)||1
trigger1=var(53):=enemy(0),var(53)||1
trigger1=var(54):=enemy(0),var(54)||1
trigger1=var(55):=enemy(0),var(55)||1
trigger1=var(56):=enemy(0),var(56)||1
trigger1=var(57):=enemy(0),var(57)||1
trigger1=var(58):=enemy(0),var(58)||1
trigger1=var(59):=enemy(0),var(59)||1
trigger1=fvar(0):=enemy(0),fvar(0)||1
trigger1=fvar(1):=enemy(0),fvar(1)||1
trigger1=fvar(2):=enemy(0),fvar(2)||1
trigger1=fvar(3):=enemy(0),fvar(3)||1
trigger1=fvar(4):=enemy(0),fvar(4)||1
trigger1=fvar(5):=enemy(0),fvar(5)||1
trigger1=fvar(6):=enemy(0),fvar(6)||1
trigger1=fvar(7):=enemy(0),fvar(7)||1
trigger1=fvar(8):=enemy(0),fvar(8)||1
trigger1=fvar(9):=enemy(0),fvar(9)||1
trigger1=fvar(10):=enemy(0),fvar(10)||1
trigger1=fvar(11):=enemy(0),fvar(11)||1
trigger1=fvar(12):=enemy(0),fvar(12)||1
trigger1=fvar(13):=enemy(0),fvar(13)||1
trigger1=fvar(14):=enemy(0),fvar(14)||1
trigger1=fvar(15):=enemy(0),fvar(15)||1
trigger1=fvar(16):=enemy(0),fvar(16)||1
trigger1=fvar(17):=enemy(0),fvar(17)||1
trigger1=fvar(18):=enemy(0),fvar(18)||1
trigger1=fvar(19):=enemy(0),fvar(19)||1
trigger1=fvar(20):=enemy(0),fvar(20)||1
trigger1=fvar(21):=enemy(0),fvar(21)||1
trigger1=fvar(22):=enemy(0),fvar(22)||1
trigger1=fvar(23):=enemy(0),fvar(23)||1
trigger1=fvar(24):=enemy(0),fvar(24)||1
trigger1=fvar(25):=enemy(0),fvar(25)||1
trigger1=fvar(26):=enemy(0),fvar(26)||1
trigger1=fvar(27):=enemy(0),fvar(27)||1
trigger1=fvar(28):=enemy(0),fvar(28)||1
trigger1=fvar(29):=enemy(0),fvar(29)||1
trigger1=fvar(30):=enemy(0),fvar(30)||1
trigger1=fvar(31):=enemy(0),fvar(31)||1
trigger1=fvar(32):=enemy(0),fvar(32)||1
trigger1=fvar(33):=enemy(0),fvar(33)||1
trigger1=fvar(34):=enemy(0),fvar(34)||1
trigger1=fvar(35):=enemy(0),fvar(35)||1
trigger1=fvar(36):=enemy(0),fvar(36)||1
trigger1=fvar(37):=enemy(0),fvar(37)||1
trigger1=fvar(38):=enemy(0),fvar(38)||1
trigger1=fvar(39):=enemy(0),fvar(39)||1
persistent=0
[STATE ]
type=RemoveExplod
trigger1=1
id=-1
[STATE ]
type=AssertSpecial
trigger1=1
flag=noshadow
flag2=invisible
;------------------------------------------------------------------------------
[STATE end]
type=NULL
triggerall=parent,var(20)=[1,100]
trigger1=!numhelper(60)
trigger2=(helper(60),stateno%1000000)!=400
trigger2=(helper(60),prevstateno%1000000)!=400
trigger3=Enemy,Alive=0
trigger1=var(20):=parent,var(20)||1
trigger1=var(21):=parent,var(21)||1
trigger1=var(22):=parent,var(22)||1
trigger1=var(23):=parent,var(23)||1
trigger2=var(20):=parent,var(20)||1
trigger2=var(21):=parent,var(21)||1
trigger2=var(22):=parent,var(22)||1
trigger2=var(23):=parent,var(23)||1
trigger3=var(20):=parent,var(20)||1
trigger3=var(21):=parent,var(21)||1
trigger3=var(22):=parent,var(22)||1
trigger3=var(23):=parent,var(23)||1
persistent=0
[STATE end]
type=ChangeState
trigger1=!numhelper(60)
trigger2=(helper(60),stateno%1000000)!=400
trigger2=(helper(60),prevstateno%1000000)!=400
trigger3=Enemy,Alive=0
value=4500
;==============================================================================

;::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
; 4500待機
[Statedef 4500]
type=c
anim=2
sprpriority=-4
ctrl=0
;------------------------------------------------------------------------------
[State changeprev]
type=changestate
trigger1=!ishelper(4500)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[state pal11]
type=changestate
trigger1=root,sysvar(0)>0
value=11000010
ignorehitpause=1

[STATE ENEMYVARBACKUP]
type=changestate
trigger1=numhelper(60)
trigger1=Enemy,Alive
trigger1=(helper(60),stateno%1000000)=400
trigger1=(Root,var(57)&7168)/1024!=[1,5]
value=4515
ignorehitpause=1
;--セット-----
[State 無敵]
type=nothitby
trigger1=1
value=SCA,AA,AT,AP
time=-1
[State 無敵]
type=HitOverride
trigger1=1
attr=SCA,AT,AA,AP
slot=6
stateno=stateno
time=-1
;--/セット-----
;------------------------------------------------------------------------------
[State test]
type=changestate
triggerall=Root,Alive&&Root,PalNo=12&&Root,Var(20)!=[1,100]
triggerall=gametime>3000&&roundstate=2
triggerall=(Enemy(0),Alive=0)+(Enemy(NumEnemy=2),Alive=0)<2
trigger1=(Helper(57),var(0)%3500)=[60,200]
value=4501
ignorehitpause=1
;--test-----------------
[State test]
type=changestate
triggerall=Root,Alive&&Root,PalNo=12&&Root,Var(20)!=[1,100]
triggerall=gametime>3000&&roundstate=2
triggerall=(Enemy(0),Alive=0)+(Enemy(NumEnemy=2),Alive=0)<2
trigger1=(Helper(57),var(0)%3500)=[60,200]
value=4501
ignorehitpause=1
[STATE test]
type=ParentVarSet
trigger1=var(20)=[1,100]
trigger1=var(20)!=parent,var(20)
var(23)=var(23)
[STATE test]
type=ParentVarSet
trigger1=var(20)=[1,100]
trigger1=var(20)!=parent,var(20)
var(22)=var(22)
[STATE test]
type=ParentVarSet
trigger1=var(20)=[1,100]
trigger1=var(20)!=parent,var(20)
var(21)=var(21)
[STATE test]
type=ParentVarSet
trigger1=var(20)=[1,100]
trigger1=var(20)!=parent,var(20)
var(20)=var(20)
;--/test-----------------

;==============================================================================
; 攻撃
;==============================================================================
;------------------------------------------------------------------------------
[STATE 4500,CANIM2]
type=changeanim
triggerall=anim=10000
trigger1=helper(16000),var(12)=0
trigger2=roundstate != 2
trigger3=root,alive=0
trigger4=helper(16000),fvar(20)
value=2

[STATE 4500,CANIM10000]
type=changeanim
triggerall=anim=2
triggerall=root,alive
trigger1=helper(16000),var(12)&1
trigger2=helper(16000),var(12)&2
trigger3=helper(16000),var(12)&4
trigger4=helper(16000),var(12)&8
trigger5=helper(16000),var(12)&16
trigger6=helper(16000),var(12)&32
value=10000
;-/animset----------------------------------------------------------------------

[state trans]
type=Trans
trigger1=anim=10000
trans=add1

[state palfx];緑
type=PalFX
triggerall=anim=10000
trigger1=helper(16000),var(12)&1
time=1
mul=0,80,30
add=0,255,30

[state palfx];青
type=PalFX
triggerall=anim=10000
trigger1=helper(16000),var(12)&2
time=1
mul=10,10,80
add=60,60,255

[state palfx];赤
type=PalFX
triggerall=anim=10000
trigger1=helper(16000),var(12)&4
time=1
mul=80,0,0
add=255,0,0

[state palfx];黄色
type=PalFX
triggerall=anim=10000
trigger1=helper(16000),var(12)&8
time=1
mul=80,70,0
add=255,255,0

[state palfx];黒
type=PalFX
triggerall=anim=10000
trigger1=helper(16000),var(12)&16
time=1
mul=10,10,10
add=20,20,20

[state palfx];白
type=PalFX
triggerall=anim=10000
trigger1=helper(16000),var(12)&32
time=1
mul=80,80,80
add=220,220,220

;--計算------------------------------------------------------------------------
;--距離-----
[State TURN]
type=TURN
trigger1=facing<0
ignorehitpause=1
[state 距離]
type=varset
triggerall=anim=10000
trigger1=numenemy=1
trigger2=numenemy=2
trigger2=enemynear(0),alive
fvar(12)=(enemynear(0),pos y)-pos y+helper(30),fvar(8)
[state 距離]
type=varset
triggerall=anim=10000
trigger1=numenemy=2
trigger1=!enemynear(0),alive
fvar(12)=(enemynear(1),pos y)-pos y+helper(30),fvar(8)
[state 距離]
type=varadd
triggerall=anim=10000
trigger1=numenemy=1
trigger1=enemynear(0),const(size.mid.pos.y)>-20
trigger2=numenemy=2
trigger2=enemynear(0),alive
trigger2=enemynear(enemynear(0),alive=0),const(size.mid.pos.y)>-20
fvar(12)=50
[state 距離]
type=varset
triggerall=anim=10000
trigger1=numenemy=1
trigger2=numenemy=2
trigger2=enemynear(0),alive
fvar(13)=enemynear(0),pos x-pos x
ignorehitpause=1
[state 距離]
type=varset
triggerall=anim=10000
trigger1=numenemy=2
trigger1=!enemynear(0),alive
fvar(13)=enemynear(1),pos x-pos x
ignorehitpause=1
;通常
[state fabs-x20]
type=varset
trigger1=anim=10000
fvar(6)=abs(fvar(13))
[state fabs-y21]
type=varset
trigger1=anim=10000
fvar(7)=abs(fvar(12))

;--x<yなら値を入れ替える---
[state x 10]
type=varset
trigger1=anim=10000
fvar(4)=( (fvar(6) > fvar(7)) * fvar(6) ) + ( (fvar(6) < fvar(7)) * fvar(7) ) + ( fvar(6)=fvar(7) )

[state y 11]
type=varset
trigger1=anim=10000
fvar(5)=( (fvar(6) < fvar(7)) * fvar(6) ) + ( (fvar(6) > fvar(7)) * fvar(7) ) + ( fvar(6)=fvar(7) )
;--入替end---

[state 0];t=y / x;
type=varset
trigger1=anim=10000
fvar(0)=fvar(5) / fvar(4)

[state 1];t=t * t;
type=varset
trigger1=anim=10000
fvar(1)=fvar(0) * fvar(0)

[state 2];t=t / (4.0 + t);
type=varset
trigger1=anim=10000
fvar(2)=fvar(1) / ( 4 + fvar(1) )

[state 3];x=x + 2.0*x*t;
type=varset
trigger1=anim=10000
fvar(3)=fvar(4) + 2 * fvar(4) * fvar(2)

[state vartime-2]
type=varadd
trigger1=anim=2
fvar(8)=1

[state vartime-10000]
type=varadd
trigger1=anim=10000
fvar(9)=1

[state vartime]
type=varset
trigger1=anim=2
fvar(10)=-2

[state vartime]
type=varset
triggerall=fvar(10) != -1
triggerall=anim=10000
triggerall=floor(fvar(3)) > fvar(9)
trigger1=helper(16000),var(12)&1
trigger2=helper(16000),var(12)&2
trigger3=helper(16000),var(12)&16
trigger4=helper(16000),var(12)&32
fvar(10)=( fvar(9)*13 < floor(fvar(3)) ) * (floor(fvar(3)) - (fvar(9)*13))

[state vartime]
type=varset
triggerall=fvar(10) != -1
triggerall=anim=10000
triggerall=floor(fvar(3)) > fvar(9)
trigger1=helper(16000),var(12)&4
trigger2=helper(16000),var(12)&8
fvar(10)=( fvar(9)*10 < floor(fvar(3)) ) * (floor(fvar(3)) - (fvar(9)*10))

[state vartime-2reset]
type=varset
trigger1=anim=10000
fvar(8)=0

[state vartime-10000reset]
type=varset
trigger1=anim=2
fvar(9)=0

[state p2dist-angledraw]
type=AngleDraw
trigger1=anim=10000
scale=fvar(3) - fvar(10) - ((helper(57),Anim=520)*21 + (helper(57),Anim=521)*17 + (helper(57),Anim=522)*15 + (helper(57),Anim=523)*11 + (helper(57),Anim=524)*8 + (helper(57),Anim=525)*4), 1
value=( atan( (fvar(13)-(fvar(13)=0))/((fvar(12))-((fvar(12))=0)) ) * 180/pi ) - (((fvar(12))>0)-((fvar(12))<=0))*90
;-/計算------------------------------------------------------------------------

[State proj緑]
type=Projectile
trigger1=anim=10000
trigger1=fvar(10)=0
trigger1=helper(16000),var(12)&1
projID=30000
projanim=16011;16001
projscale=1,1
projremove=1
projremovetime=5
velmul=0, 0
projhits=1
projmisstime=1
projpriority=999999
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p2
offset=0,enemynear,const(size.mid.pos.y)
sparkxy=-8,0
;-hitdef-
attr=SCA,NA
numhits=0
hitflag=MAFD
guardflag=MA
damage=5,1
pausetime=0,2
ground.type=low
pausemovetime=99990000000
supermovetime=99990000000

[State proj青]
type=Projectile
trigger1=anim=10000
trigger1=fvar(10)=0
trigger1=helper(16000),var(12)&2
projID=30001
projanim=16011;16001
projscale=1,1
projremove=1
projremovetime=5
velmul=0, 0
projhits=1
projmisstime=1
projpriority=999999
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p2
offset=0,enemynear,const(size.mid.pos.y)
sparkxy=-8,0
;-hitdef-
attr=SCA,NA
numhits=0
hitflag=MAFD
guardflag=MA
damage=30+(random%21),5+(random%11)
pausetime=0,8
guard.pausetime=0,0
ground.type=low
pausemovetime=99990000000
supermovetime=99990000000


[State proj赤]
type=Projectile
trigger1=anim=10000
trigger1=fvar(10)=0
trigger1=helper(16000),var(12)&4
projID=30002
projanim=16011;16001
projscale=1,1
projremove=1
projremovetime=5
velmul=0, 0
projhits=1
projmisstime=1
projpriority=999999
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p2
offset=0,enemynear,const(size.mid.pos.y)
sparkxy=-8,0
;-hitdef-
attr=SCA,NA
numhits=0
hitflag=MAFD
guardflag=MA
damage=enemy,lifemax * 0.11,enemy,lifemax * 0.025
pausetime=0,10
ground.type=high
pausemovetime=99990000000
supermovetime=99990000000

[State proj黄]
type=Projectile
trigger1=anim=10000
trigger1=fvar(10)=[-1,0]
trigger1=helper(16000),var(12)&8
persistent=3
projID=30003
projanim=16011;16001
projscale=1,1
projremove=1
projremovetime=5
velmul=0, 0
projhits=1
projmisstime=1
projpriority=999999
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p2
offset=0,enemynear,const(size.mid.pos.y)
sparkxy=-8,0
;-hitdef-
attr=SCA,NA
numhits=0
hitflag=MAFD
guardflag=MA
damage=2+(random%4),(random%2)
pausetime=0,0
guard.pausetime=0,0
ground.type=low
pausemovetime=99990000000
supermovetime=99990000000


[State proj黒]
type=Projectile
trigger1=anim=10000
trigger1=fvar(10)=0
trigger1=helper(16000),var(12)&16
projID=30010
projanim=16011;16001
projscale=1,1
projremove=1
projremovetime=5
velmul=0, 0
projhits=1
projmisstime=1
projpriority=999999
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p2
offset=0,enemynear,const(size.mid.pos.y)
sparkxy=-8,0
;-hitdef-
attr=SCA,NA
numhits=0
hitflag=MAFD
guardflag=MA
givepower=-200000,-200000
pausetime=0,5
guard.pausetime=0,0
ground.type=low
pausemovetime=99990000000
supermovetime=99990000000

[State proj白]
type=Projectile
trigger1=anim=10000
trigger1=fvar(10)=0
trigger1=helper(16000),var(12)&32
projID=30011
projanim=16011;16001
projscale=1,1
projremove=1
projremovetime=5
velmul=0, 0
projhits=1
projmisstime=1
projpriority=999999
projedgebound=10000
projstagebound=10000
projheightbound=-10000,10000
postype=p2
offset=0,enemynear,const(size.mid.pos.y)
sparkxy=-8,0
;-hitdef-
attr=SCA,NA
numhits=0
hitflag=MAFD
guardflag=MA
damage=-500,-500
pausetime=0,10
guard.pausetime=0,0
ground.type=high
pausemovetime=99990000000
supermovetime=99990000000

[state vartime]
type=VARSET
trigger1=fvar(10)=0
fvar(10)=-1
;--explod----------------------------------------------------------------------
[STATE 4500,CUBEXPLOD]
type=Explod
trigger1=!numexplod(57)
trigger1=anim=10000
anim=3
id=4500
scale=0.3,0.3
pos=0,0
postype=p1
removetime=-1	
sprpriority=-4
shadow=-1
bindtime=-1
trans=add1
supermovetime=99990000000
pausemovetime=99990000000
[STATE 4500,REMOVECUBEXPLOD]
type=RemoveExplod
trigger1=anim=2
ID=4500
;-/explod----------------------------------------------------------------------
;/攻撃
;==============================================================================
[STATE Explod]
type=Explod
triggerall=root,alive
trigger1=!numexplod(100101)
id=100101
anim=10
bindtime=-1
removetime=120
ownpal=1
scale=.15,.15
sprpriority=-3
persistent=1
ignorehitpause=1
supermovetime=99990000000
pausemovetime=99990000000
[STATE Modify]
type=ModifyExplod
trigger1=numexplod(100101)
id=100101
scale=.15+(time%3)*0.0025,.15+(time%3)*0.0025
ignorehitpause=1
supermovetime=99990000000
pausemovetime=99990000000
[STATE Explod]
type=Explod
triggerall=!numexplod(100102)
triggerall=anim=2
triggerall=root,alive
trigger1=(gametime%var(59))<var(59)*.4
trigger2=numhelper(60)
trigger2=helper(60),stateno=[60000100,69999999]
id=100102
anim=8553
bindtime=-1
removetime=2
facing=ifelse(time%2,1,-1)
vfacing=ifelse(time%2,-1,1)
ownpal=(!numhelper(60)||!(random%3))
scale=.25,.25
sprpriority=-2
ignorehitpause=1
supermovetime=99990000000
pausemovetime=99990000000
;==============================================================================
;--cube------------------------------------------------------------------------
[state trans]
type=Trans
trigger1=anim=2
trans=add1
[state palette]
type=PalFX
triggerall=root,alive
trigger1=anim=2
trigger1=(gametime%var(59))=0
time=var(59)
mul=477,478,478
add=-75,-74,-93
sinadd=160,166,80,var(59)
color=120
[state angledraw]
type=AngleDraw
triggerall=root,alive
trigger1=anim=2
scale=0.3,0.3
value=(gametime%1444)/4
;-/cube------------------------------------------------------------------------
[state varset]
type=varset
persistent=0
trigger1=1
var(59)=ceil((180.0/60.0)*TicksPerSecond)
;==============================================================================
[state ]
type=varset
trigger1=1
var(57)=ceil(rootdist x+40*cos((gametime%var(59))*2*pi/var(59)));ceil(20*sin(2*pi*(time%120)/60))
ignorehitpause=1
[state ]
type=varset
trigger1=root,pos y<35
var(58)=ceil(rootdist y+35+40*sin((gametime%var(59))*2*pi/var(59)));40+ceil(60*sin(2*pi*(time%120)/60))
ignorehitpause=1
[state ]
type=varset
trigger1=root,pos y>=35
var(58)=ceil(rootdist y+40*sin((gametime%var(59))*2*pi/var(59)));40+ceil(60*sin(2*pi*(time%120)/60))
ignorehitpause=1
[state bindtoroot]
type=VelAdd
trigger1=root,alive
trigger1=abs(vel y<2)
trigger1=var(58)>0
y=.08
ignorehitpause=1
[state bindtoroot]
type=VelAdd
trigger1=root,alive
trigger1=vel y>-2
trigger1=var(58)<0
y=-.08
ignorehitpause=1
[state bindtoroot]
type=VelAdd
trigger1=root,alive
trigger1=abs(vel x<5)
trigger1=var(57)>0
x=.15
ignorehitpause=1
[state bindtoroot]
type=VelAdd
trigger1=root,alive
trigger1=vel x>-5
trigger1=var(57)<0
x=-.15
ignorehitpause=1
[state bindtoroot]
type=VelMul
trigger1=root,alive
trigger1=var(57)=[-20,20]
x=.95
ignorehitpause=1
[state bindtoroot]
type=VelMul
trigger1=root,alive
trigger1=var(58)=[-20,20]
y=.7
ignorehitpause=1
[state ]
type=explod
trigger1=root,alive
trigger1=numexplod(61)<2
trigger1=pos y>44+(numexplod(61))*4
id=61
anim=61
pos=0,4
postype=p1
bindtime=-1
removetime=-2
ownpal=1
scale=.5,.5
sprpriority=11
persistent=24
ignorehitpause=1
supermovetime=99990000000
pausemovetime=99990000000
;==============================================================================

;------------------------------------------------------------------------------
;死亡時アニメ
[state DeadAnim]
type=PalFX
triggerall=!root,alive
trigger1=anim=2
time=200
add=50,50,0
sinadd=188,166,0,30
color=255
persistent=0
[state deadanim]
type=AngleDraw
triggerall=!root,alive
trigger1=anim=2
scale=0.5,0.5
[state deadanim]
type=Turn
triggerall=!root,alive
trigger1=pos x>0;左にいる
trigger1=facing=1;右向き
trigger2=pos x<0;右にいる
trigger2=facing=-1;左向き
[state bindtoroot]
type=VelSet
trigger1=!root,alive
x=0
y=0
persistent=0
ignorehitpause=1
[state deadanim]
type=varset
triggerall=!root,alive
trigger1=pos y<=-110
fvar(39)=1
[state deadanim]
type=PosAdd
triggerall=!root,alive
trigger1=pos y>-110
trigger1=fvar(39)=0
y=-1.6
x=4-(random%7)
[state deadanim]
type=VelAdd
triggerall=!root,alive
trigger1=pos y<60
trigger1=fvar(39)=1
y=0.6
[state deadanim]
type=VelMul
triggerall=!root,alive
trigger1=pos y>=60
trigger1=fvar(39)=1
y=-.8
[state deadanim]
type=assertspecial
triggerall=!root,alive
trigger1=pos y>0
flag=noshadow
;------------------------------------------------------------------------------
; /4500待機
;::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

;::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
; test
;::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;==============================================================================
; 開始
[STATEDEF 4501]
type=a
;------------------------------------------------------------------------------
[State changeprev]
type=changestate
trigger1=!ishelper(4500)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
;--セット-----
[State 無敵]
type=nothitby
trigger1=1
value=SCA,AA,AT,AP
time=100000

[State 無敵]
type=HitOverride
trigger1=1
attr=SCA,AT,AA,AP
slot=6
stateno=stateno
time=-1
;--/セット-----
[STATE ]
type=AssertSpecial
trigger1=1
flag=noshadow
flag2= invisible
;------------------------------------------------------------------------------
[State 無敵]
type=removeexplod
trigger1=1
id=-1
[STATE ]
type=VarSet
trigger1=PrevStateNo=4500
sysvar(0)=0
[STATE ]
type=changestate
trigger1=root,alive=0
trigger2=root,palno!=12
trigger3=sysvar(0)>=1
trigger4=gametime<3000
trigger5=roundstate>2
value=4500
[STATE ]
type=changestate
trigger1=1
value=stateno+1
;==============================================================================
; 1
[STATEDEF 4502]
type=a
;------------------------------------------------------------------------------
[State changeprev]
type=changestate
trigger1=!ishelper(4500)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
;--セット-----
[State 無敵]
type=nothitby
trigger1=1
value=SCA,AA,AT,AP
time=100000

[State 無敵]
type=HitOverride
trigger1=1
attr=SCA,AT,AA,AP
slot=6
stateno=stateno
time=-1
;--/セット-----
[STATE ]
type=AssertSpecial
trigger1=1
flag=noshadow
flag2=invisible
;------------------------------------------------------------------------------
[STATE ]
type=changestate
trigger1=roundstate>2
value=4500
[STATE BtR]
type=BindToRoot
trigger1=1
time=1
facing=0
pos=5,0
[STATE e1]
type=NULL
triggerall=time=1
trigger1=var(0):=enemy(0),var(0)||1
trigger1=var(1):=enemy(0),var(1)||1
trigger1=var(2):=enemy(0),var(2)||1
trigger1=var(3):=enemy(0),var(3)||1
trigger1=var(4):=enemy(0),var(4)||1
trigger1=var(5):=enemy(0),var(5)||1
trigger1=var(6):=enemy(0),var(6)||1
trigger1=var(7):=enemy(0),var(7)||1
trigger1=var(8):=enemy(0),var(8)||1
trigger1=var(9):=enemy(0),var(9)||1
trigger1=var(10):=enemy(0),var(10)||1
trigger1=var(11):=enemy(0),var(11)||1
trigger1=var(12):=enemy(0),var(12)||1
trigger1=var(13):=enemy(0),var(13)||1
trigger1=var(14):=enemy(0),var(14)||1
trigger1=var(15):=enemy(0),var(15)||1
trigger1=var(16):=enemy(0),var(16)||1
trigger1=var(17):=enemy(0),var(17)||1
trigger1=var(18):=enemy(0),var(18)||1
trigger1=var(19):=enemy(0),var(19)||1
trigger1=var(20):=enemy(0),var(20)||1
trigger1=var(21):=enemy(0),var(21)||1
trigger1=var(22):=enemy(0),var(22)||1
trigger1=var(23):=enemy(0),var(23)||1
trigger1=var(24):=enemy(0),var(24)||1
trigger1=var(25):=enemy(0),var(25)||1
trigger1=var(26):=enemy(0),var(26)||1
trigger1=var(27):=enemy(0),var(27)||1
trigger1=var(28):=enemy(0),var(28)||1
trigger1=var(29):=enemy(0),var(29)||1
trigger1=var(30):=enemy(0),var(30)||1
trigger1=var(31):=enemy(0),var(31)||1
trigger1=var(32):=enemy(0),var(32)||1
trigger1=var(33):=enemy(0),var(33)||1
trigger1=var(34):=enemy(0),var(34)||1
trigger1=var(35):=enemy(0),var(35)||1
trigger1=var(36):=enemy(0),var(36)||1
trigger1=var(37):=enemy(0),var(37)||1
trigger1=var(38):=enemy(0),var(38)||1
trigger1=var(39):=enemy(0),var(39)||1
trigger1=var(40):=enemy(0),var(40)||1
trigger1=var(41):=enemy(0),var(41)||1
trigger1=var(42):=enemy(0),var(42)||1
trigger1=var(43):=enemy(0),var(43)||1
trigger1=var(44):=enemy(0),var(44)||1
trigger1=var(45):=enemy(0),var(45)||1
trigger1=var(46):=enemy(0),var(46)||1
trigger1=var(47):=enemy(0),var(47)||1
trigger1=var(48):=enemy(0),var(48)||1
trigger1=var(49):=enemy(0),var(49)||1
trigger1=var(50):=enemy(0),var(50)||1
trigger1=var(51):=enemy(0),var(51)||1
trigger1=var(52):=enemy(0),var(52)||1
trigger1=var(53):=enemy(0),var(53)||1
trigger1=var(54):=enemy(0),var(54)||1
trigger1=var(55):=enemy(0),var(55)||1
trigger1=var(56):=enemy(0),var(56)||1
trigger1=var(57):=enemy(0),var(57)||1
trigger1=var(58):=enemy(0),var(58)||1
trigger1=var(59):=enemy(0),var(59)||1
trigger1=fvar(0):=enemy(0),fvar(0)||1
trigger1=fvar(1):=enemy(0),fvar(1)||1
trigger1=fvar(2):=enemy(0),fvar(2)||1
trigger1=fvar(3):=enemy(0),fvar(3)||1
trigger1=fvar(4):=enemy(0),fvar(4)||1
trigger1=fvar(5):=enemy(0),fvar(5)||1
trigger1=fvar(6):=enemy(0),fvar(6)||1
trigger1=fvar(7):=enemy(0),fvar(7)||1
trigger1=fvar(8):=enemy(0),fvar(8)||1
trigger1=fvar(9):=enemy(0),fvar(9)||1
trigger1=fvar(10):=enemy(0),fvar(10)||1
trigger1=fvar(11):=enemy(0),fvar(11)||1
trigger1=fvar(12):=enemy(0),fvar(12)||1
trigger1=fvar(13):=enemy(0),fvar(13)||1
trigger1=fvar(14):=enemy(0),fvar(14)||1
trigger1=fvar(15):=enemy(0),fvar(15)||1
trigger1=fvar(16):=enemy(0),fvar(16)||1
trigger1=fvar(17):=enemy(0),fvar(17)||1
trigger1=fvar(18):=enemy(0),fvar(18)||1
trigger1=fvar(19):=enemy(0),fvar(19)||1
trigger1=fvar(20):=enemy(0),fvar(20)||1
trigger1=fvar(21):=enemy(0),fvar(21)||1
trigger1=fvar(22):=enemy(0),fvar(22)||1
trigger1=fvar(23):=enemy(0),fvar(23)||1
trigger1=fvar(24):=enemy(0),fvar(24)||1
trigger1=fvar(25):=enemy(0),fvar(25)||1
trigger1=fvar(26):=enemy(0),fvar(26)||1
trigger1=fvar(27):=enemy(0),fvar(27)||1
trigger1=fvar(28):=enemy(0),fvar(28)||1
trigger1=fvar(29):=enemy(0),fvar(29)||1
trigger1=fvar(30):=enemy(0),fvar(30)||1
trigger1=fvar(31):=enemy(0),fvar(31)||1
trigger1=fvar(32):=enemy(0),fvar(32)||1
trigger1=fvar(33):=enemy(0),fvar(33)||1
trigger1=fvar(34):=enemy(0),fvar(34)||1
trigger1=fvar(35):=enemy(0),fvar(35)||1
trigger1=fvar(36):=enemy(0),fvar(36)||1
trigger1=fvar(37):=enemy(0),fvar(37)||1
trigger1=fvar(38):=enemy(0),fvar(38)||1
trigger1=fvar(39):=enemy(0),fvar(39)||1

[STATE e2]
type=NULL
triggerall=time=2
trigger1=var(0):=(enemy(0),var(0)-var(0)=1)*var(0)||1
trigger1=var(1):=(enemy(0),var(1)-var(1)=1)*var(1)||1
trigger1=var(2):=(enemy(0),var(2)-var(2)=1)*var(2)||1
trigger1=var(3):=(enemy(0),var(3)-var(3)=1)*var(3)||1
trigger1=var(4):=(enemy(0),var(4)-var(4)=1)*var(4)||1
trigger1=var(5):=(enemy(0),var(5)-var(5)=1)*var(5)||1
trigger1=var(6):=(enemy(0),var(6)-var(6)=1)*var(6)||1
trigger1=var(7):=(enemy(0),var(7)-var(7)=1)*var(7)||1
trigger1=var(8):=(enemy(0),var(8)-var(8)=1)*var(8)||1
trigger1=var(9):=(enemy(0),var(9)-var(9)=1)*var(9)||1
trigger1=var(10):=(enemy(0),var(10)-var(10)=1)*var(10)||1
trigger1=var(11):=(enemy(0),var(11)-var(11)=1)*var(11)||1
trigger1=var(12):=(enemy(0),var(12)-var(12)=1)*var(12)||1
trigger1=var(13):=(enemy(0),var(13)-var(13)=1)*var(13)||1
trigger1=var(14):=(enemy(0),var(14)-var(14)=1)*var(14)||1
trigger1=var(15):=(enemy(0),var(15)-var(15)=1)*var(15)||1
trigger1=var(16):=(enemy(0),var(16)-var(16)=1)*var(16)||1
trigger1=var(17):=(enemy(0),var(17)-var(17)=1)*var(17)||1
trigger1=var(18):=(enemy(0),var(18)-var(18)=1)*var(18)||1
trigger1=var(19):=(enemy(0),var(19)-var(19)=1)*var(19)||1
trigger1=var(20):=(enemy(0),var(20)-var(20)=1)*var(20)||1
trigger1=var(21):=(enemy(0),var(21)-var(21)=1)*var(21)||1
trigger1=var(22):=(enemy(0),var(22)-var(22)=1)*var(22)||1
trigger1=var(23):=(enemy(0),var(23)-var(23)=1)*var(23)||1
trigger1=var(24):=(enemy(0),var(24)-var(24)=1)*var(24)||1
trigger1=var(25):=(enemy(0),var(25)-var(25)=1)*var(25)||1
trigger1=var(26):=(enemy(0),var(26)-var(26)=1)*var(26)||1
trigger1=var(27):=(enemy(0),var(27)-var(27)=1)*var(27)||1
trigger1=var(28):=(enemy(0),var(28)-var(28)=1)*var(28)||1
trigger1=var(29):=(enemy(0),var(29)-var(29)=1)*var(29)||1
trigger1=var(30):=(enemy(0),var(30)-var(30)=1)*var(30)||1
trigger1=var(31):=(enemy(0),var(31)-var(31)=1)*var(31)||1
trigger1=var(32):=(enemy(0),var(32)-var(32)=1)*var(32)||1
trigger1=var(33):=(enemy(0),var(33)-var(33)=1)*var(33)||1
trigger1=var(34):=(enemy(0),var(34)-var(34)=1)*var(34)||1
trigger1=var(35):=(enemy(0),var(35)-var(35)=1)*var(35)||1
trigger1=var(36):=(enemy(0),var(36)-var(36)=1)*var(36)||1
trigger1=var(37):=(enemy(0),var(37)-var(37)=1)*var(37)||1
trigger1=var(38):=(enemy(0),var(38)-var(38)=1)*var(38)||1
trigger1=var(39):=(enemy(0),var(39)-var(39)=1)*var(39)||1
trigger1=var(40):=(enemy(0),var(40)-var(40)=1)*var(40)||1
trigger1=var(41):=(enemy(0),var(41)-var(41)=1)*var(41)||1
trigger1=var(42):=(enemy(0),var(42)-var(42)=1)*var(42)||1
trigger1=var(43):=(enemy(0),var(43)-var(43)=1)*var(43)||1
trigger1=var(44):=(enemy(0),var(44)-var(44)=1)*var(44)||1
trigger1=var(45):=(enemy(0),var(45)-var(45)=1)*var(45)||1
trigger1=var(46):=(enemy(0),var(46)-var(46)=1)*var(46)||1
trigger1=var(47):=(enemy(0),var(47)-var(47)=1)*var(47)||1
trigger1=var(48):=(enemy(0),var(48)-var(48)=1)*var(48)||1
trigger1=var(49):=(enemy(0),var(49)-var(49)=1)*var(49)||1
trigger1=var(50):=(enemy(0),var(50)-var(50)=1)*var(50)||1
trigger1=var(51):=(enemy(0),var(51)-var(51)=1)*var(51)||1
trigger1=var(52):=(enemy(0),var(52)-var(52)=1)*var(52)||1
trigger1=var(53):=(enemy(0),var(53)-var(53)=1)*var(53)||1
trigger1=var(54):=(enemy(0),var(54)-var(54)=1)*var(54)||1
trigger1=var(55):=(enemy(0),var(55)-var(55)=1)*var(55)||1
trigger1=var(56):=(enemy(0),var(56)-var(56)=1)*var(56)||1
trigger1=var(57):=(enemy(0),var(57)-var(57)=1)*var(57)||1
trigger1=var(58):=(enemy(0),var(58)-var(58)=1)*var(58)||1
trigger1=var(59):=(enemy(0),var(59)-var(59)=1)*var(59)||1
trigger1=fvar(0):=(enemy(0),fvar(0)-fvar(0)=1)*fvar(0)||1
trigger1=fvar(1):=(enemy(0),fvar(1)-fvar(1)=1)*fvar(1)||1
trigger1=fvar(2):=(enemy(0),fvar(2)-fvar(2)=1)*fvar(2)||1
trigger1=fvar(3):=(enemy(0),fvar(3)-fvar(3)=1)*fvar(3)||1
trigger1=fvar(4):=(enemy(0),fvar(4)-fvar(4)=1)*fvar(4)||1
trigger1=fvar(5):=(enemy(0),fvar(5)-fvar(5)=1)*fvar(5)||1
trigger1=fvar(6):=(enemy(0),fvar(6)-fvar(6)=1)*fvar(6)||1
trigger1=fvar(7):=(enemy(0),fvar(7)-fvar(7)=1)*fvar(7)||1
trigger1=fvar(8):=(enemy(0),fvar(8)-fvar(8)=1)*fvar(8)||1
trigger1=fvar(9):=(enemy(0),fvar(9)-fvar(9)=1)*fvar(9)||1
trigger1=fvar(10):=(enemy(0),fvar(10)-fvar(10)=1)*fvar(10)||1
trigger1=fvar(11):=(enemy(0),fvar(11)-fvar(11)=1)*fvar(11)||1
trigger1=fvar(12):=(enemy(0),fvar(12)-fvar(12)=1)*fvar(12)||1
trigger1=fvar(13):=(enemy(0),fvar(13)-fvar(13)=1)*fvar(13)||1
trigger1=fvar(14):=(enemy(0),fvar(14)-fvar(14)=1)*fvar(14)||1
trigger1=fvar(15):=(enemy(0),fvar(15)-fvar(15)=1)*fvar(15)||1
trigger1=fvar(16):=(enemy(0),fvar(16)-fvar(16)=1)*fvar(16)||1
trigger1=fvar(17):=(enemy(0),fvar(17)-fvar(17)=1)*fvar(17)||1
trigger1=fvar(18):=(enemy(0),fvar(18)-fvar(18)=1)*fvar(18)||1
trigger1=fvar(19):=(enemy(0),fvar(19)-fvar(19)=1)*fvar(19)||1
trigger1=fvar(20):=(enemy(0),fvar(20)-fvar(20)=1)*fvar(20)||1
trigger1=fvar(21):=(enemy(0),fvar(21)-fvar(21)=1)*fvar(21)||1
trigger1=fvar(22):=(enemy(0),fvar(22)-fvar(22)=1)*fvar(22)||1
trigger1=fvar(23):=(enemy(0),fvar(23)-fvar(23)=1)*fvar(23)||1
trigger1=fvar(24):=(enemy(0),fvar(24)-fvar(24)=1)*fvar(24)||1
trigger1=fvar(25):=(enemy(0),fvar(25)-fvar(25)=1)*fvar(25)||1
trigger1=fvar(26):=(enemy(0),fvar(26)-fvar(26)=1)*fvar(26)||1
trigger1=fvar(27):=(enemy(0),fvar(27)-fvar(27)=1)*fvar(27)||1
trigger1=fvar(28):=(enemy(0),fvar(28)-fvar(28)=1)*fvar(28)||1
trigger1=fvar(29):=(enemy(0),fvar(29)-fvar(29)=1)*fvar(29)||1
trigger1=fvar(30):=(enemy(0),fvar(30)-fvar(30)=1)*fvar(30)||1
trigger1=fvar(31):=(enemy(0),fvar(31)-fvar(31)=1)*fvar(31)||1
trigger1=fvar(32):=(enemy(0),fvar(32)-fvar(32)=1)*fvar(32)||1
trigger1=fvar(33):=(enemy(0),fvar(33)-fvar(33)=1)*fvar(33)||1
trigger1=fvar(34):=(enemy(0),fvar(34)-fvar(34)=1)*fvar(34)||1
trigger1=fvar(35):=(enemy(0),fvar(35)-fvar(35)=1)*fvar(35)||1
trigger1=fvar(36):=(enemy(0),fvar(36)-fvar(36)=1)*fvar(36)||1
trigger1=fvar(37):=(enemy(0),fvar(37)-fvar(37)=1)*fvar(37)||1
trigger1=fvar(38):=(enemy(0),fvar(38)-fvar(38)=1)*fvar(38)||1
trigger1=fvar(39):=(enemy(0),fvar(39)-fvar(39)=1)*fvar(39)||1

[STATE e32]
type=NULL
triggerall=time=32
trigger1=var(0):=(enemy(0),var(0)-var(0)=31)*var(0)||1
trigger1=var(1):=(enemy(0),var(1)-var(1)=31)*var(1)||1
trigger1=var(2):=(enemy(0),var(2)-var(2)=31)*var(2)||1
trigger1=var(3):=(enemy(0),var(3)-var(3)=31)*var(3)||1
trigger1=var(4):=(enemy(0),var(4)-var(4)=31)*var(4)||1
trigger1=var(5):=(enemy(0),var(5)-var(5)=31)*var(5)||1
trigger1=var(6):=(enemy(0),var(6)-var(6)=31)*var(6)||1
trigger1=var(7):=(enemy(0),var(7)-var(7)=31)*var(7)||1
trigger1=var(8):=(enemy(0),var(8)-var(8)=31)*var(8)||1
trigger1=var(9):=(enemy(0),var(9)-var(9)=31)*var(9)||1
trigger1=var(10):=(enemy(0),var(10)-var(10)=31)*var(10)||1
trigger1=var(11):=(enemy(0),var(11)-var(11)=31)*var(11)||1
trigger1=var(12):=(enemy(0),var(12)-var(12)=31)*var(12)||1
trigger1=var(13):=(enemy(0),var(13)-var(13)=31)*var(13)||1
trigger1=var(14):=(enemy(0),var(14)-var(14)=31)*var(14)||1
trigger1=var(15):=(enemy(0),var(15)-var(15)=31)*var(15)||1
trigger1=var(16):=(enemy(0),var(16)-var(16)=31)*var(16)||1
trigger1=var(17):=(enemy(0),var(17)-var(17)=31)*var(17)||1
trigger1=var(18):=(enemy(0),var(18)-var(18)=31)*var(18)||1
trigger1=var(19):=(enemy(0),var(19)-var(19)=31)*var(19)||1
trigger1=var(20):=(enemy(0),var(20)-var(20)=31)*var(20)||1
trigger1=var(21):=(enemy(0),var(21)-var(21)=31)*var(21)||1
trigger1=var(22):=(enemy(0),var(22)-var(22)=31)*var(22)||1
trigger1=var(23):=(enemy(0),var(23)-var(23)=31)*var(23)||1
trigger1=var(24):=(enemy(0),var(24)-var(24)=31)*var(24)||1
trigger1=var(25):=(enemy(0),var(25)-var(25)=31)*var(25)||1
trigger1=var(26):=(enemy(0),var(26)-var(26)=31)*var(26)||1
trigger1=var(27):=(enemy(0),var(27)-var(27)=31)*var(27)||1
trigger1=var(28):=(enemy(0),var(28)-var(28)=31)*var(28)||1
trigger1=var(29):=(enemy(0),var(29)-var(29)=31)*var(29)||1
trigger1=var(30):=(enemy(0),var(30)-var(30)=31)*var(30)||1
trigger1=var(31):=(enemy(0),var(31)-var(31)=31)*var(31)||1
trigger1=var(32):=(enemy(0),var(32)-var(32)=31)*var(32)||1
trigger1=var(33):=(enemy(0),var(33)-var(33)=31)*var(33)||1
trigger1=var(34):=(enemy(0),var(34)-var(34)=31)*var(34)||1
trigger1=var(35):=(enemy(0),var(35)-var(35)=31)*var(35)||1
trigger1=var(36):=(enemy(0),var(36)-var(36)=31)*var(36)||1
trigger1=var(37):=(enemy(0),var(37)-var(37)=31)*var(37)||1
trigger1=var(38):=(enemy(0),var(38)-var(38)=31)*var(38)||1
trigger1=var(39):=(enemy(0),var(39)-var(39)=31)*var(39)||1
trigger1=var(40):=(enemy(0),var(40)-var(40)=31)*var(40)||1
trigger1=var(41):=(enemy(0),var(41)-var(41)=31)*var(41)||1
trigger1=var(42):=(enemy(0),var(42)-var(42)=31)*var(42)||1
trigger1=var(43):=(enemy(0),var(43)-var(43)=31)*var(43)||1
trigger1=var(44):=(enemy(0),var(44)-var(44)=31)*var(44)||1
trigger1=var(45):=(enemy(0),var(45)-var(45)=31)*var(45)||1
trigger1=var(46):=(enemy(0),var(46)-var(46)=31)*var(46)||1
trigger1=var(47):=(enemy(0),var(47)-var(47)=31)*var(47)||1
trigger1=var(48):=(enemy(0),var(48)-var(48)=31)*var(48)||1
trigger1=var(49):=(enemy(0),var(49)-var(49)=31)*var(49)||1
trigger1=var(50):=(enemy(0),var(50)-var(50)=31)*var(50)||1
trigger1=var(51):=(enemy(0),var(51)-var(51)=31)*var(51)||1
trigger1=var(52):=(enemy(0),var(52)-var(52)=31)*var(52)||1
trigger1=var(53):=(enemy(0),var(53)-var(53)=31)*var(53)||1
trigger1=var(54):=(enemy(0),var(54)-var(54)=31)*var(54)||1
trigger1=var(55):=(enemy(0),var(55)-var(55)=31)*var(55)||1
trigger1=var(56):=(enemy(0),var(56)-var(56)=31)*var(56)||1
trigger1=var(57):=(enemy(0),var(57)-var(57)=31)*var(57)||1
trigger1=var(58):=(enemy(0),var(58)-var(58)=31)*var(58)||1
trigger1=var(59):=(enemy(0),var(59)-var(59)=31)*var(59)||1
trigger1=fvar(0):=(enemy(0),fvar(0)-fvar(0)=31)*fvar(0)||1
trigger1=fvar(1):=(enemy(0),fvar(1)-fvar(1)=31)*fvar(1)||1
trigger1=fvar(2):=(enemy(0),fvar(2)-fvar(2)=31)*fvar(2)||1
trigger1=fvar(3):=(enemy(0),fvar(3)-fvar(3)=31)*fvar(3)||1
trigger1=fvar(4):=(enemy(0),fvar(4)-fvar(4)=31)*fvar(4)||1
trigger1=fvar(5):=(enemy(0),fvar(5)-fvar(5)=31)*fvar(5)||1
trigger1=fvar(6):=(enemy(0),fvar(6)-fvar(6)=31)*fvar(6)||1
trigger1=fvar(7):=(enemy(0),fvar(7)-fvar(7)=31)*fvar(7)||1
trigger1=fvar(8):=(enemy(0),fvar(8)-fvar(8)=31)*fvar(8)||1
trigger1=fvar(9):=(enemy(0),fvar(9)-fvar(9)=31)*fvar(9)||1
trigger1=fvar(10):=(enemy(0),fvar(10)-fvar(10)=31)*fvar(10)||1
trigger1=fvar(11):=(enemy(0),fvar(11)-fvar(11)=31)*fvar(11)||1
trigger1=fvar(12):=(enemy(0),fvar(12)-fvar(12)=31)*fvar(12)||1
trigger1=fvar(13):=(enemy(0),fvar(13)-fvar(13)=31)*fvar(13)||1
trigger1=fvar(14):=(enemy(0),fvar(14)-fvar(14)=31)*fvar(14)||1
trigger1=fvar(15):=(enemy(0),fvar(15)-fvar(15)=31)*fvar(15)||1
trigger1=fvar(16):=(enemy(0),fvar(16)-fvar(16)=31)*fvar(16)||1
trigger1=fvar(17):=(enemy(0),fvar(17)-fvar(17)=31)*fvar(17)||1
trigger1=fvar(18):=(enemy(0),fvar(18)-fvar(18)=31)*fvar(18)||1
trigger1=fvar(19):=(enemy(0),fvar(19)-fvar(19)=31)*fvar(19)||1
trigger1=fvar(20):=(enemy(0),fvar(20)-fvar(20)=31)*fvar(20)||1
trigger1=fvar(21):=(enemy(0),fvar(21)-fvar(21)=31)*fvar(21)||1
trigger1=fvar(22):=(enemy(0),fvar(22)-fvar(22)=31)*fvar(22)||1
trigger1=fvar(23):=(enemy(0),fvar(23)-fvar(23)=31)*fvar(23)||1
trigger1=fvar(24):=(enemy(0),fvar(24)-fvar(24)=31)*fvar(24)||1
trigger1=fvar(25):=(enemy(0),fvar(25)-fvar(25)=31)*fvar(25)||1
trigger1=fvar(26):=(enemy(0),fvar(26)-fvar(26)=31)*fvar(26)||1
trigger1=fvar(27):=(enemy(0),fvar(27)-fvar(27)=31)*fvar(27)||1
trigger1=fvar(28):=(enemy(0),fvar(28)-fvar(28)=31)*fvar(28)||1
trigger1=fvar(29):=(enemy(0),fvar(29)-fvar(29)=31)*fvar(29)||1
trigger1=fvar(30):=(enemy(0),fvar(30)-fvar(30)=31)*fvar(30)||1
trigger1=fvar(31):=(enemy(0),fvar(31)-fvar(31)=31)*fvar(31)||1
trigger1=fvar(32):=(enemy(0),fvar(32)-fvar(32)=31)*fvar(32)||1
trigger1=fvar(33):=(enemy(0),fvar(33)-fvar(33)=31)*fvar(33)||1
trigger1=fvar(34):=(enemy(0),fvar(34)-fvar(34)=31)*fvar(34)||1
trigger1=fvar(35):=(enemy(0),fvar(35)-fvar(35)=31)*fvar(35)||1
trigger1=fvar(36):=(enemy(0),fvar(36)-fvar(36)=31)*fvar(36)||1
trigger1=fvar(37):=(enemy(0),fvar(37)-fvar(37)=31)*fvar(37)||1
trigger1=fvar(38):=(enemy(0),fvar(38)-fvar(38)=31)*fvar(38)||1
trigger1=fvar(39):=(enemy(0),fvar(39)-fvar(39)=31)*fvar(39)||1

[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(0)
trigger1=enemy(0),var(0)-var(0)=32
var(20)=0+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(1)
trigger1=enemy(0),var(1)-var(1)=32
var(20)=1+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(2)
trigger1=enemy(0),var(2)-var(2)=32
var(20)=2+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(3)
trigger1=enemy(0),var(3)-var(3)=32
var(20)=3+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(4)
trigger1=enemy(0),var(4)-var(4)=32
var(20)=4+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(5)
trigger1=enemy(0),var(5)-var(5)=32
var(20)=5+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(6)
trigger1=enemy(0),var(6)-var(6)=32
var(20)=6+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(7)
trigger1=enemy(0),var(7)-var(7)=32
var(20)=7+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(8)
trigger1=enemy(0),var(8)-var(8)=32
var(20)=8+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(0)
trigger1=enemy(0),var(0)-var(0)=32
var(20)=0+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(9)
trigger1=enemy(0),var(9)-var(9)=32
var(20)=9+1

[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(10)
trigger1=enemy(0),var(10)-var(10)=32
var(20)=10+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(11)
trigger1=enemy(0),var(11)-var(11)=32
var(20)=11+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(12)
trigger1=enemy(0),var(12)-var(12)=32
var(20)=12+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(13)
trigger1=enemy(0),var(13)-var(13)=32
var(20)=13+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(14)
trigger1=enemy(0),var(14)-var(14)=32
var(20)=14+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(15)
trigger1=enemy(0),var(15)-var(15)=32
var(20)=15+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(16)
trigger1=enemy(0),var(16)-var(16)=32
var(20)=16+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(17)
trigger1=enemy(0),var(17)-var(17)=32
var(20)=17+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(18)
trigger1=enemy(0),var(18)-var(18)=32
var(20)=18+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(19)
trigger1=enemy(0),var(19)-var(19)=32
var(20)=19+1

[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(20)
trigger1=enemy(0),var(20)-var(20)=32
var(20)=20+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(21)
trigger1=enemy(0),var(21)-var(21)=32
var(20)=21+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(22)
trigger1=enemy(0),var(22)-var(22)=32
var(20)=22+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(23)
trigger1=enemy(0),var(23)-var(23)=32
var(20)=23+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(24)
trigger1=enemy(0),var(24)-var(24)=32
var(20)=24+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(25)
trigger1=enemy(0),var(25)-var(25)=32
var(20)=25+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(26)
trigger1=enemy(0),var(26)-var(26)=32
var(20)=26+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(27)
trigger1=enemy(0),var(27)-var(27)=32
var(20)=27+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(28)
trigger1=enemy(0),var(28)-var(28)=32
var(20)=28+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(29)
trigger1=enemy(0),var(29)-var(29)=32
var(20)=29+1

[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(30)
trigger1=enemy(0),var(30)-var(30)=32
var(20)=30+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(31)
trigger1=enemy(0),var(31)-var(31)=32
var(20)=31+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(32)
trigger1=enemy(0),var(32)-var(32)=32
var(20)=32+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(33)
trigger1=enemy(0),var(33)-var(33)=32
var(20)=33+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(34)
trigger1=enemy(0),var(34)-var(34)=32
var(20)=34+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(35)
trigger1=enemy(0),var(35)-var(35)=32
var(20)=35+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(36)
trigger1=enemy(0),var(36)-var(36)=32
var(20)=36+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(37)
trigger1=enemy(0),var(37)-var(37)=32
var(20)=37+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(38)
trigger1=enemy(0),var(38)-var(38)=32
var(20)=38+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(39)
trigger1=enemy(0),var(39)-var(39)=32
var(20)=39+1

[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(40)
trigger1=enemy(0),var(40)-var(40)=32
var(20)=40+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(41)
trigger1=enemy(0),var(41)-var(41)=32
var(20)=41+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(42)
trigger1=enemy(0),var(42)-var(42)=32
var(20)=42+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(43)
trigger1=enemy(0),var(43)-var(43)=32
var(20)=43+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(44)
trigger1=enemy(0),var(44)-var(44)=32
var(20)=44+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(45)
trigger1=enemy(0),var(45)-var(45)=32
var(20)=45+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(46)
trigger1=enemy(0),var(46)-var(46)=32
var(20)=46+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(47)
trigger1=enemy(0),var(47)-var(47)=32
var(20)=47+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(48)
trigger1=enemy(0),var(48)-var(48)=32
var(20)=48+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(49)
trigger1=enemy(0),var(49)-var(49)=32
var(20)=49+1

[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(50)
trigger1=enemy(0),var(50)-var(50)=32
var(20)=50+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(51)
trigger1=enemy(0),var(51)-var(51)=32
var(20)=51+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(52)
trigger1=enemy(0),var(52)-var(52)=32
var(20)=52+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(53)
trigger1=enemy(0),var(53)-var(53)=32
var(20)=53+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(54)
trigger1=enemy(0),var(54)-var(54)=32
var(20)=54+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(55)
trigger1=enemy(0),var(55)-var(55)=32
var(20)=55+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(56)
trigger1=enemy(0),var(56)-var(56)=32
var(20)=56+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(57)
trigger1=enemy(0),var(57)-var(57)=32
var(20)=57+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(58)
trigger1=enemy(0),var(58)-var(58)=32
var(20)=58+1
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=var(59)
trigger1=enemy(0),var(59)-var(59)=32
var(20)=59+1

[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(0)
trigger1=enemy(0),fvar(0)-fvar(0)=32
var(20)=0+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(1)
trigger1=enemy(0),fvar(1)-fvar(1)=32
var(20)=1+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(2)
trigger1=enemy(0),fvar(2)-fvar(2)=32
var(20)=2+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(3)
trigger1=enemy(0),fvar(3)-fvar(3)=32
var(20)=3+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(4)
trigger1=enemy(0),fvar(4)-fvar(4)=32
var(20)=4+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(5)
trigger1=enemy(0),fvar(5)-fvar(5)=32
var(20)=5+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(6)
trigger1=enemy(0),fvar(6)-fvar(6)=32
var(20)=6+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(7)
trigger1=enemy(0),fvar(7)-fvar(7)=32
var(20)=7+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(8)
trigger1=enemy(0),fvar(8)-fvar(8)=32
var(20)=8+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(0)
trigger1=enemy(0),fvar(0)-fvar(0)=32
var(20)=0+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(9)
trigger1=enemy(0),fvar(9)-fvar(9)=32
var(20)=9+61

[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(10)
trigger1=enemy(0),fvar(10)-fvar(10)=32
var(20)=10+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(11)
trigger1=enemy(0),fvar(11)-fvar(11)=32
var(20)=11+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(12)
trigger1=enemy(0),fvar(12)-fvar(12)=32
var(20)=12+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(13)
trigger1=enemy(0),fvar(13)-fvar(13)=32
var(20)=13+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(14)
trigger1=enemy(0),fvar(14)-fvar(14)=32
var(20)=14+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(15)
trigger1=enemy(0),fvar(15)-fvar(15)=32
var(20)=15+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(16)
trigger1=enemy(0),fvar(16)-fvar(16)=32
var(20)=16+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(17)
trigger1=enemy(0),fvar(17)-fvar(17)=32
var(20)=17+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(18)
trigger1=enemy(0),fvar(18)-fvar(18)=32
var(20)=18+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(19)
trigger1=enemy(0),fvar(19)-fvar(19)=32
var(20)=19+61

[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(20)
trigger1=enemy(0),fvar(20)-fvar(20)=32
var(20)=20+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(21)
trigger1=enemy(0),fvar(21)-fvar(21)=32
var(20)=21+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(22)
trigger1=enemy(0),fvar(22)-fvar(22)=32
var(20)=22+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(23)
trigger1=enemy(0),fvar(23)-fvar(23)=32
var(20)=23+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(24)
trigger1=enemy(0),fvar(24)-fvar(24)=32
var(20)=24+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(25)
trigger1=enemy(0),fvar(25)-fvar(25)=32
var(20)=25+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(26)
trigger1=enemy(0),fvar(26)-fvar(26)=32
var(20)=26+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(27)
trigger1=enemy(0),fvar(27)-fvar(27)=32
var(20)=27+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(28)
trigger1=enemy(0),fvar(28)-fvar(28)=32
var(20)=28+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(29)
trigger1=enemy(0),fvar(29)-fvar(29)=32
var(20)=29+61

[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(30)
trigger1=enemy(0),fvar(30)-fvar(30)=32
var(20)=30+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(31)
trigger1=enemy(0),fvar(31)-fvar(31)=32
var(20)=31+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(32)
trigger1=enemy(0),fvar(32)-fvar(32)=32
var(20)=32+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(33)
trigger1=enemy(0),fvar(33)-fvar(33)=32
var(20)=33+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(34)
trigger1=enemy(0),fvar(34)-fvar(34)=32
var(20)=34+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(35)
trigger1=enemy(0),fvar(35)-fvar(35)=32
var(20)=35+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(36)
trigger1=enemy(0),fvar(36)-fvar(36)=32
var(20)=36+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(37)
trigger1=enemy(0),fvar(37)-fvar(37)=32
var(20)=37+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(38)
trigger1=enemy(0),fvar(38)-fvar(38)=32
var(20)=38+61
[STATE pvs]
type=ParentVarSet
trigger1=time=33
trigger1=fvar(39)
trigger1=enemy(0),fvar(39)-fvar(39)=32
var(20)=39+61

[STATE ]
type=superpause
trigger1=time=3
persistent=0
anim=-1
time=20
darken=0
movetime=20
unhittable=0
[STATE ]
type=varrangeset
trigger1=time>=33
value=0
[STATE ]
type=varrangeset
trigger1=time>=33
fvalue=0
[STATE ]
type=changestate
trigger1=time>=33
value=ifelse((root,var(4)=[1,100]),stateno+2,stateno+1)
;==============================================================================
; 2
[STATEDEF 4503]
type=a
;------------------------------------------------------------------------------
[State changeprev]
type=changestate
trigger1=!ishelper(4500)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
;--セット-----
[State 無敵]
type=nothitby
trigger1=1
value=SCA,AA,AT,AP
time=100000

[State 無敵]
type=HitOverride
trigger1=1
attr=SCA,AT,AA,AP
slot=6
stateno=stateno
time=-1
;--/セット-----
[STATE ]
type=AssertSpecial
trigger1=1
flag=noshadow
flag2= invisible
;------------------------------------------------------------------------------
[STATE ]
type=changestate
trigger1=roundstate>2
value=4500
[STATE BtR]
type=BindToRoot
trigger1=1
time=1
facing=0
pos=5,0

[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(0)-(enemy(0),fvar(0)-(gametime*(enemy(0),fvar(0)/gametime))))/gametime)!=0
fvar(0)=((enemy(0),fvar(0)-(enemy(0),fvar(0)-(gametime*(enemy(0),fvar(0)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(1)-(enemy(0),fvar(1)-(gametime*(enemy(0),fvar(1)/gametime))))/gametime)!=0
fvar(1)=((enemy(0),fvar(1)-(enemy(0),fvar(1)-(gametime*(enemy(0),fvar(1)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(2)-(enemy(0),fvar(2)-(gametime*(enemy(0),fvar(2)/gametime))))/gametime)!=0
fvar(2)=((enemy(0),fvar(2)-(enemy(0),fvar(2)-(gametime*(enemy(0),fvar(2)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(3)-(enemy(0),fvar(3)-(gametime*(enemy(0),fvar(3)/gametime))))/gametime)!=0
fvar(3)=((enemy(0),fvar(3)-(enemy(0),fvar(3)-(gametime*(enemy(0),fvar(3)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(4)-(enemy(0),fvar(4)-(gametime*(enemy(0),fvar(4)/gametime))))/gametime)!=0
fvar(4)=((enemy(0),fvar(4)-(enemy(0),fvar(4)-(gametime*(enemy(0),fvar(4)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(5)-(enemy(0),fvar(5)-(gametime*(enemy(0),fvar(5)/gametime))))/gametime)!=0
fvar(5)=((enemy(0),fvar(5)-(enemy(0),fvar(5)-(gametime*(enemy(0),fvar(5)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(6)-(enemy(0),fvar(6)-(gametime*(enemy(0),fvar(6)/gametime))))/gametime)!=0
fvar(6)=((enemy(0),fvar(6)-(enemy(0),fvar(6)-(gametime*(enemy(0),fvar(6)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(7)-(enemy(0),fvar(7)-(gametime*(enemy(0),fvar(7)/gametime))))/gametime)!=0
fvar(7)=((enemy(0),fvar(7)-(enemy(0),fvar(7)-(gametime*(enemy(0),fvar(7)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(8)-(enemy(0),fvar(8)-(gametime*(enemy(0),fvar(8)/gametime))))/gametime)!=0
fvar(8)=((enemy(0),fvar(8)-(enemy(0),fvar(8)-(gametime*(enemy(0),fvar(8)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(9)-(enemy(0),fvar(9)-(gametime*(enemy(0),fvar(9)/gametime))))/gametime)!=0
fvar(9)=((enemy(0),fvar(9)-(enemy(0),fvar(9)-(gametime*(enemy(0),fvar(9)/gametime))))/gametime)

[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(10)-(enemy(0),fvar(10)-(gametime*(enemy(0),fvar(10)/gametime))))/gametime)!=0
fvar(10)=((enemy(0),fvar(10)-(enemy(0),fvar(10)-(gametime*(enemy(0),fvar(10)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(11)-(enemy(0),fvar(11)-(gametime*(enemy(0),fvar(11)/gametime))))/gametime)!=0
fvar(11)=((enemy(0),fvar(11)-(enemy(0),fvar(11)-(gametime*(enemy(0),fvar(11)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(12)-(enemy(0),fvar(12)-(gametime*(enemy(0),fvar(12)/gametime))))/gametime)!=0
fvar(12)=((enemy(0),fvar(12)-(enemy(0),fvar(12)-(gametime*(enemy(0),fvar(12)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(13)-(enemy(0),fvar(13)-(gametime*(enemy(0),fvar(13)/gametime))))/gametime)!=0
fvar(13)=((enemy(0),fvar(13)-(enemy(0),fvar(13)-(gametime*(enemy(0),fvar(13)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(14)-(enemy(0),fvar(14)-(gametime*(enemy(0),fvar(14)/gametime))))/gametime)!=0
fvar(14)=((enemy(0),fvar(14)-(enemy(0),fvar(14)-(gametime*(enemy(0),fvar(14)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(15)-(enemy(0),fvar(15)-(gametime*(enemy(0),fvar(15)/gametime))))/gametime)!=0
fvar(15)=((enemy(0),fvar(15)-(enemy(0),fvar(15)-(gametime*(enemy(0),fvar(15)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(16)-(enemy(0),fvar(16)-(gametime*(enemy(0),fvar(16)/gametime))))/gametime)!=0
fvar(16)=((enemy(0),fvar(16)-(enemy(0),fvar(16)-(gametime*(enemy(0),fvar(16)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(17)-(enemy(0),fvar(17)-(gametime*(enemy(0),fvar(17)/gametime))))/gametime)!=0
fvar(17)=((enemy(0),fvar(17)-(enemy(0),fvar(17)-(gametime*(enemy(0),fvar(17)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(18)-(enemy(0),fvar(18)-(gametime*(enemy(0),fvar(18)/gametime))))/gametime)!=0
fvar(18)=((enemy(0),fvar(18)-(enemy(0),fvar(18)-(gametime*(enemy(0),fvar(18)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(19)-(enemy(0),fvar(19)-(gametime*(enemy(0),fvar(19)/gametime))))/gametime)!=0
fvar(19)=((enemy(0),fvar(19)-(enemy(0),fvar(19)-(gametime*(enemy(0),fvar(19)/gametime))))/gametime)

[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(20)-(enemy(0),fvar(20)-(gametime*(enemy(0),fvar(20)/gametime))))/gametime)!=0
fvar(20)=((enemy(0),fvar(20)-(enemy(0),fvar(20)-(gametime*(enemy(0),fvar(20)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(21)-(enemy(0),fvar(21)-(gametime*(enemy(0),fvar(21)/gametime))))/gametime)!=0
fvar(21)=((enemy(0),fvar(21)-(enemy(0),fvar(21)-(gametime*(enemy(0),fvar(21)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(22)-(enemy(0),fvar(22)-(gametime*(enemy(0),fvar(22)/gametime))))/gametime)!=0
fvar(22)=((enemy(0),fvar(22)-(enemy(0),fvar(22)-(gametime*(enemy(0),fvar(22)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(23)-(enemy(0),fvar(23)-(gametime*(enemy(0),fvar(23)/gametime))))/gametime)!=0
fvar(23)=((enemy(0),fvar(23)-(enemy(0),fvar(23)-(gametime*(enemy(0),fvar(23)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(24)-(enemy(0),fvar(24)-(gametime*(enemy(0),fvar(24)/gametime))))/gametime)!=0
fvar(24)=((enemy(0),fvar(24)-(enemy(0),fvar(24)-(gametime*(enemy(0),fvar(24)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(25)-(enemy(0),fvar(25)-(gametime*(enemy(0),fvar(25)/gametime))))/gametime)!=0
fvar(25)=((enemy(0),fvar(25)-(enemy(0),fvar(25)-(gametime*(enemy(0),fvar(25)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(26)-(enemy(0),fvar(26)-(gametime*(enemy(0),fvar(26)/gametime))))/gametime)!=0
fvar(26)=((enemy(0),fvar(26)-(enemy(0),fvar(26)-(gametime*(enemy(0),fvar(26)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(27)-(enemy(0),fvar(27)-(gametime*(enemy(0),fvar(27)/gametime))))/gametime)!=0
fvar(27)=((enemy(0),fvar(27)-(enemy(0),fvar(27)-(gametime*(enemy(0),fvar(27)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(28)-(enemy(0),fvar(28)-(gametime*(enemy(0),fvar(28)/gametime))))/gametime)!=0
fvar(28)=((enemy(0),fvar(28)-(enemy(0),fvar(28)-(gametime*(enemy(0),fvar(28)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(29)-(enemy(0),fvar(29)-(gametime*(enemy(0),fvar(29)/gametime))))/gametime)!=0
fvar(29)=((enemy(0),fvar(29)-(enemy(0),fvar(29)-(gametime*(enemy(0),fvar(29)/gametime))))/gametime)

[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(30)-(enemy(0),fvar(30)-(gametime*(enemy(0),fvar(30)/gametime))))/gametime)!=0
fvar(30)=((enemy(0),fvar(30)-(enemy(0),fvar(30)-(gametime*(enemy(0),fvar(30)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(31)-(enemy(0),fvar(31)-(gametime*(enemy(0),fvar(31)/gametime))))/gametime)!=0
fvar(31)=((enemy(0),fvar(31)-(enemy(0),fvar(31)-(gametime*(enemy(0),fvar(31)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(32)-(enemy(0),fvar(32)-(gametime*(enemy(0),fvar(32)/gametime))))/gametime)!=0
fvar(32)=((enemy(0),fvar(32)-(enemy(0),fvar(32)-(gametime*(enemy(0),fvar(32)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(33)-(enemy(0),fvar(33)-(gametime*(enemy(0),fvar(33)/gametime))))/gametime)!=0
fvar(33)=((enemy(0),fvar(33)-(enemy(0),fvar(33)-(gametime*(enemy(0),fvar(33)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(34)-(enemy(0),fvar(34)-(gametime*(enemy(0),fvar(34)/gametime))))/gametime)!=0
fvar(34)=((enemy(0),fvar(34)-(enemy(0),fvar(34)-(gametime*(enemy(0),fvar(34)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(35)-(enemy(0),fvar(35)-(gametime*(enemy(0),fvar(35)/gametime))))/gametime)!=0
fvar(35)=((enemy(0),fvar(35)-(enemy(0),fvar(35)-(gametime*(enemy(0),fvar(35)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(36)-(enemy(0),fvar(36)-(gametime*(enemy(0),fvar(36)/gametime))))/gametime)!=0
fvar(36)=((enemy(0),fvar(36)-(enemy(0),fvar(36)-(gametime*(enemy(0),fvar(36)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(37)-(enemy(0),fvar(37)-(gametime*(enemy(0),fvar(37)/gametime))))/gametime)!=0
fvar(37)=((enemy(0),fvar(37)-(enemy(0),fvar(37)-(gametime*(enemy(0),fvar(37)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(38)-(enemy(0),fvar(38)-(gametime*(enemy(0),fvar(38)/gametime))))/gametime)!=0
fvar(38)=((enemy(0),fvar(38)-(enemy(0),fvar(38)-(gametime*(enemy(0),fvar(38)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),fvar(39)-(enemy(0),fvar(39)-(gametime*(enemy(0),fvar(39)/gametime))))/gametime)!=0
fvar(39)=((enemy(0),fvar(39)-(enemy(0),fvar(39)-(gametime*(enemy(0),fvar(39)/gametime))))/gametime)

[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(0)-(enemy(0),var(0)-(gametime*(enemy(0),var(0)/gametime))))/gametime)!=0
var(0)=((enemy(0),var(0)-(enemy(0),var(0)-(gametime*(enemy(0),var(0)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(1)-(enemy(0),var(1)-(gametime*(enemy(0),var(1)/gametime))))/gametime)!=0
var(1)=((enemy(0),var(1)-(enemy(0),var(1)-(gametime*(enemy(0),var(1)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(2)-(enemy(0),var(2)-(gametime*(enemy(0),var(2)/gametime))))/gametime)!=0
var(2)=((enemy(0),var(2)-(enemy(0),var(2)-(gametime*(enemy(0),var(2)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(3)-(enemy(0),var(3)-(gametime*(enemy(0),var(3)/gametime))))/gametime)!=0
var(3)=((enemy(0),var(3)-(enemy(0),var(3)-(gametime*(enemy(0),var(3)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(4)-(enemy(0),var(4)-(gametime*(enemy(0),var(4)/gametime))))/gametime)!=0
var(4)=((enemy(0),var(4)-(enemy(0),var(4)-(gametime*(enemy(0),var(4)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(5)-(enemy(0),var(5)-(gametime*(enemy(0),var(5)/gametime))))/gametime)!=0
var(5)=((enemy(0),var(5)-(enemy(0),var(5)-(gametime*(enemy(0),var(5)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(6)-(enemy(0),var(6)-(gametime*(enemy(0),var(6)/gametime))))/gametime)!=0
var(6)=((enemy(0),var(6)-(enemy(0),var(6)-(gametime*(enemy(0),var(6)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(7)-(enemy(0),var(7)-(gametime*(enemy(0),var(7)/gametime))))/gametime)!=0
var(7)=((enemy(0),var(7)-(enemy(0),var(7)-(gametime*(enemy(0),var(7)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(8)-(enemy(0),var(8)-(gametime*(enemy(0),var(8)/gametime))))/gametime)!=0
var(8)=((enemy(0),var(8)-(enemy(0),var(8)-(gametime*(enemy(0),var(8)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(9)-(enemy(0),var(9)-(gametime*(enemy(0),var(9)/gametime))))/gametime)!=0
var(9)=((enemy(0),var(9)-(enemy(0),var(9)-(gametime*(enemy(0),var(9)/gametime))))/gametime)

[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(10)-(enemy(0),var(10)-(gametime*(enemy(0),var(10)/gametime))))/gametime)!=0
var(10)=((enemy(0),var(10)-(enemy(0),var(10)-(gametime*(enemy(0),var(10)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(11)-(enemy(0),var(11)-(gametime*(enemy(0),var(11)/gametime))))/gametime)!=0
var(11)=((enemy(0),var(11)-(enemy(0),var(11)-(gametime*(enemy(0),var(11)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(12)-(enemy(0),var(12)-(gametime*(enemy(0),var(12)/gametime))))/gametime)!=0
var(12)=((enemy(0),var(12)-(enemy(0),var(12)-(gametime*(enemy(0),var(12)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(13)-(enemy(0),var(13)-(gametime*(enemy(0),var(13)/gametime))))/gametime)!=0
var(13)=((enemy(0),var(13)-(enemy(0),var(13)-(gametime*(enemy(0),var(13)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(14)-(enemy(0),var(14)-(gametime*(enemy(0),var(14)/gametime))))/gametime)!=0
var(14)=((enemy(0),var(14)-(enemy(0),var(14)-(gametime*(enemy(0),var(14)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(15)-(enemy(0),var(15)-(gametime*(enemy(0),var(15)/gametime))))/gametime)!=0
var(15)=((enemy(0),var(15)-(enemy(0),var(15)-(gametime*(enemy(0),var(15)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(16)-(enemy(0),var(16)-(gametime*(enemy(0),var(16)/gametime))))/gametime)!=0
var(16)=((enemy(0),var(16)-(enemy(0),var(16)-(gametime*(enemy(0),var(16)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(17)-(enemy(0),var(17)-(gametime*(enemy(0),var(17)/gametime))))/gametime)!=0
var(17)=((enemy(0),var(17)-(enemy(0),var(17)-(gametime*(enemy(0),var(17)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(18)-(enemy(0),var(18)-(gametime*(enemy(0),var(18)/gametime))))/gametime)!=0
var(18)=((enemy(0),var(18)-(enemy(0),var(18)-(gametime*(enemy(0),var(18)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(19)-(enemy(0),var(19)-(gametime*(enemy(0),var(19)/gametime))))/gametime)!=0
var(19)=((enemy(0),var(19)-(enemy(0),var(19)-(gametime*(enemy(0),var(19)/gametime))))/gametime)

[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(20)-(enemy(0),var(20)-(gametime*(enemy(0),var(20)/gametime))))/gametime)!=0
var(20)=((enemy(0),var(20)-(enemy(0),var(20)-(gametime*(enemy(0),var(20)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(21)-(enemy(0),var(21)-(gametime*(enemy(0),var(21)/gametime))))/gametime)!=0
var(21)=((enemy(0),var(21)-(enemy(0),var(21)-(gametime*(enemy(0),var(21)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(22)-(enemy(0),var(22)-(gametime*(enemy(0),var(22)/gametime))))/gametime)!=0
var(22)=((enemy(0),var(22)-(enemy(0),var(22)-(gametime*(enemy(0),var(22)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(23)-(enemy(0),var(23)-(gametime*(enemy(0),var(23)/gametime))))/gametime)!=0
var(23)=((enemy(0),var(23)-(enemy(0),var(23)-(gametime*(enemy(0),var(23)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(24)-(enemy(0),var(24)-(gametime*(enemy(0),var(24)/gametime))))/gametime)!=0
var(24)=((enemy(0),var(24)-(enemy(0),var(24)-(gametime*(enemy(0),var(24)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(25)-(enemy(0),var(25)-(gametime*(enemy(0),var(25)/gametime))))/gametime)!=0
var(25)=((enemy(0),var(25)-(enemy(0),var(25)-(gametime*(enemy(0),var(25)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(26)-(enemy(0),var(26)-(gametime*(enemy(0),var(26)/gametime))))/gametime)!=0
var(26)=((enemy(0),var(26)-(enemy(0),var(26)-(gametime*(enemy(0),var(26)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(27)-(enemy(0),var(27)-(gametime*(enemy(0),var(27)/gametime))))/gametime)!=0
var(27)=((enemy(0),var(27)-(enemy(0),var(27)-(gametime*(enemy(0),var(27)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(28)-(enemy(0),var(28)-(gametime*(enemy(0),var(28)/gametime))))/gametime)!=0
var(28)=((enemy(0),var(28)-(enemy(0),var(28)-(gametime*(enemy(0),var(28)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(29)-(enemy(0),var(29)-(gametime*(enemy(0),var(29)/gametime))))/gametime)!=0
var(29)=((enemy(0),var(29)-(enemy(0),var(29)-(gametime*(enemy(0),var(29)/gametime))))/gametime)

[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(30)-(enemy(0),var(30)-(gametime*(enemy(0),var(30)/gametime))))/gametime)!=0
var(30)=((enemy(0),var(30)-(enemy(0),var(30)-(gametime*(enemy(0),var(30)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(31)-(enemy(0),var(31)-(gametime*(enemy(0),var(31)/gametime))))/gametime)!=0
var(31)=((enemy(0),var(31)-(enemy(0),var(31)-(gametime*(enemy(0),var(31)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(32)-(enemy(0),var(32)-(gametime*(enemy(0),var(32)/gametime))))/gametime)!=0
var(32)=((enemy(0),var(32)-(enemy(0),var(32)-(gametime*(enemy(0),var(32)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(33)-(enemy(0),var(33)-(gametime*(enemy(0),var(33)/gametime))))/gametime)!=0
var(33)=((enemy(0),var(33)-(enemy(0),var(33)-(gametime*(enemy(0),var(33)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(34)-(enemy(0),var(34)-(gametime*(enemy(0),var(34)/gametime))))/gametime)!=0
var(34)=((enemy(0),var(34)-(enemy(0),var(34)-(gametime*(enemy(0),var(34)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(35)-(enemy(0),var(35)-(gametime*(enemy(0),var(35)/gametime))))/gametime)!=0
var(35)=((enemy(0),var(35)-(enemy(0),var(35)-(gametime*(enemy(0),var(35)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(36)-(enemy(0),var(36)-(gametime*(enemy(0),var(36)/gametime))))/gametime)!=0
var(36)=((enemy(0),var(36)-(enemy(0),var(36)-(gametime*(enemy(0),var(36)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(37)-(enemy(0),var(37)-(gametime*(enemy(0),var(37)/gametime))))/gametime)!=0
var(37)=((enemy(0),var(37)-(enemy(0),var(37)-(gametime*(enemy(0),var(37)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(38)-(enemy(0),var(38)-(gametime*(enemy(0),var(38)/gametime))))/gametime)!=0
var(38)=((enemy(0),var(38)-(enemy(0),var(38)-(gametime*(enemy(0),var(38)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(39)-(enemy(0),var(39)-(gametime*(enemy(0),var(39)/gametime))))/gametime)!=0
var(39)=((enemy(0),var(39)-(enemy(0),var(39)-(gametime*(enemy(0),var(39)/gametime))))/gametime)

[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(40)-(enemy(0),var(40)-(gametime*(enemy(0),var(40)/gametime))))/gametime)!=0
var(40)=((enemy(0),var(40)-(enemy(0),var(40)-(gametime*(enemy(0),var(40)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(41)-(enemy(0),var(41)-(gametime*(enemy(0),var(41)/gametime))))/gametime)!=0
var(41)=((enemy(0),var(41)-(enemy(0),var(41)-(gametime*(enemy(0),var(41)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(42)-(enemy(0),var(42)-(gametime*(enemy(0),var(42)/gametime))))/gametime)!=0
var(42)=((enemy(0),var(42)-(enemy(0),var(42)-(gametime*(enemy(0),var(42)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(43)-(enemy(0),var(43)-(gametime*(enemy(0),var(43)/gametime))))/gametime)!=0
var(43)=((enemy(0),var(43)-(enemy(0),var(43)-(gametime*(enemy(0),var(43)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(44)-(enemy(0),var(44)-(gametime*(enemy(0),var(44)/gametime))))/gametime)!=0
var(44)=((enemy(0),var(44)-(enemy(0),var(44)-(gametime*(enemy(0),var(44)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(45)-(enemy(0),var(45)-(gametime*(enemy(0),var(45)/gametime))))/gametime)!=0
var(45)=((enemy(0),var(45)-(enemy(0),var(45)-(gametime*(enemy(0),var(45)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(46)-(enemy(0),var(46)-(gametime*(enemy(0),var(46)/gametime))))/gametime)!=0
var(46)=((enemy(0),var(46)-(enemy(0),var(46)-(gametime*(enemy(0),var(46)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(47)-(enemy(0),var(47)-(gametime*(enemy(0),var(47)/gametime))))/gametime)!=0
var(47)=((enemy(0),var(47)-(enemy(0),var(47)-(gametime*(enemy(0),var(47)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(48)-(enemy(0),var(48)-(gametime*(enemy(0),var(48)/gametime))))/gametime)!=0
var(48)=((enemy(0),var(48)-(enemy(0),var(48)-(gametime*(enemy(0),var(48)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(49)-(enemy(0),var(49)-(gametime*(enemy(0),var(49)/gametime))))/gametime)!=0
var(49)=((enemy(0),var(49)-(enemy(0),var(49)-(gametime*(enemy(0),var(49)/gametime))))/gametime)

[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(50)-(enemy(0),var(50)-(gametime*(enemy(0),var(50)/gametime))))/gametime)!=0
var(50)=((enemy(0),var(50)-(enemy(0),var(50)-(gametime*(enemy(0),var(50)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(51)-(enemy(0),var(51)-(gametime*(enemy(0),var(51)/gametime))))/gametime)!=0
var(51)=((enemy(0),var(51)-(enemy(0),var(51)-(gametime*(enemy(0),var(51)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(52)-(enemy(0),var(52)-(gametime*(enemy(0),var(52)/gametime))))/gametime)!=0
var(52)=((enemy(0),var(52)-(enemy(0),var(52)-(gametime*(enemy(0),var(52)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(53)-(enemy(0),var(53)-(gametime*(enemy(0),var(53)/gametime))))/gametime)!=0
var(53)=((enemy(0),var(53)-(enemy(0),var(53)-(gametime*(enemy(0),var(53)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(54)-(enemy(0),var(54)-(gametime*(enemy(0),var(54)/gametime))))/gametime)!=0
var(54)=((enemy(0),var(54)-(enemy(0),var(54)-(gametime*(enemy(0),var(54)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(55)-(enemy(0),var(55)-(gametime*(enemy(0),var(55)/gametime))))/gametime)!=0
var(55)=((enemy(0),var(55)-(enemy(0),var(55)-(gametime*(enemy(0),var(55)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(56)-(enemy(0),var(56)-(gametime*(enemy(0),var(56)/gametime))))/gametime)!=0
var(56)=((enemy(0),var(56)-(enemy(0),var(56)-(gametime*(enemy(0),var(56)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(57)-(enemy(0),var(57)-(gametime*(enemy(0),var(57)/gametime))))/gametime)!=0
var(57)=((enemy(0),var(57)-(enemy(0),var(57)-(gametime*(enemy(0),var(57)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(58)-(enemy(0),var(58)-(gametime*(enemy(0),var(58)/gametime))))/gametime)!=0
var(58)=((enemy(0),var(58)-(enemy(0),var(58)-(gametime*(enemy(0),var(58)/gametime))))/gametime)
[STATE e]
type=varset
trigger1=time=1
trigger1=((enemy(0),var(59)-(enemy(0),var(59)-(gametime*(enemy(0),var(59)/gametime))))/gametime)!=0
var(59)=((enemy(0),var(59)-(enemy(0),var(59)-(gametime*(enemy(0),var(59)/gametime))))/gametime)

[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(0)-(enemy(0),fvar(0)-(gametime*(enemy(0),fvar(0)/gametime))))/gametime)!=fvar(0)
fvar(0)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(1)-(enemy(0),fvar(1)-(gametime*(enemy(0),fvar(1)/gametime))))/gametime)!=fvar(1)
fvar(1)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(2)-(enemy(0),fvar(2)-(gametime*(enemy(0),fvar(2)/gametime))))/gametime)!=fvar(2)
fvar(2)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(3)-(enemy(0),fvar(3)-(gametime*(enemy(0),fvar(3)/gametime))))/gametime)!=fvar(3)
fvar(3)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(4)-(enemy(0),fvar(4)-(gametime*(enemy(0),fvar(4)/gametime))))/gametime)!=fvar(4)
fvar(4)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(5)-(enemy(0),fvar(5)-(gametime*(enemy(0),fvar(5)/gametime))))/gametime)!=fvar(5)
fvar(5)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(6)-(enemy(0),fvar(6)-(gametime*(enemy(0),fvar(6)/gametime))))/gametime)!=fvar(6)
fvar(6)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(7)-(enemy(0),fvar(7)-(gametime*(enemy(0),fvar(7)/gametime))))/gametime)!=fvar(7)
fvar(7)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(8)-(enemy(0),fvar(8)-(gametime*(enemy(0),fvar(8)/gametime))))/gametime)!=fvar(8)
fvar(8)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(9)-(enemy(0),fvar(9)-(gametime*(enemy(0),fvar(9)/gametime))))/gametime)!=fvar(9)
fvar(9)=0

[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(10)-(enemy(0),fvar(10)-(gametime*(enemy(0),fvar(10)/gametime))))/gametime)!=fvar(10)
fvar(10)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(11)-(enemy(0),fvar(11)-(gametime*(enemy(0),fvar(11)/gametime))))/gametime)!=fvar(11)
fvar(11)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(12)-(enemy(0),fvar(12)-(gametime*(enemy(0),fvar(12)/gametime))))/gametime)!=fvar(12)
fvar(12)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(13)-(enemy(0),fvar(13)-(gametime*(enemy(0),fvar(13)/gametime))))/gametime)!=fvar(13)
fvar(13)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(14)-(enemy(0),fvar(14)-(gametime*(enemy(0),fvar(14)/gametime))))/gametime)!=fvar(14)
fvar(14)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(15)-(enemy(0),fvar(15)-(gametime*(enemy(0),fvar(15)/gametime))))/gametime)!=fvar(15)
fvar(15)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(16)-(enemy(0),fvar(16)-(gametime*(enemy(0),fvar(16)/gametime))))/gametime)!=fvar(16)
fvar(16)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(17)-(enemy(0),fvar(17)-(gametime*(enemy(0),fvar(17)/gametime))))/gametime)!=fvar(17)
fvar(17)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(18)-(enemy(0),fvar(18)-(gametime*(enemy(0),fvar(18)/gametime))))/gametime)!=fvar(18)
fvar(18)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(19)-(enemy(0),fvar(19)-(gametime*(enemy(0),fvar(19)/gametime))))/gametime)!=fvar(19)
fvar(19)=0

[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(20)-(enemy(0),fvar(20)-(gametime*(enemy(0),fvar(20)/gametime))))/gametime)!=fvar(20)
fvar(20)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(21)-(enemy(0),fvar(21)-(gametime*(enemy(0),fvar(21)/gametime))))/gametime)!=fvar(21)
fvar(21)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(22)-(enemy(0),fvar(22)-(gametime*(enemy(0),fvar(22)/gametime))))/gametime)!=fvar(22)
fvar(22)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(23)-(enemy(0),fvar(23)-(gametime*(enemy(0),fvar(23)/gametime))))/gametime)!=fvar(23)
fvar(23)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(24)-(enemy(0),fvar(24)-(gametime*(enemy(0),fvar(24)/gametime))))/gametime)!=fvar(24)
fvar(24)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(25)-(enemy(0),fvar(25)-(gametime*(enemy(0),fvar(25)/gametime))))/gametime)!=fvar(25)
fvar(25)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(26)-(enemy(0),fvar(26)-(gametime*(enemy(0),fvar(26)/gametime))))/gametime)!=fvar(26)
fvar(26)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(27)-(enemy(0),fvar(27)-(gametime*(enemy(0),fvar(27)/gametime))))/gametime)!=fvar(27)
fvar(27)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(28)-(enemy(0),fvar(28)-(gametime*(enemy(0),fvar(28)/gametime))))/gametime)!=fvar(28)
fvar(28)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(29)-(enemy(0),fvar(29)-(gametime*(enemy(0),fvar(29)/gametime))))/gametime)!=fvar(29)
fvar(29)=0

[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(30)-(enemy(0),fvar(30)-(gametime*(enemy(0),fvar(30)/gametime))))/gametime)!=fvar(30)
fvar(30)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(31)-(enemy(0),fvar(31)-(gametime*(enemy(0),fvar(31)/gametime))))/gametime)!=fvar(31)
fvar(31)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(32)-(enemy(0),fvar(32)-(gametime*(enemy(0),fvar(32)/gametime))))/gametime)!=fvar(32)
fvar(32)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(33)-(enemy(0),fvar(33)-(gametime*(enemy(0),fvar(33)/gametime))))/gametime)!=fvar(33)
fvar(33)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(34)-(enemy(0),fvar(34)-(gametime*(enemy(0),fvar(34)/gametime))))/gametime)!=fvar(34)
fvar(34)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(35)-(enemy(0),fvar(35)-(gametime*(enemy(0),fvar(35)/gametime))))/gametime)!=fvar(35)
fvar(35)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(36)-(enemy(0),fvar(36)-(gametime*(enemy(0),fvar(36)/gametime))))/gametime)!=fvar(36)
fvar(36)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(37)-(enemy(0),fvar(37)-(gametime*(enemy(0),fvar(37)/gametime))))/gametime)!=fvar(37)
fvar(37)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(38)-(enemy(0),fvar(38)-(gametime*(enemy(0),fvar(38)/gametime))))/gametime)!=fvar(38)
fvar(38)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),fvar(39)-(enemy(0),fvar(39)-(gametime*(enemy(0),fvar(39)/gametime))))/gametime)!=fvar(39)
fvar(39)=0

[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(0)-(enemy(0),var(0)-(gametime*(enemy(0),var(0)/gametime))))/gametime)!=var(0)
var(0)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(1)-(enemy(0),var(1)-(gametime*(enemy(0),var(1)/gametime))))/gametime)!=var(1)
var(1)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(2)-(enemy(0),var(2)-(gametime*(enemy(0),var(2)/gametime))))/gametime)!=var(2)
var(2)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(3)-(enemy(0),var(3)-(gametime*(enemy(0),var(3)/gametime))))/gametime)!=var(3)
var(3)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(4)-(enemy(0),var(4)-(gametime*(enemy(0),var(4)/gametime))))/gametime)!=var(4)
var(4)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(5)-(enemy(0),var(5)-(gametime*(enemy(0),var(5)/gametime))))/gametime)!=var(5)
var(5)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(6)-(enemy(0),var(6)-(gametime*(enemy(0),var(6)/gametime))))/gametime)!=var(6)
var(6)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(7)-(enemy(0),var(7)-(gametime*(enemy(0),var(7)/gametime))))/gametime)!=var(7)
var(7)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(8)-(enemy(0),var(8)-(gametime*(enemy(0),var(8)/gametime))))/gametime)!=var(8)
var(8)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(9)-(enemy(0),var(9)-(gametime*(enemy(0),var(9)/gametime))))/gametime)!=var(9)
var(9)=0

[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(10)-(enemy(0),var(10)-(gametime*(enemy(0),var(10)/gametime))))/gametime)!=var(10)
var(10)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(11)-(enemy(0),var(11)-(gametime*(enemy(0),var(11)/gametime))))/gametime)!=var(11)
var(11)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(12)-(enemy(0),var(12)-(gametime*(enemy(0),var(12)/gametime))))/gametime)!=var(12)
var(12)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(13)-(enemy(0),var(13)-(gametime*(enemy(0),var(13)/gametime))))/gametime)!=var(13)
var(13)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(14)-(enemy(0),var(14)-(gametime*(enemy(0),var(14)/gametime))))/gametime)!=var(14)
var(14)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(15)-(enemy(0),var(15)-(gametime*(enemy(0),var(15)/gametime))))/gametime)!=var(15)
var(15)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(16)-(enemy(0),var(16)-(gametime*(enemy(0),var(16)/gametime))))/gametime)!=var(16)
var(16)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(17)-(enemy(0),var(17)-(gametime*(enemy(0),var(17)/gametime))))/gametime)!=var(17)
var(17)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(18)-(enemy(0),var(18)-(gametime*(enemy(0),var(18)/gametime))))/gametime)!=var(18)
var(18)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(19)-(enemy(0),var(19)-(gametime*(enemy(0),var(19)/gametime))))/gametime)!=var(19)
var(19)=0

[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(20)-(enemy(0),var(20)-(gametime*(enemy(0),var(20)/gametime))))/gametime)!=var(20)
var(20)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(21)-(enemy(0),var(21)-(gametime*(enemy(0),var(21)/gametime))))/gametime)!=var(21)
var(21)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(22)-(enemy(0),var(22)-(gametime*(enemy(0),var(22)/gametime))))/gametime)!=var(22)
var(22)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(23)-(enemy(0),var(23)-(gametime*(enemy(0),var(23)/gametime))))/gametime)!=var(23)
var(23)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(24)-(enemy(0),var(24)-(gametime*(enemy(0),var(24)/gametime))))/gametime)!=var(24)
var(24)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(25)-(enemy(0),var(25)-(gametime*(enemy(0),var(25)/gametime))))/gametime)!=var(25)
var(25)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(26)-(enemy(0),var(26)-(gametime*(enemy(0),var(26)/gametime))))/gametime)!=var(26)
var(26)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(27)-(enemy(0),var(27)-(gametime*(enemy(0),var(27)/gametime))))/gametime)!=var(27)
var(27)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(28)-(enemy(0),var(28)-(gametime*(enemy(0),var(28)/gametime))))/gametime)!=var(28)
var(28)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(29)-(enemy(0),var(29)-(gametime*(enemy(0),var(29)/gametime))))/gametime)!=var(29)
var(29)=0

[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(30)-(enemy(0),var(30)-(gametime*(enemy(0),var(30)/gametime))))/gametime)!=var(30)
var(30)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(31)-(enemy(0),var(31)-(gametime*(enemy(0),var(31)/gametime))))/gametime)!=var(31)
var(31)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(32)-(enemy(0),var(32)-(gametime*(enemy(0),var(32)/gametime))))/gametime)!=var(32)
var(32)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(33)-(enemy(0),var(33)-(gametime*(enemy(0),var(33)/gametime))))/gametime)!=var(33)
var(33)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(34)-(enemy(0),var(34)-(gametime*(enemy(0),var(34)/gametime))))/gametime)!=var(34)
var(34)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(35)-(enemy(0),var(35)-(gametime*(enemy(0),var(35)/gametime))))/gametime)!=var(35)
var(35)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(36)-(enemy(0),var(36)-(gametime*(enemy(0),var(36)/gametime))))/gametime)!=var(36)
var(36)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(37)-(enemy(0),var(37)-(gametime*(enemy(0),var(37)/gametime))))/gametime)!=var(37)
var(37)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(38)-(enemy(0),var(38)-(gametime*(enemy(0),var(38)/gametime))))/gametime)!=var(38)
var(38)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(39)-(enemy(0),var(39)-(gametime*(enemy(0),var(39)/gametime))))/gametime)!=var(39)
var(39)=0

[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(40)-(enemy(0),var(40)-(gametime*(enemy(0),var(40)/gametime))))/gametime)!=var(40)
var(40)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(41)-(enemy(0),var(41)-(gametime*(enemy(0),var(41)/gametime))))/gametime)!=var(41)
var(41)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(42)-(enemy(0),var(42)-(gametime*(enemy(0),var(42)/gametime))))/gametime)!=var(42)
var(42)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(43)-(enemy(0),var(43)-(gametime*(enemy(0),var(43)/gametime))))/gametime)!=var(43)
var(43)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(44)-(enemy(0),var(44)-(gametime*(enemy(0),var(44)/gametime))))/gametime)!=var(44)
var(44)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(45)-(enemy(0),var(45)-(gametime*(enemy(0),var(45)/gametime))))/gametime)!=var(45)
var(45)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(46)-(enemy(0),var(46)-(gametime*(enemy(0),var(46)/gametime))))/gametime)!=var(46)
var(46)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(47)-(enemy(0),var(47)-(gametime*(enemy(0),var(47)/gametime))))/gametime)!=var(47)
var(47)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(48)-(enemy(0),var(48)-(gametime*(enemy(0),var(48)/gametime))))/gametime)!=var(48)
var(48)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(49)-(enemy(0),var(49)-(gametime*(enemy(0),var(49)/gametime))))/gametime)!=var(49)
var(49)=0

[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(50)-(enemy(0),var(50)-(gametime*(enemy(0),var(50)/gametime))))/gametime)!=var(50)
var(50)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(51)-(enemy(0),var(51)-(gametime*(enemy(0),var(51)/gametime))))/gametime)!=var(51)
var(51)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(52)-(enemy(0),var(52)-(gametime*(enemy(0),var(52)/gametime))))/gametime)!=var(52)
var(52)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(53)-(enemy(0),var(53)-(gametime*(enemy(0),var(53)/gametime))))/gametime)!=var(53)
var(53)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(54)-(enemy(0),var(54)-(gametime*(enemy(0),var(54)/gametime))))/gametime)!=var(54)
var(54)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(55)-(enemy(0),var(55)-(gametime*(enemy(0),var(55)/gametime))))/gametime)!=var(55)
var(55)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(56)-(enemy(0),var(56)-(gametime*(enemy(0),var(56)/gametime))))/gametime)!=var(56)
var(56)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(57)-(enemy(0),var(57)-(gametime*(enemy(0),var(57)/gametime))))/gametime)!=var(57)
var(57)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(58)-(enemy(0),var(58)-(gametime*(enemy(0),var(58)/gametime))))/gametime)!=var(58)
var(58)=0
[STATE e2]
type=varset
trigger1=time>1
trigger1=((enemy(0),var(59)-(enemy(0),var(59)-(gametime*(enemy(0),var(59)/gametime))))/gametime)!=var(59)
var(59)=0

[STATE pvs]
type=parentvarset
trigger1=var(0)!=0
trigger1=time=60
var(20)=0+1
[STATE pvs]
type=parentvarset
trigger1=var(1)!=0
trigger1=time=60
var(20)=1+1
[STATE pvs]
type=parentvarset
trigger1=var(2)!=0
trigger1=time=60
var(20)=2+1
[STATE pvs]
type=parentvarset
trigger1=var(3)!=0
trigger1=time=60
var(20)=3+1
[STATE pvs]
type=parentvarset
trigger1=var(4)!=0
trigger1=time=60
var(20)=4+1
[STATE pvs]
type=parentvarset
trigger1=var(5)!=0
trigger1=time=60
var(20)=5+1
[STATE pvs]
type=parentvarset
trigger1=var(6)!=0
trigger1=time=60
var(20)=6+1
[STATE pvs]
type=parentvarset
trigger1=var(7)!=0
trigger1=time=60
var(20)=7+1
[STATE pvs]
type=parentvarset
trigger1=var(8)!=0
trigger1=time=60
var(20)=8+1
[STATE pvs]
type=parentvarset
trigger1=var(9)!=0
trigger1=time=60
var(20)=9+1

[STATE pvs]
type=parentvarset
trigger1=var(10)!=0
trigger1=time=60
var(20)=10+1
[STATE pvs]
type=parentvarset
trigger1=var(11)!=0
trigger1=time=60
var(20)=11+1
[STATE pvs]
type=parentvarset
trigger1=var(12)!=0
trigger1=time=60
var(20)=12+1
[STATE pvs]
type=parentvarset
trigger1=var(13)!=0
trigger1=time=60
var(20)=13+1
[STATE pvs]
type=parentvarset
trigger1=var(14)!=0
trigger1=time=60
var(20)=14+1
[STATE pvs]
type=parentvarset
trigger1=var(15)!=0
trigger1=time=60
var(20)=15+1
[STATE pvs]
type=parentvarset
trigger1=var(16)!=0
trigger1=time=60
var(20)=16+1
[STATE pvs]
type=parentvarset
trigger1=var(17)!=0
trigger1=time=60
var(20)=17+1
[STATE pvs]
type=parentvarset
trigger1=var(18)!=0
trigger1=time=60
var(20)=18+1
[STATE pvs]
type=parentvarset
trigger1=var(19)!=0
trigger1=time=60
var(20)=19+1

[STATE pvs]
type=parentvarset
trigger1=var(20)!=0
trigger1=time=60
var(20)=20+1
[STATE pvs]
type=parentvarset
trigger1=var(21)!=0
trigger1=time=60
var(20)=21+1
[STATE pvs]
type=parentvarset
trigger1=var(22)!=0
trigger1=time=60
var(20)=22+1
[STATE pvs]
type=parentvarset
trigger1=var(23)!=0
trigger1=time=60
var(20)=23+1
[STATE pvs]
type=parentvarset
trigger1=var(24)!=0
trigger1=time=60
var(20)=24+1
[STATE pvs]
type=parentvarset
trigger1=var(25)!=0
trigger1=time=60
var(20)=25+1
[STATE pvs]
type=parentvarset
trigger1=var(26)!=0
trigger1=time=60
var(20)=26+1
[STATE pvs]
type=parentvarset
trigger1=var(27)!=0
trigger1=time=60
var(20)=27+1
[STATE pvs]
type=parentvarset
trigger1=var(28)!=0
trigger1=time=60
var(20)=28+1
[STATE pvs]
type=parentvarset
trigger1=var(29)!=0
trigger1=time=60
var(20)=29+1

[STATE pvs]
type=parentvarset
trigger1=var(30)!=0
trigger1=time=60
var(20)=30+1
[STATE pvs]
type=parentvarset
trigger1=var(31)!=0
trigger1=time=60
var(20)=31+1
[STATE pvs]
type=parentvarset
trigger1=var(32)!=0
trigger1=time=60
var(20)=32+1
[STATE pvs]
type=parentvarset
trigger1=var(33)!=0
trigger1=time=60
var(20)=33+1
[STATE pvs]
type=parentvarset
trigger1=var(34)!=0
trigger1=time=60
var(20)=34+1
[STATE pvs]
type=parentvarset
trigger1=var(35)!=0
trigger1=time=60
var(20)=35+1
[STATE pvs]
type=parentvarset
trigger1=var(36)!=0
trigger1=time=60
var(20)=36+1
[STATE pvs]
type=parentvarset
trigger1=var(37)!=0
trigger1=time=60
var(20)=37+1
[STATE pvs]
type=parentvarset
trigger1=var(38)!=0
trigger1=time=60
var(20)=38+1
[STATE pvs]
type=parentvarset
trigger1=var(39)!=0
trigger1=time=60
var(20)=39+1

[STATE pvs]
type=parentvarset
trigger1=var(40)!=0
trigger1=time=60
var(20)=40+1
[STATE pvs]
type=parentvarset
trigger1=var(41)!=0
trigger1=time=60
var(20)=41+1
[STATE pvs]
type=parentvarset
trigger1=var(42)!=0
trigger1=time=60
var(20)=42+1
[STATE pvs]
type=parentvarset
trigger1=var(43)!=0
trigger1=time=60
var(20)=43+1
[STATE pvs]
type=parentvarset
trigger1=var(44)!=0
trigger1=time=60
var(20)=44+1
[STATE pvs]
type=parentvarset
trigger1=var(45)!=0
trigger1=time=60
var(20)=45+1
[STATE pvs]
type=parentvarset
trigger1=var(46)!=0
trigger1=time=60
var(20)=46+1
[STATE pvs]
type=parentvarset
trigger1=var(47)!=0
trigger1=time=60
var(20)=47+1
[STATE pvs]
type=parentvarset
trigger1=var(48)!=0
trigger1=time=60
var(20)=48+1
[STATE pvs]
type=parentvarset
trigger1=var(49)!=0
trigger1=time=60
var(20)=49+1

[STATE pvs]
type=parentvarset
trigger1=var(50)!=0
trigger1=time=60
var(20)=50+1
[STATE pvs]
type=parentvarset
trigger1=var(51)!=0
trigger1=time=60
var(20)=51+1
[STATE pvs]
type=parentvarset
trigger1=var(52)!=0
trigger1=time=60
var(20)=52+1
[STATE pvs]
type=parentvarset
trigger1=var(53)!=0
trigger1=time=60
var(20)=53+1
[STATE pvs]
type=parentvarset
trigger1=var(54)!=0
trigger1=time=60
var(20)=54+1
[STATE pvs]
type=parentvarset
trigger1=var(55)!=0
trigger1=time=60
var(20)=55+1
[STATE pvs]
type=parentvarset
trigger1=var(56)!=0
trigger1=time=60
var(20)=56+1
[STATE pvs]
type=parentvarset
trigger1=var(57)!=0
trigger1=time=60
var(20)=57+1
[STATE pvs]
type=parentvarset
trigger1=var(58)!=0
trigger1=time=60
var(20)=58+1
[STATE pvs]
type=parentvarset
trigger1=var(59)!=0
trigger1=time=60
var(20)=59+1

[STATE pvs]
type=parentvarset
trigger1=fvar(0)!=0
trigger1=time=60
var(20)=0+61
[STATE pvs]
type=parentvarset
trigger1=fvar(1)!=0
trigger1=time=60
var(20)=1+61
[STATE pvs]
type=parentvarset
trigger1=fvar(2)!=0
trigger1=time=60
var(20)=2+61
[STATE pvs]
type=parentvarset
trigger1=fvar(3)!=0
trigger1=time=60
var(20)=3+61
[STATE pvs]
type=parentvarset
trigger1=fvar(4)!=0
trigger1=time=60
var(20)=4+61
[STATE pvs]
type=parentvarset
trigger1=fvar(5)!=0
trigger1=time=60
var(20)=5+61
[STATE pvs]
type=parentvarset
trigger1=fvar(6)!=0
trigger1=time=60
var(20)=6+61
[STATE pvs]
type=parentvarset
trigger1=fvar(7)!=0
trigger1=time=60
var(20)=7+61
[STATE pvs]
type=parentvarset
trigger1=fvar(8)!=0
trigger1=time=60
var(20)=8+61
[STATE pvs]
type=parentvarset
trigger1=fvar(9)!=0
trigger1=time=60
var(20)=9+61

[STATE pvs]
type=parentvarset
trigger1=fvar(10)!=0
trigger1=time=60
var(20)=10+61
[STATE pvs]
type=parentvarset
trigger1=fvar(11)!=0
trigger1=time=60
var(20)=11+61
[STATE pvs]
type=parentvarset
trigger1=fvar(12)!=0
trigger1=time=60
var(20)=12+61
[STATE pvs]
type=parentvarset
trigger1=fvar(13)!=0
trigger1=time=60
var(20)=13+61
[STATE pvs]
type=parentvarset
trigger1=fvar(14)!=0
trigger1=time=60
var(20)=14+61
[STATE pvs]
type=parentvarset
trigger1=fvar(15)!=0
trigger1=time=60
var(20)=15+61
[STATE pvs]
type=parentvarset
trigger1=fvar(16)!=0
trigger1=time=60
var(20)=16+61
[STATE pvs]
type=parentvarset
trigger1=fvar(17)!=0
trigger1=time=60
var(20)=17+61
[STATE pvs]
type=parentvarset
trigger1=fvar(18)!=0
trigger1=time=60
var(20)=18+61
[STATE pvs]
type=parentvarset
trigger1=fvar(19)!=0
trigger1=time=60
var(20)=19+61

[STATE pvs]
type=parentvarset
trigger1=fvar(20)!=0
trigger1=time=60
var(20)=20+61
[STATE pvs]
type=parentvarset
trigger1=fvar(21)!=0
trigger1=time=60
var(20)=21+61
[STATE pvs]
type=parentvarset
trigger1=fvar(22)!=0
trigger1=time=60
var(20)=22+61
[STATE pvs]
type=parentvarset
trigger1=fvar(23)!=0
trigger1=time=60
var(20)=23+61
[STATE pvs]
type=parentvarset
trigger1=fvar(24)!=0
trigger1=time=60
var(20)=24+61
[STATE pvs]
type=parentvarset
trigger1=fvar(25)!=0
trigger1=time=60
var(20)=25+61
[STATE pvs]
type=parentvarset
trigger1=fvar(26)!=0
trigger1=time=60
var(20)=26+61
[STATE pvs]
type=parentvarset
trigger1=fvar(27)!=0
trigger1=time=60
var(20)=27+61
[STATE pvs]
type=parentvarset
trigger1=fvar(28)!=0
trigger1=time=60
var(20)=28+61
[STATE pvs]
type=parentvarset
trigger1=fvar(29)!=0
trigger1=time=60
var(20)=29+61

[STATE pvs]
type=parentvarset
trigger1=fvar(30)!=0
trigger1=time=60
var(20)=30+61
[STATE pvs]
type=parentvarset
trigger1=fvar(31)!=0
trigger1=time=60
var(20)=31+61
[STATE pvs]
type=parentvarset
trigger1=fvar(32)!=0
trigger1=time=60
var(20)=32+61
[STATE pvs]
type=parentvarset
trigger1=fvar(33)!=0
trigger1=time=60
var(20)=33+61
[STATE pvs]
type=parentvarset
trigger1=fvar(34)!=0
trigger1=time=60
var(20)=34+61
[STATE pvs]
type=parentvarset
trigger1=fvar(35)!=0
trigger1=time=60
var(20)=35+61
[STATE pvs]
type=parentvarset
trigger1=fvar(36)!=0
trigger1=time=60
var(20)=36+61
[STATE pvs]
type=parentvarset
trigger1=fvar(37)!=0
trigger1=time=60
var(20)=37+61
[STATE pvs]
type=parentvarset
trigger1=fvar(38)!=0
trigger1=time=60
var(20)=38+61
[STATE pvs]
type=parentvarset
trigger1=fvar(39)!=0
trigger1=time=60
var(20)=39+61

[STATE ]
type=varrangeset
trigger1=time>=60
value=0
[STATE ]
type=varrangeset
trigger1=time>=60
fvalue=0
[STATE ]
type=changestate
trigger1=time>=60
value=stateno+1
;==============================================================================
; END
[STATEDEF 4504]
type=a
;------------------------------------------------------------------------------
[State changeprev]
type=changestate
trigger1=!ishelper(4500)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
;--セット-----
[State 無敵]
type=nothitby
trigger1=1
value=SCA,AA,AT,AP
time=100000

[State 無敵]
type=HitOverride
trigger1=1
attr=SCA,AT,AA,AP
slot=6
stateno=stateno
time=-1
;--/セット-----
[STATE ]
type=AssertSpecial
trigger1=1
flag=noshadow
flag2= invisible
;------------------------------------------------------------------------------
[STATE gt]
type=ParentVarSet
trigger1=parent,var(20)=[1,60]
var(21)=enemy(0),var(parent,var(20)-1)-gametime
[STATE gt]
type=ParentVarSet
trigger1=parent,var(20)=[1,60]
trigger1=parent,var(21)>=gametime
var(22)=floor(enemy(0),var(parent,var(20)-1)/gametime)
[STATE gt]
type=ParentVarSet
trigger1=parent,var(20)=[1,60]
trigger1=parent,var(22)!=0
var(23)=enemy(0),var(parent,var(20)-1)%gametime
[STATE gt]
type=ParentVarSet
trigger1=parent,var(20)=[1,60]
trigger1=parent,var(22)!=0
trigger1=(enemy(0),var(parent,var(20)-1)%gametime>gametime/2)
var(23)=-(gametime-(enemy(0),var(parent,var(20)-1)%gametime))
[state gt]
type=ParentVarSet
trigger1=parent,var(21)>=gametime
var(21)=0

[STATE gt-f]
type=ParentVarSet
trigger1=parent,var(20)=[61,100]
var(21)=enemy(0),fvar(parent,var(20)-61)-gametime
[STATE gt-f]
type=ParentVarSet
trigger1=parent,var(20)=[61,100]
trigger1=parent,var(21)>=gametime
var(22)=enemy(0),fvar(parent,var(20)-61)/gametime
[STATE gt-f]
type=ParentVarSet
trigger1=parent,var(20)=[61,100]
trigger1=parent,var(22)!=0
var(23)=enemy(0),fvar(parent,var(20)-61)%gametime
[STATE gt-f]
type=ParentVarSet
trigger1=parent,var(20)=[61,100]
trigger1=parent,var(22)!=0
trigger1=(enemy(0),fvar(parent,var(20)-61)%gametime>gametime/2)
var(23)=-(gametime-(enemy(0),fvar(parent,var(20)-61)%gametime))
[state gt-f]
type=ParentVarSet
trigger1=parent,var(21)>=gametime
var(21)=0
[STATE ]
type=VarAdd
trigger1=1
sysvar(0)=1
persistent=0
[STATE ]
type=NULL
trigger1=parent,var(20)=[1,100]
trigger1=var(20):=parent,var(20)||1
trigger1=var(21):=parent,var(21)||1
trigger1=var(22):=parent,var(22)||1
trigger1=var(23):=parent,var(23)||1
persistent=0
[STATE ]
type=changestate
trigger1=1
value=stateno-3
;==============================================================================


;==============================================================================
; ステージ補助
; VAR(0)	初期化
; VAR(1)	ステージ広さX
; VAR(4)	疑似NOBG
; VAR(10)	開始フラグ
; VAR(20)	霧利用
; VAR(30)	移行先
; VAR(31)	PrevStateNo1
; VAR(31)	PrevStateNo2
; ownpalは0(疑似BGPalFX用)
;==============================================================================
[Statedef 4600]
anim=16100
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
;--セット-----
[State 無敵]
type=nothitby
trigger1=1
value=SCA,AA,AT,AP
time=100000
[State 無敵]
type=HitOverride
trigger1=1
attr=SCA,AT,AA,AP
slot=6
stateno=stateno
time=-1
;--/セット-----
[STATE GRID]
type=PlaySnd
trigger1=1
value=201,5
volume=100
channel=1
persistent=0
ignorehitpause=1
[STATE PosSetOnce]
type=PosSet
trigger1=!var(0)
Y=0
persistent=0
ignorehitpause=1
[STATE PosSetOnce]
type=VarSet
trigger1=1
var(0)=1
persistent=0
ignorehitpause=1
[STATE ステージ広さ探知]
type=Projectile
trigger1=!VAR(1)
trigger1=Root,NumProjID(4601)=0
persistent=0
projID=4600
projanim=16100
projedgebound=5000
projstagebound=0
projheightbound=-10000,10000
projpriority=2147483647
postype=p1
offset=0,0
velocity=10,0
projremove=0
projremovetime=200
bindtime=1
shadow=0,0,0
numhits=0
ignorehitpause=1
pausemovetime=99990000000
supermovetime=99990000000
[STATE ステージ広さ探知]
type=VarAdd
trigger1=Root,NumProjID(4600)
var(1)=1
ignorehitpause=1
[STATE 移行]
type=ChangeState
trigger1=var(0)&&!Root,NumProjID(4600)
value=4601
ignorehitpause=1
;==============================================================================
[Statedef 4601]
anim=16100
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[STATE RE]
type=RemoveExplod
trigger1=1
ID=-1
persistent=0
ignorehitpause=1
[STATE 霧]
type=VarSet
trigger1=1
var(20)=0
ignorehitpause=1
[STATE PalFXリセット]
type=PalFx
trigger1=!time
time=0
ignorehitpause=1
[STATE NOBGNOFG]
type=AssertSpecial
trigger1=RoundState<3
trigger1=Root,Alive
trigger1=Helper(16000),var(14)&1
flag=nobg
flag2= nofg
ignorehitpause=1
;------------------------------------------------------------------------------
;疑似NOBG
[STATE 疑似NOBG]
type=VarSet
triggerall=var(4)
trigger1=p2name= "G OROCHI"
trigger1=!( enemy,numexplod(2200)&&enemy,numexplod(22176) )
trigger2=p2name= "G Silver"
trigger2=!( enemy,numexplod(2600)&&enemy,numexplod(2604) )
trigger3=p2name= "G Magaki"
trigger3=!( (p2stateno=13100&&enemy,time=[90,440]) && p2stateno!=13700 && p2stateno!=3000 && p2stateno != 13300)
trigger4=p2name= "G Igniz"
trigger4=p2stateno != 10000
trigger5=p2name= "G Mizuchi"
trigger5=p2stateno != 23000 || p2stateno != 2216 || p2stateno != 2205
var(4)=0
[STATE 疑似NOBG]
type=VarSet
trigger1=p2name= "G OROCHI"
trigger1=enemy,numexplod(2200)||enemy,numexplod(22176)
trigger2=p2name= "G Silver"
trigger2=enemy,numexplod(2600)||enemy,numexplod(2604)
trigger3=p2name= "G Magaki"
trigger3=p2stateno=13700
trigger4=p2name= "G Igniz"
trigger4=p2stateno=10000
trigger5=p2name= "G Mizuchi"
trigger5=p2stateno=23000 || p2stateno=2216 || p2stateno=2205
var(4)=1
;/疑似NOBG
;------------------------------------------------------------------------------
[STATE 移行]
type=ChangeState
trigger1=RoundState<3
trigger1=Root,alive
trigger1=!var(4)
trigger1=Helper(16000),var(14)&1
value=4602
ignorehitpause=1
[STATE end]
type=DestroySelf
trigger1=!(Helper(16000),var(14)&1)
ignorehitpause=1
;==============================================================================
;ステージシフト - 移行ループ
[Statedef 4602]
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[STATE ]
type=VarSet
trigger1=1
var(30)=4610+(RANDOM%6)*10
ignorehitpause=1
[STATE ]
type=VarSet
trigger1=var(30)=4660
var(30)=4660+(RANDOM%5)*10
ignorehitpause=1
[STATE ]
type=ChangeState
triggerall=var(30)!=4620
trigger1=var(30)=var(31)
trigger2=var(30)=var(32)
value=StateNo
ignorehitpause=1
[STATE ]
type=ChangeState
trigger1=1
value=4603+(var(10)>0)
ignorehitpause=1
;==============================================================================
;ステージシフト - GRID
[Statedef 4603]
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[STATE ]
type=VarSet
trigger1=1
var(10)=1
ignorehitpause=1

[STATE NOBGNOFG]
type=AssertSpecial
trigger1=1
flag=nobg
flag2=nofg
flag3=nobardisplay
ignorehitpause=1

;止めたい場合は、ここにSuperPause

[STATE WHITE]
type=AllPalFX
trigger1=!time
time=30
add=0,0,0
mul=160,160,160
sinadd=141,141,141,30
invertall=0
color=50
persistent=0
ignorehitpause=1
[STATE GRID]
type=PlaySnd
trigger1=!time
value=4600,11
volume=100
channel=1
persistent=0
ignorehitpause=1
[STATE GRID]
type=Explod
trigger1=time=20
trigger1=!numexplod(4603)
id=4603
anim=4600
Postype=left
pos=338,0
bindtime=-1
removetime=200
sprpriority=5
scale= .534,.5
ownpal=1
persistent=0
ignorehitpause=1
supermovetime=99990000000
pausemovetime=99990000000
[STATE BLACKOUT]
type=AllPalFX
trigger1=time=100
time=30
add=0,0,0
mul=220,220,220
sinadd=221,221,221,30
invertall=0
color=250
persistent=0
ignorehitpause=1
[STATE BLACKOUT]
type=PlaySnd
trigger1=time=100
value=4600,0
volume=100
channel=5
persistent=0
ignorehitpause=1
[STATE ]
type=ChangeState
trigger1=time=100
value=var(30)
ignorehitpause=1
;/GRID
;==============================================================================
;ステージシフト - ZOOM
[Statedef 4604]
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1

[STATE NOBGNOFG]
type=AssertSpecial
trigger1=1
flag=nobg
flag2=nofg
flag3=nobardisplay
ignorehitpause=1

[STATE ZOOM-SND1]
type=PlaySnd
trigger1=!time
value=4600,10
volume=100
channel=1
freqmul=1.2
persistent=0
ignorehitpause=1
[STATE ZOOM-SND2]
type=PlaySnd
trigger1=!time
value=4600,10
volume=100
channel=2
freqmul=1.1
persistent=0
ignorehitpause=1
[STATE ZOOM-SND3]
type=PlaySnd
trigger1=!time
value=4600,10
volume=100
channel=3
freqmul=1
persistent=0
ignorehitpause=1
[STATE ZOOM]
type=Explod
trigger1=!numexplod(4604)
id=4604
anim=4610
Postype=left
pos=0,0
bindtime=-1
removetime=-2
sprpriority=5
scale= 1,1
ownpal=0
persistent=0
ignorehitpause=1
supermovetime=99990000000
pausemovetime=99990000000
[STATE WHITE]
type=PalFX
trigger1=1
time=1
mul=300+time*2,250+time*4,300+time*3
invertall=0
persistent=1
ignorehitpause=1
[STATE ]
type=ChangeState
trigger1=time=41
value=var(30)
ignorehitpause=1
;/ZOOM
;==============================================================================
;ステージシフト - END
[STATEDEF 4699]
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1
[STATE ]
type=VarSet
trigger1=!time
var(32)=Var(31)
ignorehitpause=1
[STATE ]
type=VarSet
trigger1=!time
var(31)=PrevStateNo
ignorehitpause=1
[STATE END]
type=ChangeState
trigger1=!time
trigger1=RoundState<=2
trigger1=root,alive
trigger1=Helper(16000),var(14)&1
value=4601
ignorehitpause=1
;--ステージ終了-----
[STATE 霧]
type=VarSet
trigger1=1
var(20)=0
ignorehitpause=1
[STATE NOFG]
type=AssertSpecial
trigger1=1
flag=nofg
ignorehitpause=1
[STATE ]
type=BGPalFX
trigger1=1
time=1
mul=256-time*3,256-time*3,256-time*3
add=-356+time*2,-356+time*2,-356+time*2
invertall=0
[STATE ]
type=ModifyExplod
trigger1=1
trans=addalpha
alpha=256-time*8,256
ignorehitpause=1
[STATE ]
type=RemoveExplod
trigger1=time>32
ID=-1
ignorehitpause=1
[STATE ]
type=VarSet
trigger1=time>32
var(10)=0
ignorehitpause=1
[STATE ]
type=ChangeState
trigger1=time>32
value=4601
ignorehitpause=1
;-/ステージ終了-----
;==============================================================================
; 宇宙
[Statedef 4610]
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1

[STATE 霧]
type=VarSet
trigger1=1
var(20)=2
ignorehitpause=1

[STATE END]
type=changestate
trigger1=numhelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger1=Helper(60),StateNo!=[61,70]
trigger1=RoundState>=3
trigger2=0;root,alive=0
trigger3=Helper(16000),var(14)&2
trigger4=(Helper(16000),var(14)&1)=0
value=4699
ignorehitpause=1

;------------------------------------------------------------------------------
; 疑似BGPalFX
[STATE 60000000]
type=PalFX
triggerall=Enemy(Enemy(0),Name!="will-o-the-wisp"*NumEnemy=2),name="will-o-the-wisp"
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger2=!NumHelper(60)
time=10
mul=100,100,100
invertall=0
[STATE 60000000]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000000
mul=70+35,45+35,75+35
add=220-ceil(Helper(60),time*2.8),270-ceil(Helper(60),time*2.8),260-ceil(Helper(60),time*2.8)
time=100
color=180+35
invertall=0
[STATE 60000100]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000100
trigger1=Helper(60),var(32)>30
mul=70+35,45+35,75+35
add=0,50,20
time=400
color=180+35
invertall=0
[STATE 60000100]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000100
trigger1=Helper(60),var(33)<=30
mul=60+35,35+35,65+35
add=-44,-55,22
time=400
color=180+35
invertall=0
[STATE 60000200]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000200
trigger1=Helper(60),var(32)>30
mul=70+35,45+35,75+35
add=0,50,20
time=400
color=180+35
invertall=0
[STATE 60000200]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000200
trigger1=Helper(60),var(33)<=30
mul=60+35,35+35,65+35
add=-44,-55,22
time=400
color=180+35
invertall=0
[STATE 60000300]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000300
trigger1=Helper(60),Time>=10
mul=180,180,180
sinadd=-150,-150,-80,280
time=600
invertall=0
[STATE 60000400]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000400
time=2
mul=316,296,256
add=-65,-45,-40
color=ceil(-3000*sin(2*pi*(gametime%650)/400))
[STATE 69999999,暗転-紫1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=Helper(60),prevstateno!=60000400
trigger1=Helper(60),prevstateno!=60000200
trigger1=Helper(60),time <= 1
time=60
mul=70+35,45+35,75+35
add=0,50,20
invertall=0
color=200
[STATE 69999999,暗転-藍1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=prevstateno=60000200
trigger1=Helper(60),time <= 1
time=60
mul=60+35,35+35,65+35
add=-44,-55,22
invertall=0
color=180+35
[STATE 69999999,暗転-緑1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=prevstateno=60000400
trigger1=Helper(60),time <= 1
time=60
mul=50+35,85+35,65+35
add=30,80,50
color=180+35
invertall=0
[STATE 69999999,死亡後暗転]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=roundstate > 2
trigger1=Helper(60),time=61
trigger1=Helper(60),var(36)
time=6000
add=-60,-60,-40
mul=250,250,210
sinadd=50,50,110,370
invertall=0
color=200
[STATE 6124,BGPALFX]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=6124
trigger1=Helper(60),var(40)=0
time=60
add=60,80,90
mul=60,80,100
invertall=1
color=200
ignorehitpause=1
;/疑似BGPalFX
;------------------------------------------------------------------------------
;疑似NOBG
[STATE 疑似NOBG]
type=VarSet
triggerall=var(4)
trigger1=p2name= "G OROCHI"
trigger1=!( enemy,numexplod(2200)&&enemy,numexplod(22176) )
trigger2=p2name= "G Silver"
trigger2=!( enemy,numexplod(2600)&&enemy,numexplod(2604) )
trigger3=p2name= "G Magaki"
trigger3=!( (p2stateno=13100&&enemy,time=[90,440]) && p2stateno!=13700 && p2stateno!=3000 && p2stateno != 13300)
trigger4=p2name= "G Igniz"
trigger4=p2stateno != 10000
trigger5=p2name= "G Mizuchi"
trigger5=p2stateno != 23000 || p2stateno != 2216 || p2stateno != 2205
var(4)=0
[STATE 疑似NOBG]
type=VarSet
trigger1=p2name= "G OROCHI"
trigger1=enemy,numexplod(2200)||enemy,numexplod(22176)
trigger2=p2name= "G Silver"
trigger2=enemy,numexplod(2600)||enemy,numexplod(2604)
trigger3=p2name= "G Magaki"
trigger3=p2stateno=13700
trigger4=p2name= "G Igniz"
trigger4=p2stateno=10000
trigger5=p2name= "G Mizuchi"
trigger5=p2stateno=23000 || p2stateno=2216 || p2stateno=2205
var(4)=1
;/疑似NOBG
;------------------------------------------------------------------------------
; 背景系
[STATE RemoveExplod]
type=RemoveExplod
trigger1=numexplod
trigger1=!time||var(4)
ID=-1

[STATE 足場]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4800)
id=4800
anim=4803
postype=left		       ;42
pos=floor(ScreenPos X),60+floor(ScreenPos Y)
vel=0,0
bindtime=1
removetime=-1
sprpriority=-1100
scale= .4+(random%26)*.01,.273;.213
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[STATE VAR初期化]
type=VarSet
trigger1=time=0||var(4)
var(41)=0-(var(4))

[STATE VAR初期化]
type=VarSet
trigger1=time=0||var(4)
var(40)=4720+(random%5)

[STATE Remove背景]
type=RemoveExplod
trigger1=var(41)=511
trigger1=NumExplod(IfElse(var(40)=4720,4726,var(40)-1))
ID=IfElse(var(40)=4720,4726,var(40)-1)

[STATE VAR]
type=VarAdd
trigger1=var(41)=[1,510];=[1,256]
var(41)=1
persistent=2

[STATE VAR]
type=VarAdd
trigger1=var(41)<512
var(41)=1

[STATE VAR]
type=VarSet
trigger1=var(41)=512
var(40)=IfElse(var(40)=4726,4720,var(40)+1)

[STATE VAR]
type=VarSet
trigger1=var(41)=512
var(41)=0

[STATE 背景1]
type=Explod
trigger1=!var(4)
trigger1=var(41)=1
trigger1=!numexplod(var(40))
id=var(40)
anim=var(40)
facing=IfElse(random%2,1,-1)
vfacing=IfElse(random%2,1,-1)
Postype=left
pos=160,120
vel=0,0
bindtime=-1
removetime=-1
sprpriority=-11000
scale= .5,.5
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[STATE M背景1(Scale)]
type=ModifyExplod
trigger1=numexplod(var(40))
id=var(40)
scale= .5+(var(41)*0.0001),.5+(var(41)*0.0001)

[STATE M背景1]
type=ModifyExplod
trigger1=numexplod(var(40))
id=var(40)
trans=addalpha
alpha=ceil(var(41)*1.25),256

[STATE 背景2]
type=Explod
trigger1=!var(4)
trigger1=var(41)=1
trigger1=!numexplod(IfElse(var(40)=4720,4726,var(40)-1))
id=IfElse(var(40)=4720,4726,var(40)-1)
anim=IfElse(var(40)=4720,4726,var(40)-1)
Postype=left
facing=IfElse(random%2,1,-1)
vfacing=IfElse(random%2,1,-1)
pos=160,120
vel=0,0
bindtime=-1
removetime=-1
sprpriority=-11000
scale= .5,.5
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[STATE M背景2(Scale)]
type=ModifyExplod
trigger1=numexplod(IfElse(var(40)=4720,4726,var(40)-1))
id=IfElse(var(40)=4720,4726,var(40)-1)
scale= .5+((512+var(41))*0.0001),.5+((512+var(41))*0.0001)

[STATE M背景2]
type=ModifyExplod
trigger1=numexplod(IfElse(var(40)=4720,4726,var(40)-1))
id=IfElse(var(40)=4720,4726,var(40)-1)
trans=addalpha
alpha=256-ceil(var(41)*1.25),256

[State 星空1]
type=Explod
trigger1=!var(4)
trigger1=var(41)=1
trigger1=!numexplod(4851+(var(40)%2))
id=4851
anim=4851
vfacing=IfElse(random%2,1,-1)
Postype=left
pos=0,0
vel=0,0
bindtime=-1
removetime=-1
sprpriority=-1999
scale= 0,0
ownpal=1
supermovetime=99990000000
pausemovetime=99990000000

[State 星空2]
type=Explod
trigger1=!var(4)
trigger1=var(41)=1
trigger1=!numexplod(4851+(var(40)%2))
id=4852
anim=4851
vfacing=IfElse(random%2,1,-1)
Postype=left
pos=0,0
vel=0,0
bindtime=-1
removetime=-1
sprpriority=-1999
scale= 0,0
ownpal=1
supermovetime=99990000000
pausemovetime=99990000000

[State M星空1(Scale)]
type=ModifyExplod
trigger1=numexplod(4851)
id=4851
Postype=left
pos=160,120
scale= .1+(var(41)*0.0004),.1+(var(41)*0.0004)

[STATE M星空1(Trans)]
type=ModifyExplod
trigger1=numexplod(4851)
id=4851
trans=addalpha
alpha=floor(var(41)*.35),256

[State M星空2(Scale)]
type=ModifyExplod
trigger1=numexplod(4852)
id=4852
Postype=left
pos=160,120
scale= .1+((512+var(41))*0.0004),.1+((512+var(41))*0.0004)

[State M星空2(Trans)]
type=ModifyExplod
trigger1=numexplod(4852)
id=4852
trans=addalpha
alpha=floor(256-var(41)*.5),256
;/背景系
;------------------------------------------------------------------------------
;==============================================================================
; 月面
[Statedef 4620]
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1

[STATE 霧]
type=VarSet
trigger1=1
var(20)=1
ignorehitpause=1

[STATE END]
type=changestate
trigger1=numhelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger1=Helper(60),StateNo!=[61,70]
trigger1=RoundState>=3
trigger2=0;root,alive=0
trigger3=Helper(16000),var(14)&2
trigger4=(Helper(16000),var(14)&1)=0
value=4699
ignorehitpause=1

;------------------------------------------------------------------------------
; 疑似BGPalFX
[STATE 60000000]
type=PalFX
triggerall=Enemy(Enemy(0),Name!="will-o-the-wisp"*NumEnemy=2),name="will-o-the-wisp"
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger2=!NumHelper(60)
time=10
mul=100,100,100
invertall=0
[STATE 60000000]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000000
mul=70+35,45+35,75+35
add=220-ceil(Helper(60),time*2.8),270-ceil(Helper(60),time*2.8),260-ceil(Helper(60),time*2.8)
time=100
color=180+35
invertall=0
[STATE 60000100]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000100
trigger1=Helper(60),var(32)>30
mul=70+35,45+35,75+35
add=0,50,20
time=400
color=180+35
invertall=0
[STATE 60000100]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000100
trigger1=Helper(60),var(33)<=30
mul=60+35,35+35,65+35
add=-44,-55,22
time=400
color=180+35
invertall=0
[STATE 60000200]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000200
trigger1=Helper(60),var(32)>30
mul=70+35,45+35,75+35
add=0,50,20
time=400
color=180+35
invertall=0
[STATE 60000200]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000200
trigger1=Helper(60),var(33)<=30
mul=60+35,35+35,65+35
add=-44,-55,22
time=400
color=180+35
invertall=0
[STATE 60000300]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000300
trigger1=Helper(60),Time>=10
mul=180,180,180
sinadd=-150,-150,-80,280
time=600
invertall=0
[STATE 60000400]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000400
time=2
mul=316,296,256
add=-65,-45,-40
color=ceil(-3000*sin(2*pi*(gametime%650)/400))
[STATE 69999999,暗転-紫1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=Helper(60),prevstateno!=60000400
trigger1=Helper(60),prevstateno!=60000200
trigger1=Helper(60),time <= 1
time=60
mul=70+35,45+35,75+35
add=0,50,20
invertall=0
color=200
[STATE 69999999,暗転-藍1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=prevstateno=60000200
trigger1=Helper(60),time <= 1
time=60
mul=60+35,35+35,65+35
add=-44,-55,22
invertall=0
color=180+35
[STATE 69999999,暗転-緑1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=prevstateno=60000400
trigger1=Helper(60),time <= 1
time=60
mul=50+35,85+35,65+35
add=30,80,50
color=180+35
invertall=0
[STATE 69999999,死亡後暗転]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=roundstate > 2
trigger1=Helper(60),time=61
trigger1=Helper(60),var(36)
time=6000
add=-60,-60,-40
mul=250,250,210
sinadd=50,50,110,370
invertall=0
color=200
[STATE 6124,BGPALFX]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=6124
trigger1=Helper(60),var(40)=0
time=60
add=60,80,90
mul=60,80,100
invertall=1
color=200
ignorehitpause=1
;/疑似BGPalFX
;------------------------------------------------------------------------------
;疑似NOBG
[STATE 疑似NOBG]
type=VarSet
triggerall=var(4)
trigger1=p2name= "G OROCHI"
trigger1=!( enemy,numexplod(2200)&&enemy,numexplod(22176) )
trigger2=p2name= "G Silver"
trigger2=!( enemy,numexplod(2600)&&enemy,numexplod(2604) )
trigger3=p2name= "G Magaki"
trigger3=!( (p2stateno=13100&&enemy,time=[90,440]) && p2stateno!=13700 && p2stateno!=3000 && p2stateno != 13300)
trigger4=p2name= "G Igniz"
trigger4=p2stateno != 10000
trigger5=p2name= "G Mizuchi"
trigger5=p2stateno != 23000 || p2stateno != 2216 || p2stateno != 2205
var(4)=0
[STATE 疑似NOBG]
type=VarSet
trigger1=p2name= "G OROCHI"
trigger1=enemy,numexplod(2200)||enemy,numexplod(22176)
trigger2=p2name= "G Silver"
trigger2=enemy,numexplod(2600)||enemy,numexplod(2604)
trigger3=p2name= "G Magaki"
trigger3=p2stateno=13700
trigger4=p2name= "G Igniz"
trigger4=p2stateno=10000
trigger5=p2name= "G Mizuchi"
trigger5=p2stateno=23000 || p2stateno=2216 || p2stateno=2205
var(4)=1
;/疑似NOBG
;------------------------------------------------------------------------------
; 背景系
[STATE RemoveExplod]
type=RemoveExplod
trigger1=numexplod
trigger1=!time||var(4)
ID=-1

[STATE VAR初期化]
type=VarSet
trigger1=var(4)
var(41)=-1

[STATE VAR]
type=VarAdd
trigger1=var(41)<512
var(41)=1
persistent=3

[STATE VAR]
type=VarSet
trigger1=var(41)=512
var(41)=0

[STATE 足場]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4800)
id=4800
anim=4800
postype=left
pos =floor(ScreenPos X),42+floor(ScreenPos Y)
vel=0,0
bindtime=1
removetime=-1
sprpriority=-1101
scale= .5,.5
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[STATE 足場2]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4801)
id=4801
anim=4801
postype=left
pos =floor(ScreenPos X),42+floor(ScreenPos Y)
vel=0,0
bindtime=1
removetime=-1
sprpriority=-1100
scale= .5,.5
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[STATE M足場]
type=ModifyExplod
trigger1=numexplod(4800)
id=4800
postype=left
pos=5+floor(ScreenPos X*.93),42+floor(ScreenPos Y)

[STATE 背景1]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4726)
id=4726
anim=4726
facing=IfElse(random%2,1,-1)
vfacing=IfElse(random%2,1,-1)
postype=left
pos=160,120
bindtime=-1
removetime=-1
sprpriority=-11200
scale= .5,.5
trans=addalpha
alpha=80,256
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[STATE 背景星空]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4720)
id=4720
anim=4725
facing=IfElse(random%2,1,-1)
vfacing=IfElse(random%2,1,-1)
postype=left
pos=160,120
bindtime=-1
removetime=-1
sprpriority=-11300
scale= .5,.5
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[State 星空1]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4851)
id=4851
anim=4851
vfacing=IfElse(random%2,1,-1)
Postype=left
pos=0,0
vel=0,0
bindtime=-1
removetime=-1
sprpriority=-11100
scale= 0,0
ownpal=1
supermovetime=99990000000
pausemovetime=99990000000

[State M星空1(Scale)]
type=ModifyExplod
trigger1=numexplod(4851)
id=4851
Postype=left
pos=160,120
scale= .2+(var(41)*0.0004),.2+(var(41)*0.0004)

[STATE M星空1(Trans)]
type=ModifyExplod
trigger1=numexplod(4851)
id=4851
trans=addalpha
alpha=128+floor(var(41)*.5),256



;---------------------------------------
;ちたま
[STATE 地球]
type=Explod
trigger1=!var(4)
trigger1=(gametime%10)>6
trigger1=!numexplod(462000)
trigger1=!numexplod(462010)
trigger1=!numexplod(462020)
id=462000
anim=4820
postype=left
pos=0,240
bindtime=-1
removetime=-1
sprpriority=-1900
scale= .5,.5
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000

[STATE M地球]
type=ModifyExplod
trigger1=numexplod(462000)
id=462000
postype=left
pos=-1*IfElse(var(1)<=40,140,145+var(1))+floor(ScreenPos X*.4),80+floor(ScreenPos Y*.7)
;/ちたま
;---------------------------------------



;---------------------------------------
;木星
[STATE 木星]
type=Explod
trigger1=!var(4)
trigger1=(gametime%10)<3
trigger1=!numexplod(462000)
trigger1=!numexplod(462010)
trigger1=!numexplod(462020)
id=462010
anim=4822
bindtime=-1
removetime=-1
sprpriority=-1900
scale= .5,.5
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000

[STATE M木星]
type=ModifyExplod
trigger1=numexplod(462010)
id=462010
postype=left
pos=IfElse(var(1)<=40,350,345+var(1))+floor(ScreenPos X*.4),80+floor(ScreenPos Y*.7)

[STATE Europa]
type=Explod
trigger1=!var(4)
trigger1=numexplod(462010)
trigger1=!numexplod(462011)
id=462011
anim=4823
removetime=-1
sprpriority=-1300
scale= .1,.1
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000

[STATE MEuropa]
type=ModifyExplod
trigger1=numexplod(462011)
id=462011
postype=left
pos=220+floor(ScreenPos X*.58)-floor(time*0.035),-45+floor(ScreenPos Y*.9)-floor(time*0.01)

[STATE IO]
type=Explod
trigger1=!var(4)
trigger1=numexplod(462010)
trigger1=!numexplod(462012)
id=462012
anim=4824
removetime=-1
sprpriority=-1300
scale= .045,.045
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000

[STATE MIo]
type=ModifyExplod
trigger1=numexplod(462012)
id=462012
postype=left
pos=-15+floor(ScreenPos X*.54),-141+floor(ScreenPos Y*.9)

[STATE Callisto]
type=Explod
trigger1=!var(4)
trigger1=numexplod(462010)
trigger1=!numexplod(462013)
id=462013
anim=4825
removetime=-1
sprpriority=-1300
scale= .5,.5
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000

[STATE MCallisto]
type=ModifyExplod
trigger1=numexplod(462013)
id=462013
postype=left
pos=-65+floor(ScreenPos X*.7)+floor(time*0.15),-245+floor(ScreenPos Y*.9)+floor(time*0.05)

[STATE Callisto2]
type=Explod
trigger1=!var(4)
trigger1=numexplod(462010)
trigger1=!numexplod(462014)
id=462014
anim=4826
removetime=-1
sprpriority=-1300
scale= .07,.07
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000

[STATE MCallisto2]
type=ModifyExplod
trigger1=numexplod(462014)
id=462014
postype=left
pos=285+floor(ScreenPos X*.7),-251+floor(ScreenPos Y*.9)
;/木星
;---------------------------------------


;---------------------------------------
;火星
[STATE 火星]
type=Explod
trigger1=!var(4)
trigger1=(gametime%10)=[4,6]
trigger1=!numexplod(462000)
trigger1=!numexplod(462010)
trigger1=!numexplod(462020)
id=462020
anim=4830
bindtime=-1
removetime=-1
sprpriority=-1900
scale= .5,.5
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000

[STATE M火星]
type=ModifyExplod
trigger1=numexplod(462020)
id=462020
postype=left
pos=270+floor(ScreenPos X*.4),20+floor(ScreenPos Y*.4)

[STATE 月2]
type=Explod
trigger1=!var(4)
trigger1=numexplod(462020)
trigger1=!numexplod(462021)
id=462021
facing=-1
anim=4828
bindtime=-1
removetime=-1
sprpriority=-1901
scale= .1,.1
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000

[STATE M月2]
type=ModifyExplod
trigger1=numexplod(462021)
id=462021
postype=left
pos=40+floor(ScreenPos X*.175),108+floor(ScreenPos Y*.305)

[STATE ちたま]
type=Explod
trigger1=!var(4)
trigger1=numexplod(462020)
trigger1=!numexplod(462022)
id=462022
anim=4829
bindtime=-1
removetime=-1
sprpriority=-1902
scale= .25,.25
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000

[STATE Mちたま]
type=ModifyExplod
trigger1=numexplod(462022)
id=462022
postype=left
pos=-20+floor(ScreenPos X*.17),135+floor(ScreenPos Y*.3)

[STATE 金星]
type=Explod
trigger1=!var(4)
trigger1=numexplod(462020)
trigger1=!numexplod(462023)
id=462023
anim=4831
bindtime=-1
removetime=-1
sprpriority=-1903
scale= .06,.06
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000

[STATE M金星]
type=ModifyExplod
trigger1=numexplod(462023)
id=462023
postype=left
pos=65+floor(ScreenPos X*.08),135+floor(ScreenPos Y*.15)
;/火星
;---------------------------------------

;---------------------------------------
;PROJ
[STATE STONE]
type=Projectile
trigger1=!(helper(16000),var(1)&64)
trigger1=Root,NumTarget<8
trigger1=!win
trigger1=Root,NumProjid(4620)<6
trigger1=fvar(9):=.25+(random%3)*.03||1
persistent=4
projID=4620
projanim=4855
projscale=fvar(9),fvar(9)
projremove=1
projremovetime=60
projedgebound=5000
projstagebound=5000
projheightbound=-10000,10000
projpriority=12;2147483647
projsprpriority=ifelse(random%4,102,-10)
velocity=.7+(random%23)*.06, .3+(random%16)*.06
accel=1,1
velmul=1+(random%8)*.06,1
postype=left
offset=random%190,-50-(random%150)
sparkno=-1
guard.sparkno=-1
attr=SCA,NP
numhits=0
hitflag=MAF-
guardflag=None
damage=25+(random%15)
pausetime=0,0
animtype=back
ground.type=none
ground.slidetime=35
ground.hittime =35
ground.velocity=-2,-7
air.velocity=-1,7
fall=1
fall.recover=1
guard.dist=0
;/PROJ
;---------------------------------------
;/背景系
;------------------------------------------------------------------------------
;==============================================================================
; 空
[Statedef 4630]
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1

[STATE 霧]
type=ChangeState
trigger1=0
value=4650
ignorehitpause=1

[STATE 霧]
type=VarSet
trigger1=1
var(20)=1
ignorehitpause=1

[STATE END]
type=changestate
trigger1=numhelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger1=Helper(60),StateNo!=[61,70]
trigger1=RoundState>=3
trigger2=0;root,alive=0
trigger3=Helper(16000),var(14)&2
trigger4=(Helper(16000),var(14)&1)=0
value=4699
ignorehitpause=1

;------------------------------------------------------------------------------
; 疑似BGPalFX
[STATE 60000000]
type=PalFX
triggerall=Enemy(Enemy(0),Name!="will-o-the-wisp"*NumEnemy=2),name="will-o-the-wisp"
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger2=!NumHelper(60)
time=10
mul=100,100,100
invertall=0
[STATE 60000000]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000000
mul=70+35,45+35,75+35
add=220-ceil(Helper(60),time*2.8),270-ceil(Helper(60),time*2.8),260-ceil(Helper(60),time*2.8)
time=100
color=180+35
invertall=0
[STATE 60000100]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000100
trigger1=Helper(60),var(32)>30
mul=70+35,45+35,75+35
add=0,50,20
time=400
color=180+35
invertall=0
[STATE 60000100]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000100
trigger1=Helper(60),var(33)<=30
mul=60+35,35+35,65+35
add=-44,-55,22
time=400
color=180+35
invertall=0
[STATE 60000200]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000200
trigger1=Helper(60),var(32)>30
mul=70+35,45+35,75+35
add=0,50,20
time=400
color=180+35
invertall=0
[STATE 60000200]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000200
trigger1=Helper(60),var(33)<=30
mul=60+35,35+35,65+35
add=-44,-55,22
time=400
color=180+35
invertall=0
[STATE 60000300]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000300
trigger1=Helper(60),Time>=10
mul=180,180,180
sinadd=-150,-150,-80,280
time=600
invertall=0
[STATE 60000400]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000400
time=2
mul=316,296,256
add=-65,-45,-40
color=ceil(-3000*sin(2*pi*(gametime%650)/400))
[STATE 69999999,暗転-紫1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=Helper(60),prevstateno!=60000400
trigger1=Helper(60),prevstateno!=60000200
trigger1=Helper(60),time <= 1
time=60
mul=70+35,45+35,75+35
add=0,50,20
invertall=0
color=200
[STATE 69999999,暗転-藍1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=prevstateno=60000200
trigger1=Helper(60),time <= 1
time=60
mul=60+35,35+35,65+35
add=-44,-55,22
invertall=0
color=180+35
[STATE 69999999,暗転-緑1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=prevstateno=60000400
trigger1=Helper(60),time <= 1
time=60
mul=50+35,85+35,65+35
add=30,80,50
color=180+35
invertall=0
[STATE 69999999,死亡後暗転]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=roundstate > 2
trigger1=Helper(60),time=61
trigger1=Helper(60),var(36)
time=6000
add=-60,-60,-40
mul=250,250,210
sinadd=50,50,110,370
invertall=0
color=200
[STATE 6124,BGPALFX]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=6124
trigger1=Helper(60),var(40)=0
time=60
add=60,80,90
mul=60,80,100
invertall=1
color=200
ignorehitpause=1
;/疑似BGPalFX
;------------------------------------------------------------------------------
;疑似NOBG
[STATE 疑似NOBG]
type=VarSet
triggerall=var(4)
trigger1=p2name= "G OROCHI"
trigger1=!( enemy,numexplod(2200)&&enemy,numexplod(22176) )
trigger2=p2name= "G Silver"
trigger2=!( enemy,numexplod(2600)&&enemy,numexplod(2604) )
trigger3=p2name= "G Magaki"
trigger3=!( (p2stateno=13100&&enemy,time=[90,440]) && p2stateno!=13700 && p2stateno!=3000 && p2stateno != 13300)
trigger4=p2name= "G Igniz"
trigger4=p2stateno != 10000
trigger5=p2name= "G Mizuchi"
trigger5=p2stateno != 23000 || p2stateno != 2216 || p2stateno != 2205
var(4)=0
[STATE 疑似NOBG]
type=VarSet
trigger1=p2name= "G OROCHI"
trigger1=enemy,numexplod(2200)||enemy,numexplod(22176)
trigger2=p2name= "G Silver"
trigger2=enemy,numexplod(2600)||enemy,numexplod(2604)
trigger3=p2name= "G Magaki"
trigger3=p2stateno=13700
trigger4=p2name= "G Igniz"
trigger4=p2stateno=10000
trigger5=p2name= "G Mizuchi"
trigger5=p2stateno=23000 || p2stateno=2216 || p2stateno=2205
var(4)=1
;/疑似NOBG
;------------------------------------------------------------------------------
; 背景系
[STATE RemoveExplod]
type=RemoveExplod
trigger1=numexplod
trigger1=!time||var(4)
ID=-1

[STATE 足場]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4800)
id=4800
anim=4803
postype=left
pos=floor(ScreenPos X),55+floor(ScreenPos Y)
vel=0,0
bindtime=1
removetime=-1
sprpriority=-1100
scale= .5,.3
trans=add
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[STATE 空1]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(46301)
trigger1=!numexplod(46300)
id=46300
anim=4900
vfacing=1
Postype=left
pos=0,0
vel=0,0
bindtime=-1
removetime=-1
sprpriority=-11000
scale= 1,.5
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[STATE 背景]
type=Explod
trigger1=!var(4)
trigger1=numexplod(46300)
trigger1=!numexplod(4631)
id=4631
anim=4700
vfacing=1
Postype=left
pos=0,0
vel=0,0
bindtime=-1
removetime=-1
sprpriority=-11000
scale= .62+ifelse(var(1)>45,.1,0),.5
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000


[STATE M背景]
type=ModifyExplod
trigger1=numexplod(4631)
id=4631
postype=left
pos=-60+floor(ScreenPos X*.12-ifelse(var(1)>45,.02,0)),0
;/背景系
;------------------------------------------------------------------------------

;;;;---------------------------------------
;;;;PROJ
;;;[STATE FOG]
;;;type=Projectile
;;;trigger1=Root,NumProjid(554)<6
;;;persistent=3
;;;id=554
;;;projID=554
;;;projanim=554
;;;projedgebound=5000
;;;projstagebound=5000
;;;projheightbound=-10000,10000
;;;projpriority=4;2147483647
;;;postype=left
;;;offset=(random%340)-40,-(random%68)+20
;;;velocity=1.7+(random%23)*.1, 0
;;;projremove=1
;;;projremovetime=45
;;;bindtime=1
;;;shadow=0,0,0
;;;priority=7, hit
;;;animtype=light
;;;sparkno=-1
;;;attr=SCA,NT
;;;damage=10+(random%15)
;;;guard.sparkno=-1
;;;ground.type=none
;;;ground.slidetime=14
;;;ground.hittime =14
;;;air.hittime =14
;;;ground.velocity=-4,0
;;;airguard.velocity=-1.9,-.8
;;;air.velocity=-3,-1
;;;numhits=0
;;;;/PROJ
;;;;---------------------------------------

; 空
;==============================================================================
; 峡谷
[Statedef 4640]
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1

[STATE 霧]
type=VarSet
trigger1=1
var(20)=1
ignorehitpause=1

[STATE END]
type=changestate
trigger1=numhelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger1=Helper(60),StateNo!=[61,70]
trigger1=RoundState>=3
trigger2=0;root,alive=0
trigger3=Helper(16000),var(14)&2
trigger4=(Helper(16000),var(14)&1)=0
value=4699
ignorehitpause=1

;------------------------------------------------------------------------------
; 疑似BGPalFX
[STATE 60000000]
type=PalFX
triggerall=Enemy(Enemy(0),Name!="will-o-the-wisp"*NumEnemy=2),name="will-o-the-wisp"
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger2=!NumHelper(60)
time=10
mul=100,100,100
invertall=0
[STATE 60000000]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000000
mul=70+35,45+35,75+35
add=220-ceil(Helper(60),time*2.8),270-ceil(Helper(60),time*2.8),260-ceil(Helper(60),time*2.8)
time=100
color=180+35
invertall=0
[STATE 60000100]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000100
trigger1=Helper(60),var(32)>30
mul=70+35,45+35,75+35
add=0,50,20
time=400
color=180+35
invertall=0
[STATE 60000100]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000100
trigger1=Helper(60),var(33)<=30
mul=60+35,35+35,65+35
add=-44,-55,22
time=400
color=180+35
invertall=0
[STATE 60000200]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000200
trigger1=Helper(60),var(32)>30
mul=70+35,45+35,75+35
add=0,50,20
time=400
color=180+35
invertall=0
[STATE 60000200]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000200
trigger1=Helper(60),var(33)<=30
mul=60+35,35+35,65+35
add=-44,-55,22
time=400
color=180+35
invertall=0
[STATE 60000300]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000300
trigger1=Helper(60),Time>=10
mul=180,180,180
sinadd=-150,-150,-80,280
time=600
invertall=0
[STATE 60000400]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000400
time=2
mul=316,296,256
add=-65,-45,-40
color=ceil(-3000*sin(2*pi*(gametime%650)/400))
[STATE 69999999,暗転-紫1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=Helper(60),prevstateno!=60000400
trigger1=Helper(60),prevstateno!=60000200
trigger1=Helper(60),time <= 1
time=60
mul=70+35,45+35,75+35
add=0,50,20
invertall=0
color=200
[STATE 69999999,暗転-藍1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=prevstateno=60000200
trigger1=Helper(60),time <= 1
time=60
mul=60+35,35+35,65+35
add=-44,-55,22
invertall=0
color=180+35
[STATE 69999999,暗転-緑1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=prevstateno=60000400
trigger1=Helper(60),time <= 1
time=60
mul=50+35,85+35,65+35
add=30,80,50
color=180+35
invertall=0
[STATE 69999999,死亡後暗転]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=roundstate > 2
trigger1=Helper(60),time=61
trigger1=Helper(60),var(36)
time=6000
add=-60,-60,-40
mul=250,250,210
sinadd=50,50,110,370
invertall=0
color=200
[STATE 6124,BGPALFX]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=6124
trigger1=Helper(60),var(40)=0
time=60
add=60,80,90
mul=60,80,100
invertall=1
color=200
ignorehitpause=1
;/疑似BGPalFX
;------------------------------------------------------------------------------
;疑似NOBG
[STATE 疑似NOBG]
type=VarSet
triggerall=var(4)
trigger1=p2name= "G OROCHI"
trigger1=!( enemy,numexplod(2200)&&enemy,numexplod(22176) )
trigger2=p2name= "G Silver"
trigger2=!( enemy,numexplod(2600)&&enemy,numexplod(2604) )
trigger3=p2name= "G Magaki"
trigger3=!( (p2stateno=13100&&enemy,time=[90,440]) && p2stateno!=13700 && p2stateno!=3000 && p2stateno != 13300)
trigger4=p2name= "G Igniz"
trigger4=p2stateno != 10000
trigger5=p2name= "G Mizuchi"
trigger5=p2stateno != 23000 || p2stateno != 2216 || p2stateno != 2205
var(4)=0
[STATE 疑似NOBG]
type=VarSet
trigger1=p2name= "G OROCHI"
trigger1=enemy,numexplod(2200)||enemy,numexplod(22176)
trigger2=p2name= "G Silver"
trigger2=enemy,numexplod(2600)||enemy,numexplod(2604)
trigger3=p2name= "G Magaki"
trigger3=p2stateno=13700
trigger4=p2name= "G Igniz"
trigger4=p2stateno=10000
trigger5=p2name= "G Mizuchi"
trigger5=p2stateno=23000 || p2stateno=2216 || p2stateno=2205
var(4)=1
;/疑似NOBG
;------------------------------------------------------------------------------
; 背景系
[STATE RemoveExplod]
type=RemoveExplod
trigger1=numexplod
trigger1=!time||var(4)
ID=-1

[STATE 峡谷]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4640)
id=4640
anim=4701
vfacing=1
Postype=left
pos=0,0
vel=0,0
bindtime=-1
removetime=-1
sprpriority=-11000
scale= .5,.5
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[STATE M峡谷]
type=ModifyExplod
trigger1=numexplod(4640)
id=4640
postype=left
pos=0+floor(ScreenPos X*.2),0
;/背景系
;------------------------------------------------------------------------------
;---------------------------------------
;PROJ
[STATE STONE]
type=Projectile
trigger1=!(helper(16000),var(1)&64)
trigger1=Root,NumTarget<8
trigger1=!win
trigger1=Root,NumProjid(4640)<10
trigger1=fvar(9):=.13+(random%3)*.1||1
persistent=4
projID=4640
projanim=4854
projscale=fvar(9),fvar(9)
projremove=1
projremovetime=60
projedgebound=5000
projstagebound=5000
projheightbound=-10000,10000
projpriority=12;2147483647
projsprpriority=ifelse(random%4,102,-10)
velocity=ifelse(random%2,.8,-1)*.3,12
accel=ifelse(random%2,1,-1),-2
velmul=ifelse(random%2,1,-1)*(1+(random%8)*.01),-1.12
postype=left
offset=180-random%120,-70-(random%50)
sparkno=-1
guard.sparkno=70
attr=SCA,NP
numhits=0
hitflag=MAF-
guardflag=None
damage=28+(random%30)
pausetime=0,0
animtype=back
ground.type=trip;none
ground.slidetime=35
ground.hittime =35
ground.velocity=-2,-7
air.velocity=-3,-6
guard.dist=0
;/PROJ
;---------------------------------------
;==============================================================================
; 手抜き1
[Statedef 4660]
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1

[STATE 霧]
type=VarSet
trigger1=1
var(20)=1
ignorehitpause=1

[STATE END]
type=changestate
trigger1=numhelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger1=Helper(60),StateNo!=[61,70]
trigger1=RoundState>=3
trigger2=0;root,alive=0
trigger3=Helper(16000),var(14)&2
trigger4=(Helper(16000),var(14)&1)=0
value=4699
ignorehitpause=1

[STATE BGPALFX]
type=BGPalFX
trigger1=!numhelper(60)
trigger2=numhelper(60)
trigger2=Helper(60),StateNo!=[60000000,69999999]
trigger2=Helper(60),StateNo!=6124
time=2
mul=410,396,376
add=-50,-60,-55
invertall=0
ignorehitpause=1

[STATE RemoveExplod]
type=RemoveExplod
trigger1=numexplod
trigger1=!time
ID=-1
;==============================================================================
; 手抜き2 暗い(赤)
[Statedef 4670]
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1

[STATE 霧]
type=VarSet
trigger1=1
var(20)=1
ignorehitpause=1

[STATE END]
type=changestate
trigger1=numhelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger1=Helper(60),StateNo!=[61,70]
trigger1=RoundState>=3
trigger2=0;root,alive=0
trigger3=Helper(16000),var(14)&2
trigger4=(Helper(16000),var(14)&1)=0
value=4699
ignorehitpause=1


[STATE BGPALFX]
type=BGPalFX
trigger1=!numhelper(60)
trigger2=numhelper(60)
trigger2=Helper(60),StateNo!=[60000000,69999999]
trigger2=Helper(60),StateNo!=6124
time=2
mul=390,386,396
add=-20,-20,-25
ignorehitpause=1

[STATE RemoveExplod]
type=RemoveExplod
trigger1=numexplod
trigger1=!time
ID=-1
;==============================================================================
; 手抜き3 暗い(青)
[Statedef 4680]
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1

[STATE 霧]
type=VarSet
trigger1=1
var(20)=1
ignorehitpause=1

[STATE END]
type=changestate
trigger1=numhelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger1=Helper(60),StateNo!=[61,70]
trigger1=RoundState>=3
trigger2=0;root,alive=0
trigger3=Helper(16000),var(14)&2
trigger4=(Helper(16000),var(14)&1)=0
value=4699
ignorehitpause=1

[STATE BGPALFX]
type=BGPalFX
trigger1=!numhelper(60)
trigger2=numhelper(60)
trigger2=Helper(60),StateNo!=[60000000,69999999]
trigger2=Helper(60),StateNo!=6124
time=2
mul=336,316,256
add=-65,-45,-55
ignorehitpause=1

[STATE RemoveExplod]
type=RemoveExplod
trigger1=numexplod
trigger1=!time
ID=-1
;==============================================================================
; 手抜き4 暗い(pal)
[Statedef 4690]
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1

[STATE 霧]
type=VarSet
trigger1=1
var(20)=1
ignorehitpause=1

[STATE END]
type=changestate
trigger1=numhelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger1=Helper(60),StateNo!=[61,70]
trigger1=RoundState>=3
trigger2=0;root,alive=0
trigger3=Helper(16000),var(14)&2
trigger4=(Helper(16000),var(14)&1)=0
value=4699
ignorehitpause=1

[STATE 8999]
type=null;Explod
trigger1=(time%540)=10
trigger1=!numexplod(8999)
id=8999
anim=8999
Postype=left
pos=0,0
vel=0,1.5
bindtime=1
removetime=300
ontop=1
sprpriority=100
scale= 50,.25
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000
[STATE 8998]
type=null;Explod
trigger1=(time%540)=10
trigger1=!numexplod(8998)
id=8998
anim=8998
Postype=left
pos=0,0
vel=1.5,0
bindtime=1
removetime=300
ontop=1
sprpriority=100
scale= .25,50
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[STATE BGPALFX]
type=BGPalFX
trigger1=!numhelper(60)
trigger2=numhelper(60)
trigger2=Helper(60),StateNo!=60000400
trigger2=Helper(60),StateNo!=6124
time=2
mul=316,296,256
add=-65,-45,-40
color=ceil(-50*sin(2*pi*(time%650)/400))
ignorehitpause=1
[STATE RemoveExplod]
type=RemoveExplod
trigger1=numexplod
trigger1=!time
ID=-1
;==============================================================================
; 手抜き5
[Statedef 4700]
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1

[STATE 霧]
type=VarSet
trigger1=1
var(20)=1
ignorehitpause=1

[STATE END]
type=changestate
trigger1=numhelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger1=Helper(60),StateNo!=[61,70]
trigger1=RoundState>=3
trigger2=0;root,alive=0
trigger3=Helper(16000),var(14)&2
trigger4=(Helper(16000),var(14)&1)=0
value=4699
ignorehitpause=1

[STATE BGPALFX]
type=BGPalFX
trigger1=!numhelper(60)
trigger2=numhelper(60)
trigger2=Helper(60),StateNo!=[60000000,69999999]
trigger2=Helper(60),StateNo!=6124
time=2
mul=336+ceil(-90*sin(2*pi*(time%700)/750)),316+ceil(-90*sin(2*pi*(time%700)/750)),256+ceil(-90*sin(2*pi*(time%700)/750))
add=ceil(-50*sin(2*pi*(time%640)/320)),ceil(-50*sin(2*pi*(time%640)/320)),ceil(-50*sin(2*pi*(time%640)/320))
ignorehitpause=1

[STATE RemoveExplod]
type=RemoveExplod
trigger1=numexplod
trigger1=!time
ID=-1
;/背景系
;------------------------------------------------------------------------------

;==============================================================================
; willie_bov_panorama2.jpg
[Statedef 4650]
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1

[STATE 霧]
type=VarSet
trigger1=0
var(20)=1
ignorehitpause=1

[STATE END]
type=changestate
trigger1=numhelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger1=Helper(60),StateNo!=[61,70]
trigger1=RoundState>=3
trigger2=0;root,alive=0
trigger3=Helper(16000),var(14)&2
trigger4=(Helper(16000),var(14)&1)=0
value=4699
ignorehitpause=1

;------------------------------------------------------------------------------
; 疑似BGPalFX
[STATE 60000000]
type=PalFX
triggerall=Enemy(Enemy(0),Name!="will-o-the-wisp"*NumEnemy=2),name="will-o-the-wisp"
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger2=!NumHelper(60)
time=10
mul=100,100,100
invertall=0
[STATE 60000000]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000000
mul=70+35,45+35,75+35
add=220-ceil(Helper(60),time*2.8),270-ceil(Helper(60),time*2.8),260-ceil(Helper(60),time*2.8)
time=100
color=180+35
invertall=0
[STATE 60000100]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000100
trigger1=Helper(60),var(32)>30
mul=70+35,45+35,75+35
add=0,50,20
time=400
color=180+35
invertall=0
[STATE 60000100]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000100
trigger1=Helper(60),var(33)<=30
mul=60+35,35+35,65+35
add=-44,-55,22
time=400
color=180+35
invertall=0
[STATE 60000200]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000200
trigger1=Helper(60),var(32)>30
mul=70+35,45+35,75+35
add=0,50,20
time=400
color=180+35
invertall=0
[STATE 60000200]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000200
trigger1=Helper(60),var(33)<=30
mul=60+35,35+35,65+35
add=-44,-55,22
time=400
color=180+35
invertall=0
[STATE 60000300]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000300
trigger1=Helper(60),Time>=10
mul=180,180,180
sinadd=-150,-150,-80,280
time=600
invertall=0
[STATE 60000400]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000400
time=2
mul=316,296,256
add=-65,-45,-40
color=ceil(-3000*sin(2*pi*(gametime%650)/400))
[STATE 69999999,暗転-紫1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=Helper(60),prevstateno!=60000400
trigger1=Helper(60),prevstateno!=60000200
trigger1=Helper(60),time <= 1
time=60
mul=70+35,45+35,75+35
add=0,50,20
invertall=0
color=200
[STATE 69999999,暗転-藍1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=prevstateno=60000200
trigger1=Helper(60),time <= 1
time=60
mul=60+35,35+35,65+35
add=-44,-55,22
invertall=0
color=180+35
[STATE 69999999,暗転-緑1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=prevstateno=60000400
trigger1=Helper(60),time <= 1
time=60
mul=50+35,85+35,65+35
add=30,80,50
color=180+35
invertall=0
[STATE 69999999,死亡後暗転]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=roundstate > 2
trigger1=Helper(60),time=61
trigger1=Helper(60),var(36)
time=6000
add=-60,-60,-40
mul=250,250,210
sinadd=50,50,110,370
invertall=0
color=200
[STATE 6124,BGPALFX]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=6124
trigger1=Helper(60),var(40)=0
time=60
add=60,80,90
mul=60,80,100
invertall=1
color=200
ignorehitpause=1
;/疑似BGPalFX
;------------------------------------------------------------------------------
;疑似NOBG
[STATE 疑似NOBG]
type=VarSet
triggerall=var(4)
trigger1=p2name= "G OROCHI"
trigger1=!( enemy,numexplod(2200)&&enemy,numexplod(22176) )
trigger2=p2name= "G Silver"
trigger2=!( enemy,numexplod(2600)&&enemy,numexplod(2604) )
trigger3=p2name= "G Magaki"
trigger3=!( (p2stateno=13100&&enemy,time=[90,440]) && p2stateno!=13700 && p2stateno!=3000 && p2stateno != 13300)
trigger4=p2name= "G Igniz"
trigger4=p2stateno != 10000
trigger5=p2name= "G Mizuchi"
trigger5=p2stateno != 23000 || p2stateno != 2216 || p2stateno != 2205
var(4)=0
[STATE 疑似NOBG]
type=VarSet
trigger1=p2name= "G OROCHI"
trigger1=enemy,numexplod(2200)||enemy,numexplod(22176)
trigger2=p2name= "G Silver"
trigger2=enemy,numexplod(2600)||enemy,numexplod(2604)
trigger3=p2name= "G Magaki"
trigger3=p2stateno=13700
trigger4=p2name= "G Igniz"
trigger4=p2stateno=10000
trigger5=p2name= "G Mizuchi"
trigger5=p2stateno=23000 || p2stateno=2216 || p2stateno=2205
var(4)=1
;/疑似NOBG
;------------------------------------------------------------------------------
; 背景系
[STATE RemoveExplod]
type=RemoveExplod
trigger1=numexplod
trigger1=!time||var(4)
ID=-1

[STATE 足場]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4806)
id=4806
anim=4806
postype=left
pos=floor(ScreenPos X),38+floor(ScreenPos Y)
vel=0,0
bindtime=1
removetime=-1
sprpriority=-1100
scale=.5,.7
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[STATE 曇空]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(47301)
id=47301
anim=4704
Postype=left
pos=0,0
vel=0,0
bindtime=-1
removetime=-1
sprpriority=-11000
scale=.5,.5
ownpal=0
trans=addalpha
alpha=78,228
supermovetime=99990000000
pausemovetime=99990000000

[STATE 曇空]
type=ModifyExplod
trigger1=numexplod(47301)
trigger1=!time
trigger1=random%2;prevstateno=4630
persistent=0
id=47301
trans=sub

[STATE 空]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4730)
id=4730
anim=4730
vfacing=1
Postype=left
pos=0,0
vel=0,0
bindtime=-1
removetime=-1
sprpriority=-11000
scale=.5,.8
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000


[STATE M空]
type=ModifyExplod
trigger1=numexplod(4730)
id=4730
postype=left
pos=floor(ScreenPos X*.2)-140

[STATE 家]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4731)
id=4731
anim=4731
bindtime=-1
removetime=-1
Postype=left
pos=0,-120
sprpriority=-1000
scale=.4,.4
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000
[STATE M家]
type=ModifyExplod
trigger1=numexplod(4731)
id=4731
postype=left
pos=floor(ScreenPos X*.65),floor(ScreenPos Y)

;[STATE 家]
;type=Explod
;trigger1=!var(4)
;trigger1=!numexplod(4733)
;id=4733
;anim=4733
;bindtime=-1
;removetime=-1
;Postype=left
;pos=0,-120
;sprpriority=-1001
;scale=.4,.4
;ownpal=0
;trans=none
;supermovetime=99990000000
;pausemovetime=99990000000
;[STATE M家]
;type=ModifyExplod
;trigger1=numexplod(4733)
;id=4733
;postype=left
;pos=-240+floor(ScreenPos X*.58),floor(ScreenPos Y)

[STATE 家]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4734)
id=4734
anim=4732+(random%2)*2
bindtime=-1
removetime=-1
Postype=left
pos=0,-120
sprpriority=-1001
scale=.4,.4
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000
[STATE M家]
type=ModifyExplod
trigger1=numexplod(4734)
id=4734
postype=left
pos=360+floor(ScreenPos X*.58),floor(ScreenPos Y)

[STATE 家]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4736)
id=4736
anim=4736
bindtime=-1
removetime=-1
Postype=left
pos=0,-120
sprpriority=-1002
scale=.5,.5
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000
[STATE M家]
type=ModifyExplod
trigger1=numexplod(4736)
id=4736
postype=left
pos=110+floor(ScreenPos X*.5),floor(ScreenPos Y)


[STATE 家]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4735)
id=4735
anim=4735
bindtime=-1
removetime=-1
Postype=left
pos=0,-120
sprpriority=-1005
scale=.4,.4
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000
[STATE M家]
type=ModifyExplod
trigger1=numexplod(4735)
id=4735
postype=left
pos=-100+floor(ScreenPos X*.46),floor(ScreenPos Y)


[STATE 家]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4739)
id=4739
anim=4738+random%2
bindtime=-1
removetime=-1
Postype=left
pos=0,-120
sprpriority=-1005
scale=.4,.4
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000
[STATE 家]
type=ModifyExplod
trigger1=numexplod(4739)
id=4739
postype=left
pos=250+floor(ScreenPos X*.44),floor(ScreenPos Y)

[STATE 家]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4737)
id=4737
anim=4737
bindtime=-1
removetime=-1
Postype=left
pos=0,-120
sprpriority=-1006
scale=.5,.5
ownpal=0
trans=none
supermovetime=99990000000
pausemovetime=99990000000
[STATE 家]
type=ModifyExplod
trigger1=numexplod(4737)
id=4737
postype=left
pos=-140+floor(ScreenPos X*.4),floor(ScreenPos Y)
;==============================================================================
;==============================================================================
; 影絵
[Statedef 47600000000000]
[State changeprev]
type=changestate
trigger1=!ishelper(4600)
trigger2=p1name!="AxAyAzSSX"
value=12345
ignorehitpause=1

[STATE 霧]
type=VarSet
trigger1=0
var(20)=1
ignorehitpause=1

[STATE END]
type=changestate
trigger1=numhelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger1=Helper(60),StateNo!=[61,70]
trigger1=RoundState>=3
trigger2=0;root,alive=0
trigger3=Helper(16000),var(14)&2
trigger4=(Helper(16000),var(14)&1)=0
value=4699
ignorehitpause=1

;------------------------------------------------------------------------------
; 疑似BGPalFX
[STATE 60000000]
type=PalFX
triggerall=Enemy(Enemy(0),Name!="will-o-the-wisp"*NumEnemy=2),name="will-o-the-wisp"
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo!=[60000000,69999999]
trigger2=!NumHelper(60)
time=10
mul=100,100,100
invertall=0
[STATE 60000000]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000000
mul=70+35,45+35,75+35
add=220-ceil(Helper(60),time*2.8),270-ceil(Helper(60),time*2.8),260-ceil(Helper(60),time*2.8)
time=100
color=180+35
invertall=0
[STATE 60000100]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000100
trigger1=Helper(60),var(32)>30
mul=70+35,45+35,75+35
add=0,50,20
time=400
color=180+35
invertall=0
[STATE 60000100]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000100
trigger1=Helper(60),var(33)<=30
mul=60+35,35+35,65+35
add=-44,-55,22
time=400
color=180+35
invertall=0
[STATE 60000200]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000200
trigger1=Helper(60),var(32)>30
mul=70+35,45+35,75+35
add=0,50,20
time=400
color=180+35
invertall=0
[STATE 60000200]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000200
trigger1=Helper(60),var(33)<=30
mul=60+35,35+35,65+35
add=-44,-55,22
time=400
color=180+35
invertall=0
[STATE 60000300]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000300
trigger1=Helper(60),Time>=10
mul=180,180,180
sinadd=-150,-150,-80,280
time=600
invertall=0
[STATE 60000400]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=60000400
time=2
mul=316,296,256
add=-65,-45,-40
color=ceil(-3000*sin(2*pi*(gametime%650)/400))
[STATE 69999999,暗転-紫1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=Helper(60),prevstateno!=60000400
trigger1=Helper(60),prevstateno!=60000200
trigger1=Helper(60),time <= 1
time=60
mul=70+35,45+35,75+35
add=0,50,20
invertall=0
color=200
[STATE 69999999,暗転-藍1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=prevstateno=60000200
trigger1=Helper(60),time <= 1
time=60
mul=60+35,35+35,65+35
add=-44,-55,22
invertall=0
color=180+35
[STATE 69999999,暗転-緑1]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=prevstateno=60000400
trigger1=Helper(60),time <= 1
time=60
mul=50+35,85+35,65+35
add=30,80,50
color=180+35
invertall=0
[STATE 69999999,死亡後暗転]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=69999999
trigger1=roundstate > 2
trigger1=Helper(60),time=61
trigger1=Helper(60),var(36)
time=6000
add=-60,-60,-40
mul=250,250,210
sinadd=50,50,110,370
invertall=0
color=200
[STATE 6124,BGPALFX]
type=PalFX
trigger1=NumHelper(60)
trigger1=Helper(60),StateNo=6124
trigger1=Helper(60),var(40)=0
time=60
add=60,80,90
mul=60,80,100
invertall=1
color=200
ignorehitpause=1
;/疑似BGPalFX
;------------------------------------------------------------------------------
;疑似NOBG
[STATE 疑似NOBG]
type=VarSet
triggerall=var(4)
trigger1=p2name= "G OROCHI"
trigger1=!( enemy,numexplod(2200)&&enemy,numexplod(22176) )
trigger2=p2name= "G Silver"
trigger2=!( enemy,numexplod(2600)&&enemy,numexplod(2604) )
trigger3=p2name= "G Magaki"
trigger3=!( (p2stateno=13100&&enemy,time=[90,440]) && p2stateno!=13700 && p2stateno!=3000 && p2stateno != 13300)
trigger4=p2name= "G Igniz"
trigger4=p2stateno != 10000
trigger5=p2name= "G Mizuchi"
trigger5=p2stateno != 23000 || p2stateno != 2216 || p2stateno != 2205
var(4)=0
[STATE 疑似NOBG]
type=VarSet
trigger1=p2name= "G OROCHI"
trigger1=enemy,numexplod(2200)||enemy,numexplod(22176)
trigger2=p2name= "G Silver"
trigger2=enemy,numexplod(2600)||enemy,numexplod(2604)
trigger3=p2name= "G Magaki"
trigger3=p2stateno=13700
trigger4=p2name= "G Igniz"
trigger4=p2stateno=10000
trigger5=p2name= "G Mizuchi"
trigger5=p2stateno=23000 || p2stateno=2216 || p2stateno=2205
var(4)=1
;/疑似NOBG
;------------------------------------------------------------------------------
; 背景系
[STATE RemoveExplod]
type=RemoveExplod
trigger1=numexplod
trigger1=!time||var(4)
ID=-1

[STATE 空]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4730)
id=4730
anim=4704
Postype=left
pos=0,0
vel=0,0
bindtime=-1
removetime=-1
sprpriority=-11000
scale=.5,.5
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[STATE 街]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4740)
id=4740
anim=4740
Postype=left
vel=0,0
bindtime=1
removetime=-1
sprpriority=-1000
scale=.25,.25
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[STATE 街]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4741)
id=4741
anim=4741
Postype=left
vel=0,0
bindtime=1
removetime=-1
sprpriority=-1001
scale=.25,.25
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[STATE 家]
type=ModifyExplod
trigger1=numexplod(4740)
id=4740
postype=left
pos=300+floor(ScreenPos X*.4),floor(ScreenPos Y*.5)+110

[STATE 家]
type=ModifyExplod
trigger1=numexplod(4741)
id=4741
postype=left
pos=-30+floor(ScreenPos X*.4),floor(ScreenPos Y*.5)+110

[STATE 街]
type=Explod
trigger1=!var(4)
trigger1=!numexplod(4742)
id=4742
anim=4742
Postype=left
pos=0,170
bindtime=-1
removetime=-1
sprpriority=-1001
scale=100,15
ownpal=0
supermovetime=99990000000
pausemovetime=99990000000

[STATE 家]
type=ModifyExplod
trigger1=numexplod(4742)
id=4742
postype=left
pos=0,floor(ScreenPos Y*.5)+80

;/ステージ補助
;==============================================================================
;==============================================================================
