[Data]
life              = 1000
power             = 3000
attack            = 100   
defence           = 100   
fall.defence_up   = 50     
liedown.time      = 60    
airjuggle         = 40 
sparkno           = 2   
guard.sparkno     = 40   
KO.echo           = 0 
volume            = 255   
IntPersistIndex   = 0,59
FloatPersistIndex = 40    

[Size]
xscale           = 1     
yscale           = 1     
ground.back      = 16    
ground.front     = 17 
air.back         = 13 
air.front        = 13     
height           = 55     
attack.dist      = 160    
proj.attack.dist = 90      
proj.doscale     = 0       
head.pos         = -5,-65  
mid.pos          = -5,-43  
shadowoffset     = 0       
draw.offset      = 0,0

[Velocity]
walk.fwd  = 2     
walk.back = -2    
run.fwd  = 4, 0    
run.back = -7,-3 
jump.neu = 0,-9.5  
jump.back = -1.8 
jump.fwd = 2.4   
runjump.back = -2.7,-9.5 
runjump.fwd = 2.7,-9.5   
airjump.neu = 0,-8.7   
airjump.back = -1.8    
airjump.fwd = 2.4     

[Movement]
airjump.num = 1    
airjump.height = 35
yaccel = .52   
stand.friction = .85  
crouch.friction = .82 

;----------------------------
;タイムオーバー（負けた時）
[Statedef 170]
type = S
ctrl = 0
velset = 0,0

[State 170, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 170
value = 170
ignorehitpause = 1

[State 170]
type = assertspecial
trigger1 = animelemtime(1) <300
flag = roundnotover
ignorehitpause = 1

[State 170, 無敵]
type = NotHitBy
trigger1 = 1 ;トリガーを何も書かず「1」にする事により、『無条件で常に実行させる命令』になる。
value = SCA
time = 1

;---------------------------------------------------------------------------

;勝利ポーズ分岐（common1.cnsには無いけど、これもコモンステート）
[Statedef 180]
type = S

[State 180]
type = assertspecial
trigger1 = animelemtime(1) >= 0
flag = roundnotover
ignorehitpause = 1

[State 180, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = win
value = 181
ignorehitpause = 1

;---------------------------------------------------------------------------

;勝利ポーズ
[Statedef 181]
type = S

[State 181, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 181
value = 181
ignorehitpause = 1

[State 181, コントロール可否]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 181]
type = assertspecial
trigger1 = animelemtime(1) < 300
flag = roundnotover
ignorehitpause = 1

[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|イントロ分岐|-------------------------------------------------------------------

[Statedef 190]
type = S
ctrl = 0
anim = 611
velset = 0,0

[State 190, 位置]
type = posset
trigger1 = time = 0
Y = -300

[State 190]
type = screenbound
Trigger1 = 1
movecamera = 1,0

[State 190]
type = changeanim
Trigger1 = animelem = 9
value = anim
elem = 6

[State 190, 重力]
type = veladd
Trigger1 = 1
y = const(movement.yaccel)

[State 190, ステート脱出]
type = selfstate
Trigger1 = Pos Y >= -10
value = stateno + 1

[State 190, イントロ宣言]
type = assertspecial
trigger1 = 1
flag = intro


;-|イントロ（試合開始前の登場演出アクション）|--------------------------------------

[Statedef 191]
type = S
ctrl = 0
velset = 0,0

[State 190]
type = posset
Trigger1 = !time
y = 0

[State 190]
type = changeanim
Trigger1 = !time
value = anim
elem = 9

[State 190]
type = changeanim
Trigger1 = animelemtime(15) > 0
value = anim
elem = 15

[State 190, 重力]
type = veladd
Trigger1 = Vel Y != 0
y = const(movement.yaccel)

[State 190]
type = velset
Trigger1 = animelem = 14
y = -4
persistent = 0

[State 190, playsnd]
type = playsnd
trigger1 = !time
value = 612,0

[State 190, イントロ宣言]
type = assertspecial
trigger1 = 1
flag = intro

[State 190, posset]
type = posset
Trigger1 = Pos Y > 0
y = 0

[State 191, ステート変更]
type = ChangeState
trigger1 = Pos Y = 0 && Vel Y > 0
value = 0


;-|5A攻撃|------------------------------------------

[Statedef 200]
type = S
movetype = A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 200]
Type = changeanim
Trigger1 = Anim != 200
value = 200
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 200, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(201) = 0
ID = 201
pos = 0,0
postype = p1
stateno = 201
helpertype = player
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1

[State 200 , 2 ]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 0

[state 200]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 200, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|5A攻撃ヘルパー|------------------------------------------

[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 201]
Type = changeanim
Trigger1 = Anim != 200
value = 200
ignorehitpause = 1

[State 201, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(201)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 201, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(201)
value = 0
ignorehitpause = 1

[State 201, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(201)
pos = 0, 0
ignorehitpause = 1

[state 200, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(201)
value = 1
ignorehitpause = 1

[State 201]
type = HitDef
triggerall = !movecontact
triggerall = ishelper(201)
trigger1 = animelem = 3
attr = S, NA
damage = 20
animtype = Light
getpower = 80,20
givepower = 80,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = S5,1
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = High
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
yaccel = .44

[State 201, ヘルパー消去]
type = Destroyself
triggerall = ishelper(201)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 200
ignorehitpause = 1

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

;-|2A攻撃|-----------------------------------------

[Statedef 300]
type = C
movetype = A
physics = S
juggle = 1
velset = 0,0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State ]
Type = changeanim
Trigger1 = Anim != 300
value = 300
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 301, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(301) = 0
ID = 301
pos = 0,0
postype = p1
stateno = 301
helpertype = player
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1

[State 300]
type = PlaySnd
trigger1 = animelem = 1
value = s0, 0

[state 300]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 300, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|2A攻撃ヘルパー|------------------------------------------

[Statedef 301]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 301]
Type = changeanim
Trigger1 = Anim != 300
value = 300
ignorehitpause = 1

[State 301, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(301)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 301, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(301)
value = 0
ignorehitpause = 1

[State 301, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(301)
pos = 0, 0
ignorehitpause = 1

[state 301, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(301)
value = 1
ignorehitpause = 1

[State 301]
type = HitDef
triggerall = !movecontact
triggerall = ishelper(301)
trigger1 = animelem = 4
attr = , NA
damage = 10
animtype = Light
getpower = 80,20
givepower = 80,20
guardflag = L
hitflag = M
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = High
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
yaccel = .44

[State 301, ヘルパー消去]
type = Destroyself
triggerall = ishelper(301)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 300
ignorehitpause = 1

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

;-|8A攻撃|-----------------------------------------

[Statedef 400]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State ]
Type = changeanim
Trigger1 = Anim != 400
value = 400
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 400]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 0

[State 400, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(401) = 0
ID = 401
pos = 0,0
postype = p1
stateno = 401
helpertype = player
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1

[State 400]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 400, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|8A攻撃ヘルパー|------------------------------------------

[Statedef 401]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 401]
Type = changeanim
Trigger1 = Anim != 400
value = 400
ignorehitpause = 1

[State 401, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(401)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 401, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(401)
value = 0
ignorehitpause = 1

[State 401, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(401)
pos = 0, 0
ignorehitpause = 1

[state 401, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(401)
value = 1
ignorehitpause = 1

[State 401]
type = HitDef
triggerall = !movecontact
triggerall = ishelper(401)
trigger1 = animelem = 4
attr = A, NA
damage    = 20
hitflag = MAFD
guardflag = MA
priority = 4,Hit
pausetime = 0, 0
sparkno = S8000
sparkxy = -10,-50
hitsound   = S5,1
guardsound = 6,0
animtype = light
ground.type = High
ground.slidetime = 9
ground.hittime  = 16
fall.recovertime = 19
ground.velocity = -3
air.velocity = -1,-4
air.fall = 1
yaccel = .44

[State 401, ヘルパー消去]
type = Destroyself
triggerall = ishelper(401)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 400
ignorehitpause = 1

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

;-|秘想の剣-極光-A|-----------------------------------------

[statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State ]
Type = changeanim
Trigger1 = Anim != 800
value = 800
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 800]
type = PlaySnd
trigger1 = animelem = 4
value = s820, 0

[State 800]
type = Helper
trigger1 = animelemtime(1) = 20
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = 110,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[state 800] 
type = Projectile
trigger1 = animelemtime(1) = 20
trigger1 = anim = 800
attr = S, NA
damage = 50
animtype = hard
getpower = 70,40
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = 5,-5
down.velocity = -2,-2
fall.recovertime = 21
air.type = High
air.hittime = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 150,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999


[state 800] 
type = Projectile
trigger1 = animelemtime(1) = 20
trigger1 = anim = 800
attr = S, NA
damage = 50
animtype = hard
getpower = 70,40
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = 5,-5
down.velocity = -2,-2
fall.recovertime = 21
air.type = High
air.hittime = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 190,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[State 800]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 800, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|秘想の剣-雷雨-A|-----------------------------------------

[statedef 900]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State ]
Type = changeanim
Trigger1 = Anim != 900
value = 900
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[state 900]
type = PlaySnd
trigger1 = animelemtime(1) = 22
value = s612,0

[state 900]
type = PlaySnd
trigger1 = animelemtime(1) = 24
value = s612,0

[state 900]
type = PlaySnd
trigger1 = animelemtime(1) = 26
value = s612,0

[state 900]
type = PlaySnd
trigger1 = animelemtime(1) = 28
value = s612,0

[State 900, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(901) = 0
ID = 901
pos = 0,0
postype = p1
stateno = 901
helpertype = player
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
x = .8

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 22
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 83,-10
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 24
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 123,-30
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 26
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = 3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 163,-10
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 28
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 203,-30
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 22
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 83,-10
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 24
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 123,-30
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 26
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = 3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 163,-10
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 28
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 203,-30
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 22
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 83,-10
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 24
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 123,-30
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 26
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = 3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 163,-10
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 28
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 203,-30
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 22
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 83,-10
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 24
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 123,-30
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 26
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = 3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 163,-10
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[state 900] 
type = Projectile
trigger1 = animelemtime(1) = 28
attr = S, NA
damage = 60
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 203,-30
projanim = 20006
projremove = 0
projremovetime = 60
projscale = 0.6, 0.3
pausemovetime = 9999999
supermovetime = 9999999

[State 900]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 900, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1


;-|雷雨攻撃ヘルパー|------------------------------------------

[Statedef 901]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 901]
Type = changeanim
Trigger1 = Anim != 900
value = 900
ignorehitpause = 1

[State 901, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(901)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 901, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(901)
value = 0
ignorehitpause = 1

[State 901, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(901)
pos = 0, 0
ignorehitpause = 1

[state 901, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(901)
value = 1
ignorehitpause = 1

[State 901]
type = HitDef
triggerall = !movecontact
triggerall = ishelper(901)
trigger1 = animelem = 7
attr = S, NA 
damage = 100, 100
animtype = Hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 0, 0
getpower = 120,40
givepower = 60,20
sparkno = S8200
sparkxy = -15, -70+random%71
hitsound = S5, 8
guardsound = 6, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 26
ground.velocity = -1,-8
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -1,-7
down.velocity = -3,-3
air.hittime = 26
fall = 1
fall.recovertime = 42

[State 901, ヘルパー消去]
type = Destroyself
triggerall = ishelper(901)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 900
ignorehitpause = 1

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

;-|タックルA|-----------------------------------------

[Statedef 1300]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State ]
Type = changeanim
Trigger1 = Anim != 1300
value = 1300
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1300]
type = playsnd
trigger1 = animelem = 1
value = 1300,0

[State 1300]
type = velset
trigger1 = animelem = 4
x = 15

[State 1300]
type = velmul
trigger1 = helper(1301),movecontact = 1
x = .5

[State 1300]
type = velmul
trigger1 = animelemtime(5) > 0

[State 1301, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(1301) = 0
ID = 1301
pos = 0,0
postype = p1
stateno = 1301
helpertype = player
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
x = .8

[State 1300]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 200, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|タックルA攻撃ヘルパー|------------------------------------------

[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 1301]
Type = changeanim
Trigger1 = Anim != 1300
value = 1300
ignorehitpause = 1

[State 1301, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(1301)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 1301, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(1301)
value = 0
ignorehitpause = 1

[State 1301, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(1301)
pos = 0, 0
ignorehitpause = 1

[state 1301, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(1301)
value = 1
ignorehitpause = 1

[State 1301]
type = HitDef
triggerall = !movecontact
triggerall = ishelper(1301)
trigger1 = animelemtime(5) = 0
attr = S, SA
damage = 300, 15
animtype = Hard
guardflag = MA
hitflag = MAFD
getpower = 80,27
givepower = 40,13
priority = 5, Hit
pausetime = 0, 0
sparkno = S8200
sparkxy = -15, -70+random%70
hitsound = S5, 4
guardsound = 6, 0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 22
ground.velocity = -7
airguard.velocity = -3.6,-3
air.type = Low
air.velocity = -7,-4
down.velocity = -3,-1
guard.velocity = -8
air.hittime = 19
air.fall = 1
fall.recovertime = 30
yaccel = .44

[State 1301, ヘルパー消去]
type = Destroyself
triggerall = ishelper(1301)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 1300
ignorehitpause = 1

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

;-|5B攻撃|-----------------------------------------

[Statedef 210]
type = S
movetype = A
physics = S
juggle = 3
velset = 0,0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 210]
Type = changeanim
Trigger1 = Anim != 210
value = 210
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 210, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(211) = 0
ID = 211
pos = 0,0
postype = p1
stateno = 211
helpertype = player
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
x = .8

[State 210]
type = PlaySnd
trigger1 = animelemtime(1) = 1 
value = 0, 1

[state 210]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 210, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|5B攻撃ヘルパー|------------------------------------------

[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 211]
Type = changeanim
Trigger1 = Anim != 210
value = 210
ignorehitpause = 1

[State 211, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(211)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 211, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(211)
value = 0
ignorehitpause = 1

[State 211, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(211)
pos = 0, 0
ignorehitpause = 1

[state 211, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(211)
value = 1
ignorehitpause = 1

[State 211]
type = HitDef
triggerall = !movecontact
triggerall = ishelper(211)
trigger1 = animelem >= 6
attr = S, NA
damage = 300
animtype = medium
getpower = 100,25
givepower = 100,25
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = S5,2
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = High
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
yaccel = .44

[State 211, ヘルパー消去]
type = Destroyself
triggerall = ishelper(211)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 210
ignorehitpause = 1

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

;-|2B攻撃|-----------------------------------------

[Statedef 310]
type = C
movetype = A
physics = S
juggle = 3
velset = 0,0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 310]
Type = changeanim
Trigger1 = Anim != 310
value = 310
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 310, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(311) = 0
ID = 311
pos = 0,0
postype = p1
stateno = 311
helpertype = player
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
x = .8

[State 310]
type = PlaySnd
trigger1 = animelemTime(1) = 1
value = s0, 2

[state 310]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 310, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|2B攻撃ヘルパー|------------------------------------------

[Statedef 311]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 311]
Type = changeanim
Trigger1 = Anim != 310
value = 310
ignorehitpause = 1

[State 311, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(311)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 311, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(311)
value = 0
ignorehitpause = 1

[State 311, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(311)
pos = 0, 0
ignorehitpause = 1

[state 311, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(311)
value = 1
ignorehitpause = 1

[State 311]
type = HitDef
triggerall = !movecontact
triggerall = ishelper(311)
trigger1 = animelem >= 5
attr = C, NA
damage = 30
animtype = medium
getpower = 90,25
givepower = 90,25
guardflag = L
hitflag = M
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
yaccel = .44

[State 311, ヘルパー消去]
type = Destroyself
triggerall = ishelper(311)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 310
ignorehitpause = 1

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

;-|8B攻撃|-----------------------------------------

[Statedef 410]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 410]
Type = changeanim
Trigger1 = Anim != 410
value = 410
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 410]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 1

[State 410]
type = Helper
trigger1 = animelem = 5
stateno = 20010
id = 20010
helpertype = player
name = "zyakou"
size.xscale = 0.40
size.yscale = 0.40
pos = 50,20
postype = P1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 1

[State 410]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 410, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|秘想の剣-極光-B|-----------------------------------------

[statedef 810]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 810]
Type = changeanim
Trigger1 = Anim != 810
value = 810
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 810]
type = PlaySnd
trigger1 = animelem = 4
value = s820, 1

[State 810]
type = Helper
trigger1 = animelemtime(1) = 10
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = -50,20
postype = P1
facing = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 810]
type = Helper
trigger1 = animelemtime(1) = 10
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = 50,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[state 810] 
type = Projectile
trigger1 = animelemtime(1) = 10
attr = S, NAF
damage = 300
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 50,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 810] 
type = Projectile
trigger1 = animelemtime(1) = 10
attr = S, NAF
damage = 150
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = -50,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[State 810]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 810, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|秘想の剣-雷雨-B|-----------------------------------------

[statedef 910]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 910]
Type = changeanim
Trigger1 = Anim != 910
value = 910
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[state 910]
type = PlaySnd
trigger1 = animelemTime(1) = 1
value = s612,0

[State 910, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(911) = 0
ID = 911
pos = 0,0
postype = p1
stateno = 911
helpertype = player
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
x = .8

[state 910] 
type = Projectile
trigger1 = animelemtime(1) = 8
attr = S, NA
damage = 200,20
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -2,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 22,-90
projanim = 20007
projremove = 0
projremovetime = 60
projscale = 0.3,0.15
pausemovetime = 9999999
supermovetime = 9999999

[state 910] 
type = Projectile
trigger1 = animelemtime(1) = 8
attr = S, NA
damage = 500,20
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -2,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 42,-70
projanim = 20007
projremove = 0
projremovetime = 60
projscale = 0.3,0.15
pausemovetime = 9999999
supermovetime = 9999999

[state 910] 
type = Projectile
trigger1 = animelemtime(1) = 8
attr = S, NA
damage = 100,20
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -2,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 52,-40
projanim = 20007
projremove = 0
projremovetime = 60
projscale = 0.3,0.15
pausemovetime = 9999999
supermovetime = 9999999

[state 910] 
type = Projectile
trigger1 = animelemtime(1) = 8
attr = S, NA
damage = 60,20
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -2,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 22,-90
projanim = 20007
projremove = 0
projremovetime = 60
projscale = 0.3,0.15
pausemovetime = 9999999
supermovetime = 9999999

[state 910] 
type = Projectile
trigger1 = animelemtime(1) = 8
attr = S, NA
damage = 20,20
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -2,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 42,-70
projanim = 20007
projremove = 0
projremovetime = 60
projscale = 0.3,0.15
pausemovetime = 9999999
supermovetime = 9999999

[state 910] 
type = Projectile
trigger1 = animelemtime(1) = 8
attr = S, NA
damage = 50,20
animtype = hard
getpower = 40,20
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.velocity = -2,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 52,-40
projanim = 20007
projremove = 0
projremovetime = 60
projscale = 0.3,0.15
pausemovetime = 9999999
supermovetime = 9999999

[State 910]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 910, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|雷雨B攻撃ヘルパー|------------------------------------------

[Statedef 911]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 911]
Type = changeanim
Trigger1 = Anim != 910
value = 910
ignorehitpause = 1

[State 911, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(911)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 911, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(911)
value = 0
ignorehitpause = 1

[State 911, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(911)
pos = 0, 0
ignorehitpause = 1

[state 911, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(911)
value = 1
ignorehitpause = 1

[State 911]
type = HitDef
triggerall = !movecontact
triggerall = ishelper(911)
trigger1 = animelem = 7
attr = S, NA 
damage = 100, 20
animtype = Hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 0, 0
getpower = 120,40
givepower = 0,0
sparkno = S8200
sparkxy = -15, -70+random%71
hitsound = S5, 8
guardsound = 6, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 26
ground.velocity = -1,-8
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -1,-7
down.velocity = -3,-3
air.hittime = 26
fall = 1
fall.recovertime = 42

[State 911, ヘルパー消去]
type = Destroyself
triggerall = ishelper(911)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 910
ignorehitpause = 1

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

;-|タックルB|-----------------------------------------

[Statedef 1310]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 211]
Type = changeanim
Trigger1 = Anim != 1310
value = 1310
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1310]
type = playsnd
trigger1 = animelemtime(1) = 0
value = 1300,0

[State 1310]
type = velset
trigger1 = animelem = 4
x = 18

[State 1310]
type = velmul
trigger1 = helper(1311),movecontact = 1
x = .5

[State 1310]
type = velmul
trigger1 = animelemtime(5) > 0
x = .8

[State 1310]
type = Explod
trigger1 = animelemtime(1) = 7
anim = 20013
scale = 0.5,0.5
postype = p1
pos = 30,45
sprpriority = 4
;supermove = 1
ownpal = 1
bindtime = -1
removeongethit = 1
pausemovetime = 9999999
supermovetime = 9999999
removetime = 25 

[State 1310, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(1311) = 0
ID = 1311
pos = 0,0
postype = p1
stateno = 1311
helpertype = player
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
x = .8

[State 1310]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 1310, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|タックルB攻撃ヘルパー|------------------------------------------

[Statedef 1311]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 1311]
Type = changeanim
Trigger1 = Anim != 1310
value = 1310
ignorehitpause = 1

[State 1311, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(1311)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 1311, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(1311)
value = 0
ignorehitpause = 1

[State 1311, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(1311)
pos = 0, 0
ignorehitpause = 1

[state 1311, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(1311)
value = 1
ignorehitpause = 1

[State 1311]
type = HitDef
triggerall = ishelper(1311)
triggerall = !movecontact
trigger1 = (gametime%4) = 0
attr = , SA
damage = 60, 15
animtype = Hard
guardflag = MA
hitflag = MAFD
getpower = 80,27
givepower = 40,13
priority = 5, Hit
pausetime = 0, 0
sparkno = S8200
sparkxy = -15, -70+random%70
hitsound = S5, 4
guardsound = 6, 0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 22
ground.velocity = -7
airguard.velocity = -3.6,-3
air.type = Low
air.velocity = -7,-4
down.velocity = -3,-1
guard.velocity = -8
air.hittime = 19
air.fall = 1
fall.recovertime = 30
yaccel = .44

[State 1311, ヘルパー消去]
type = Destroyself
triggerall = ishelper(1311)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 1310
ignorehitpause = 1

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

;-|5C攻撃|-----------------------------------------

[Statedef 220]
type = S
movetype = A
physics = S
juggle = 3
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 220]
Type = changeanim
Trigger1 = Anim != 220
value = 220
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 220, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(221) = 0
ID = 221
pos = 0,0
postype = p1
stateno = 221
helpertype = player
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
x = .8

[State 220]
type = velset
trigger1 = animelem = 8
x = 10
persistent = 0

[State 220]
type = velset
trigger1 = animelem = 17
x = 10
persistent = 0

[State 220]
type = PlaySnd
trigger1 = animelem = 8
value = 0, 2

[State 220]
type = PlaySnd
trigger1 = animelem = 18
value = 0, 2

[state 220]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 220, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|5C攻撃ヘルパー|------------------------------------------

[Statedef 221]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1
movehitpersist=1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 221]
Type = changeanim
Trigger1 = Anim != 220
value = 220
ignorehitpause = 1

[State 221, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(221)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 221, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(221)
value = 0
ignorehitpause = 1

[State 221, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(221)
pos = 0, 0
ignorehitpause = 1

[state 221, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(221)
value = 1
ignorehitpause = 1

[State 221]
type = HitDef
triggerall = ishelper(221)
triggerall = !movecontact
trigger1 = animelem = 8
trigger2 = animelem = 9
attr = S, NA
damage = 60
animtype = hard
getpower = 110,30
givepower = 110,30
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,20
numhits = 1
hitsound = S5,8
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = High
ground.slidetime = 7
ground.hittime = 20
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
yaccel = .44

[State 221]
type = HitDef
triggerall = ishelper(221)
trigger1 = animelem = 18
attr = S, NA 
damage = 50, 25
animtype = Hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 0, 0
getpower = 60,30
givepower = 60,20
sparkno = S8200
sparkxy = -15, -70+random%71
hitsound = S5, 8
guardsound = 6, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 26
ground.velocity = -1,-8
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -1,-7
down.velocity = -3,-3
air.hittime = 26
fall = 1
fall.recovertime = 42

[State 221, ヘルパー消去]
type = Destroyself
triggerall = ishelper(221)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 220
ignorehitpause = 1

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

;-|6C攻撃|-----------------------------------------

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 230]
Type = changeanim
Trigger1 = Anim != 230
value = 230
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 230, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(231) = 0
ID = 231
pos = 0,0
postype = p1
stateno = 231
helpertype = player
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
x = .8

[State 230]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 2

[State 230]
type = velset
trigger1 = animelem = 5
x = 20
persistent = 0

[State 230]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 230, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|6C攻撃ヘルパー|------------------------------------------

[Statedef 231]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1
movehitpersist=1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 221]
Type = changeanim
Trigger1 = Anim != 230
value = 230
ignorehitpause = 1

[State 231, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(231)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 231, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(231)
value = 0
ignorehitpause = 1

[State 231, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(231)
pos = 0, 0
ignorehitpause = 1

[state 231, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(231)
value = 1
ignorehitpause = 1

[State 231]
type = HitDef
triggerall = ishelper(231)
triggerall = !movecontact
trigger1 = animelem = 5
trigger2 = animelem = 6
trigger3 = animelem = 7
attr = S, NA 
damage = 50, 25
animtype = Hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 0, 0
getpower = 60,30
givepower = 60,20
sparkno = S8200
sparkxy = -15, -70+random%71
hitsound = S5, 8
guardsound = 6, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 26
ground.velocity = -1,-8
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -1,-7
down.velocity = -3,-3
air.hittime = 26
fall = 1
fall.recovertime = 42

[State 231, ヘルパー消去]
type = Destroyself
triggerall = ishelper(231)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 230
ignorehitpause = 1

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

;-|2C攻撃|-----------------------------------------

[Statedef 320]
type = C
movetype = A
physics = N
juggle = 3
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 320]
type = velset
trigger1 = animelemtime(1) = 0
x = 20

[State 320]
Type = changeanim
Trigger1 = Anim != 320
value = 320
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 320]
type = velset
trigger1 = animelemTime(1) = 0 && prevstateno != 100
x = 0

[State 320]
type = velset
trigger1 = animelemtime(1) < 20
x = 5

[State 320]
type = velmul
trigger1 = animelemtime(1) > 20
x = .9

[State 320, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(321) = 0
ID = 321
pos = 0,0
postype = p1
stateno = 321
helpertype = player
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
x = .8

[State 320]
type = PlaySnd
trigger1 = animelemTime(1) = 1
value = s0, 2

[state 320]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 320, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|2C攻撃ヘルパー|------------------------------------------

[Statedef 321]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1
movehitpersist=1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 321]
Type = changeanim
Trigger1 = Anim != 320
value = 320
ignorehitpause = 1

[State 321, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(321)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 321, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(321)
value = 0
ignorehitpause = 1

[State 321, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(321)
pos = 0, 0
ignorehitpause = 1

[state 321, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(321)
value = 1
ignorehitpause = 1

[State 321]
type = HitDef
triggerall = ishelper(321)
triggerall = !movecontact
trigger1 = animelemtime(1) >= 0
attr = C, NA
damage = 40
animtype = medium
getpower = 100,30
givepower = 100,30
guardflag = L
hitflag = M
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
yaccel = .44

[State 321, ヘルパー消去]
type = Destroyself
triggerall = ishelper(321)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 320
ignorehitpause = 1

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

;-|8C攻撃|-----------------------------------------

[Statedef 420]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 420]
Type = changeanim
Trigger1 = Anim != 420
value = 420
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 420]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 2

[state 420]
type = helper
trigger1 = animelemtime(1) = 3
stateno = 20020
ID = 20020
helpertype = player
name = "koukyuu"
size.xscale = 0.2
size.yscale = 0.2
pos = 0,30
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state 420]
type = helper
trigger1 =animelem time(1) = 7
stateno = 20020
ID = 20020
helpertype = player
name = "koukyuu"
size.xscale = 0.2
size.yscale = 0.2
pos = 30,20
postype = p1
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 420, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(421) = 0
ID = 421
pos = 0,0
postype = p1
stateno = 421
helpertype = player
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
x = .8

[State 420]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 420, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|8C攻撃ヘルパー|------------------------------------------

[Statedef 421]
type    = A
movetype= A
physics = A
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 421]
Type = changeanim
Trigger1 = Anim != 420
value = 420
ignorehitpause = 1

[State 421, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(421)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 421, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(421)
value = 0
ignorehitpause = 1

[State 421, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(421)
pos = 0, 0
ignorehitpause = 1

[state 421, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(421)
value = 1
ignorehitpause = 1

[State 421]
type = HitDef
triggerall = ishelper(421)
triggerall = !movecontact
trigger1 = animelem = 5
attr = A, NA
damage    = 90
hitflag = MAFD
guardflag = HA
priority = 7,Hit
pausetime = 0, 0
sparkno = S8200
sparkxy = -10,-70
hitsound   = S5,3
guardsound = 6,0
animtype = Hard
ground.type = High
ground.slidetime = 11
ground.hittime  = 22
fall.recovertime = 25
ground.velocity = -6
air.velocity = -3,-6
air.fall = 1
yaccel = .44

[State 421, ヘルパー消去]
type = Destroyself
triggerall = ishelper(421)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 420
ignorehitpause = 1

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

;-|秘想の剣-極光-C|-----------------------------------------

[statedef 820]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 820]
Type = changeanim
Trigger1 = Anim != 820
value = 820
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 820]
type = SuperPause
trigger1 = animelemtime(1) = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 1
poweradd = -1000
unhittable = 1

[State 820]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 2000000
id = 2000000
helpertype = player
name = "superexplod"
pos = 0,0
postype = P1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1

[State 820]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 1000000
id = 1000000
helpertype = player
name = "cutin"
pos = 0,ceil(239 - ScreenPos Y)
postype = back
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1

[State 810]
type = PlaySnd
trigger1 = animelemtime(1) = 30
value = s820, 1

[State 820]
type = Helper
trigger1 = animelemtime(1) = 30
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = 80,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 =animelemtime(1) = 30
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = 30,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 30
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = -30,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 50
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = 30,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 50
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = -30,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 50
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = -80,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 70
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = 50,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 70
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = -50,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 70
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = -100,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0


[State 820]
type = Helper
trigger1 = animelemtime(1) = 90
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = -50,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 90
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = 50,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 90
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = 100,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 110
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = 30,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 110
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = 90,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 110
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = 150,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 130
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = -30,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 130
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = -90,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 130
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = -150,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 150
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = -140,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 150
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = -70,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 150
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = 0,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 150
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = 70,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[State 820]
type = Helper
trigger1 = animelemtime(1) = 150
stateno = 20030
id = 20030
helpertype = player
name = "kyokkou"
size.xscale = 1
size.yscale = 1
pos = 140,20
postype = P1
facing = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 30
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 80,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 30
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = -30,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 30
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 30,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 50
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = -30,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 50
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = -80,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 50
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 30,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 70
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 50,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 70
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = -50,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 70
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = -100,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 90
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 100,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 90
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = -50,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 90
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 50,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 110
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 30,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 110
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 90,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 110
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 150,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 130
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = -30,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 130
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = -90,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 130
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = -150,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 150
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 0,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 150
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = -70,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 150
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 70,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 150
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = -140,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[state 820] 
type = Projectile
trigger1 = animelemtime(1) = 150
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.velocity = -3,-3
down.velocity = -3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
offset = 140,20
projanim = 20005
projremove = 0
projremovetime = 36
pausemovetime = 9999999
supermovetime = 9999999

[State 820]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 820, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|秘想の剣-雷雨-C|-----------------------------------------

[statedef 920]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 920]
Type = changeanim
Trigger1 = Anim != 920
value = 920
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1


[State 920]
type = SuperPause
trigger1 = animelemtime(1) = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 1
poweradd = -1000
unhittable = 1

[State 920]
type = PlaySnd
trigger1 = animelem = 4
value = s612, 1

[State 920]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 2000000
id = 2000000
helpertype = player
name = "superexplod"
pos = 0,0
postype = P1
supermovetime = 99999999
pausemovetime = 99999999
keyctrl = 0
ownpal = 1

[State 920]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 1000000
id = 1000000
helpertype = player
name = "cutin"
pos = 0,ceil(239 - ScreenPos Y)
postype = back
supermovetime = 99999999
pausemovetime = 99999999
keyctrl = 0
ownpal = 1

[State 920, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(921) = 0
ID = 921
pos = 0,0
postype = p1
stateno = 921
helpertype = player
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
x = .8

[State 920]
type = Helper
trigger1 = AnimElem = 9
stateno = 20040
id = 20040
helpertype = player
name = "raiu"
size.xscale = 0.5
size.yscale = 0.5
size.xscale = 1
size.yscale = 1
pos = 50,-90
postype = P1
facing = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0
size.shadowoffset = 200

[State 920]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 920, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|雷雨C攻撃ヘルパー|------------------------------------------

[Statedef 921]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 921]
Type = changeanim
Trigger1 = Anim != 920
value = 920
ignorehitpause = 1

[State 921, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(921)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 921, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(921)
value = 0
ignorehitpause = 1

[State 921, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(921)
pos = 0, 0
ignorehitpause = 1

[state 921, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(921)
value = 1
ignorehitpause = 1

[State 921]
type = HitDef
triggerall = ishelper(921)
triggerall = !movecontact
trigger1 = animelem = 7
attr = S, SA 
damage = 40, 20
animtype = up
hitflag = MAF
priority = 5, Hit
pausetime = 0, 0
getpower = 120,40
givepower = 0,0
sparkno = S8200
sparkxy = -15, -70+random%71
hitsound = S5, 8
guardsound = 6, 0
ground.type = High
ground.slidetime = 13
ground.hittime  = 26
ground.velocity = -1,-8
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -1,-7
down.velocity = -3,-3
air.hittime = 26
fall = 1
fall.recovertime = 42

[State 921, ヘルパー消去]
type = Destroyself
triggerall = ishelper(921)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 920
ignorehitpause = 1

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

;-|タックルC|-----------------------------------------

[Statedef 1320]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 1320]
Type = changeanim
Trigger1 = Anim != 1320
value = 1320
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1320]
type = SuperPause
trigger1 = animelemtime(1) = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 1
poweradd = -1000
unhittable = 1

[State 1320]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 2000000
id = 2000000
helpertype = player
name = "superexplod"
pos = 0,0
postype = P1
supermovetime = 99999999
pausemovetime = 99999999
keyctrl = 0
ownpal = 1

[State 1320]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 1000000
id = 1000000
helpertype = player
name = "cutin"
pos = 0,ceil(239 - ScreenPos Y)
postype = back
supermovetime = 99999999
pausemovetime = 99999999
keyctrl = 0
ownpal = 1

[State 1320, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(1328) = 0
ID = 1328
pos = 0,0
postype = p1
stateno = 1328
helpertype = player
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
x = .8

[State 1320]
type = playsnd
trigger1 = animelemtime(1) = 1
value = 1300,0

[State 1320,]
type = velset
trigger1 = animelem = 4
x = 8

[State 1320]
type = velmul
trigger1 = helper(1328),movecontact = 1
x = .5

[State 1320]
type = velmul
trigger1 = animelemtime(6) > 0
x = .8

[State 1320]
type = changestate
trigger1 = helper(1328),movehit
value = stateno + 1

[State 1320]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 1320, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|乱舞|-----------------------------------------

[Statedef 1321]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 1321]
Type = changeanim
Trigger1 = Anim != 1321
value = 1321
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1321]
type = Posadd
Trigger1 = frontedgebodydist < 50
x = -25

[State 1321, 攻撃用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
trigger1 = numhelper(1329) = 0
ID = 1329
pos = 0,0
postype = p1
stateno = 1329
helpertype = player
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1
x = .8

[State 1321, ステート変更]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 1321, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|乱舞くらい|-----------------------------------------

[Statedef 1322]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 5002 + (random%2 = 0) * 10
sprpriority = 0

[State 1322, pos]
type = posset
trigger1 = 1
y = 0

[State 1322, 立つ]
type = hitfallset
trigger1 = 1
value = 0

[State 1322, ステート変更]
type = selfState
trigger1 = time > 30
value = 0
ctrl = 1

[Statedef 1323];相手吹っ飛び
type     = A
movetype = H
physics  = N
juggle   = 0
ctrl     = 0
poweradd = 0
velset = 0,0
sprpriority = 0  
facep2 = 1

[State 1323]
type = PalFX
trigger1 = time = 0
time = 60
add = 0,0,0
mul = 256,256,256
sinadd = 140,140,140,120
invertall = 0
color = 256

[State 1323]
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 2

[State 1323]
type = changeanim2
trigger1 = 1
value = 5035

[State 1323]
type = velset
trigger1 = time > 10
x = -15

[State 1323]
type = playerpush
trigger1 = time > 30
value = 0

[State 1323]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 5
trigger1 = time > 10
trigger2 = time > 110
value = stateno+1

[Statedef 1324]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1324]
type = nothitby
trigger1 = 1
value = SCA,AA,AT,AP
time = 2

[State 1324]
type = changeanim
Trigger1 = SelfAnimExist(5061)
trigger1 = time = 0
value = 5061

[State 1324]
type = changeanim2
Trigger1 = !SelfAnimExist(5061)
trigger1 = time = 0
value = 5061

[State 1324]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1324]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1324, スクロール]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1324]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor(screenpos y) - 50 ;（※５）
postype = back
sprpriority = 3

[State 1324, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1324, 速度]
type = velset
trigger1 = Time = 10
x = 1
y = -6

[State 1324, 速度]
type = veladd
trigger1 = Time > 10
y = .44

[State 1324, bound]
type = changeState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = stateno + 1

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 1325]
type    = L
movetype= H
physics = N

[State 1325]
type = nothitby
trigger1 = 1
value = SCA
time = 2

[State 1325]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 1325]
type = FallEnvShake
trigger1 = Time = 0

[State 1325] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 1325] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 1325] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 1325]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1325]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1325] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 1325]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 1325]
type = HitFallDamage
trigger1 = Time = 3

[State 1325]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 1325]
type = PosFreeze
trigger1 = 1

[State 1325]
type = ChangeState
trigger1 = AnimTime = 0
value = stateno + 1

[State 1325]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 1326]
type    = L
movetype= H
physics = N

[State 1326]
type = nothitby
trigger1 = 1
value = SCA
time = 2

[State 1326] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 1326] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 1326]
type = HitFallVel
trigger1 = Time = 0

[State 1326]
type = PosSet
trigger1 = Time = 0
y = 20

[State 1326] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 1326] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = stateno + 1


;---------------------------------------------------------------------------
; ころび
[Statedef 1327]
type    = L
movetype= H
physics = N

[State 1327]
type = selfstate
trigger1 = time > const(data.liedown.time)
value = 5120

[State 1327]
type = nothitby
trigger1 = 1
value = SCA
time = 2

[State 1327]
type = FallEnvShake
trigger1 = Time = 0

[State 1327] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 1327] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
triggerall = prevstateno != 604
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 1327] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
triggerall = prevstateno != 604
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 1327]
type = HitFallDamage
trigger1 = Time = 0

[State 1327]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1327]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1327] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 1327]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 1327]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60
pos = 0, 0
under = sysvar(1) <= 14

[State 1327] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 1327] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 1327]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 1327] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 1327]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 1327]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

[State 1327]
type = selfstate
trigger1 = !alive
value = 5150

;-|タックルC攻撃ヘルパー|------------------------------------------

[Statedef 1328]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1
movehitpersist=1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 1328]
Type = changeanim
Trigger1 = Anim != 1320
value = 1320
ignorehitpause = 1

[State 1328, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(1328)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 1328, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(1328)
value = 0
ignorehitpause = 1

[State 1328, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(1328)
pos = 0, 0
ignorehitpause = 1

[state 1328, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(1328)
value = 1
ignorehitpause = 1

[State 1328]
type = HitDef
triggerall = ishelper(1328)
triggerall = !movecontact
trigger1 = animelemtime(5) >= 0
attr = S, HT
damage = 50, 5
animtype = Hard
guardflag = MA
hitflag = MAFD
getpower = 0,0
givepower = 0,0
priority = 5, Hit
pausetime = 0, 0
sparkno = S8200
sparkxy = -15, -70+random%70
hitsound = S5, 4
guardsound = 6, 0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 22
ground.velocity = -7
airguard.velocity = -3.6,-3
air.type = Low
air.velocity = -7,-4
down.velocity = -3,-1
guard.velocity = -6
air.hittime = 35
kill = 0
yaccel = .44
ID = 1320

[State 1328]
type = targetstate
trigger1 = movehit
value = 1322
ignorehitpause = 1

[State 1328, ヘルパー消去]
type = Destroyself
triggerall = ishelper(1328)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 1320
ignorehitpause = 1

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

;-|乱舞攻撃ヘルパー|------------------------------------------

[Statedef 1329]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0 
ctrl = 0
sprpriority = 2
facep2 = 1
movehitpersist=1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 1329]
Type = changeanim
Trigger1 = Anim != 1321
value = 1321
ignorehitpause = 1

[State 1329, ヘルパー透明化] 
type = AssertSpecial
trigger1 = ishelper(1329)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 1329, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(1329)
value = 0
ignorehitpause = 1

[State 1329, ヘルパー追従]
type = Bindtoroot
trigger1 = ishelper(1329)
pos = 0, 0
ignorehitpause = 1

[state 1329, ヘルパー押し戻し判定追加]
type = Playerpush
trigger1 = ishelper(1329)
value = 1
ignorehitpause = 1

[State 1329]
type = targetbind
trigger1 = movehit = 1
time = 1
pos = 55,0
ID = 1320

[State 1329]
type = targetvelset
Trigger1 = animelemtime(55) < 0
x = 0
y = 0

[State 1329]
type = targetstate
Trigger1 = animelemtime(55) < 0
trigger1 = movehit = 1
value = 1322

[State 1329]
type = targetstate
Trigger1 = animelemtime(55) > 0
trigger1 = movehit = 1
value = 1323

[State 1329]
type = playsnd
trigger1 = animelem = 8
trigger2 = animelem = 17
trigger3 = animelem = 25
trigger4 = animelem = 36
trigger5 = animelem = 46
trigger6 = animelem = 55
value = 0,2

[State 1321, ヒット定義]
type = HitDef
trigger1 = animelem = 8
trigger2 = animelem = 17
trigger3 = animelem = 25
trigger4 = animelem = 36
trigger5 = animelem = 46
trigger6 = animelem = 55
attr = S, HA
damage = 82, 14
animtype = Hard
guardflag = MA
hitflag = MAFD
getpower = 0,0
givepower = 0,0
priority = 7, Hit
pausetime = 0, 0
sparkno = S8200
sparkxy = -15, -70+random%70
hitsound = S5, 7+(animelemtime(54) > 0)
guardsound = 6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = 0
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,0
down.velocity = 0,0
guard.velocity = 0
air.hittime = 25
kill = (animelemtime(54) > 0)
yaccel = .44
forcestand = 1
ID = 1320

[State 1329, ヘルパー消去]
type = Destroyself
triggerall = ishelper(1329)
trigger1 = !alive
trigger2 = !root,alive
trigger3 = root,anim != 1321
ignorehitpause = 1

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

;-|秘想の剣-蒼天-|-----------------------------------------

[statedef 30000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 30000]
Type = changeanim
Trigger1 = Anim != 30000
value = 30000
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[state 30000]
type = nothitby
trigger1 = animelemtime(1) >= 0
value = SCA,NT,ST,H

[State 30000]
type = SuperPause
trigger1 = animelemtime(1) = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 1
poweradd = -3000
unhittable = 1

[State 30000]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 2000000
id = 2000000
helpertype = player
name = "superexplod"
pos = 0,0
postype = P1
supermovetime = 99999999
pausemovetime = 99999999
keyctrl = 0
ownpal = 1

[State 30000]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 1000000
id = 1000000
helpertype = player
name = "cutin"
pos = 0,ceil(239 - ScreenPos Y)
postype = back
supermovetime = 99999999
pausemovetime = 99999999
keyctrl = 0
ownpal = 1

[State 30000]
type = Explod
trigger1 = animelemtime(1) = 30
anim = 20009
scale = 0.5,0.5
postype = back
pos = 0,0
sprpriority = 7
;supermove = 1
ownpal = 1
bindtime = -1
pausemovetime = 9999999
supermovetime = 9999999
removeongethit = 1

[state 30000]
type = helper
trigger1 = animelemtime(1) = 10
stateno = 20050
id = 20050
helpertype = player
name = "souten"
pos = 0,0
postype = back
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[state 30000,5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 30000, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|禍津日神|-----------------------------------------

[statedef 40000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 40000]
Type = changeanim
Trigger1 = Anim != 40000
value = 40000
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[state 40000]
type = nothitby
trigger1 = animelemtime(1) >= 0
value = SCA,NT,ST,H

[state 40000]
type = varset
trigger1 = animelemtime(1) = 0
var(12) = 1
ignorehitpause = 1

[State 40000]
type = SuperPause
trigger1 = animelemtime(1) = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 1
poweradd = -2000
unhittable = 1

[State 40000]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 2000000
id = 2000000
helpertype = player
name = "superexplod"
pos = 0,0
postype = P1
supermovetime = 99999999
pausemovetime = 99999999
keyctrl = 0
ownpal = 1

[State 40000]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 1000000
id = 1000000
helpertype = player
name = "cutin"
pos = 0,ceil(239 - ScreenPos Y)
postype = back
supermovetime = 99999999
pausemovetime = 99999999
keyctrl = 0
ownpal = 1

[State 40000]
type = Explod
trigger1 = animelemtime(1) = 30
anim = 20014
scale = 1,1
postype = back
pos = 0,0
sprpriority = -1
;supermove = 1
ownpal = 1
bindtime = -1
pausemovetime = 9999999
supermovetime = 9999999
removeongethit = 1

[state 40000]
type = helper
trigger1 = animelemtime(1) = 30
stateno = 20080
id = 20080
helpertype = player
name = "magatuhinokami"
pos = 0,0
postype = back
supermovetime = 9999999999999
pausemovetime = 9999999999999
keyctrl = 0
ownpal = 1
persistent = 0

[state 40000]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 40000, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|秘想「未だ辿り着けぬ幻想の世界」|-----------------------------------------

[statedef 500000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 50000]
Type = changeanim
Trigger1 = Anim != 500000
value = 500000
ignorehitpause = 1

[State , 振り向き]
type = Turn
triggerall = !ishelper
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[state 50000]
type = nothitby
trigger1 = animelemtime(1) >= 0
value = SCA,NT,ST,H

[State 50000]
type = SuperPause
trigger1 = animelemtime(1) = 0
time = 30
movetime = 30
anim = -1
sound = S20,0
pos = 999,999
darken = 1
poweradd = -2000
unhittable = 1

[State 50000]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 2000000
id = 2000000
helpertype = player
name = "superexplod"
pos = 0,0
postype = P1
supermovetime = 99999999
pausemovetime = 99999999
keyctrl = 0
ownpal = 1

[State 50000]
type = Helper
trigger1 = animelemtime(1) = 0
stateno = 1000000
id = 1000000
helpertype = player
name = "cutin"
pos = 0,ceil(239 - ScreenPos Y)
postype = back
supermovetime = 99999999
pausemovetime = 99999999
keyctrl = 0
ownpal = 1

[state 50000]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 50000, 準ステ固定]
type = changestate
triggerall = PalNo = [2,12]
trigger1 = !ishelper
value = 120
ignorehitpause = 1

;-|邪光|-----------------------------------------

[statedef 20010]
type = A
movetype = A
physics = N
velset = 0,0
ctrl = 0

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[state ]
type = ChangeAnim
trigger1 = anim != 20003
value = 20003
ignorehitpause = 1

[State 20010, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(20010)
value = 0
ignorehitpause = 1

[state 20010]
type = sprpriority
trigger1 = time = 1
value = 2

[state 20010]
type = nothitby
trigger1 = 1
value = SCA,NT,ST,H

[state 20010]
type = PlaySnd
trigger1 = Time = 1
value = s612,0

[state 20010] 
type = HitDef
trigger1 = gametime%4 = 0
attr = S, NA
damage = 40
animtype = mediumu
getpower = 300,10
givepower = 300,10
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = High
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44

[state 20010]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = MoveHit = 5
trigger3 = MoveGuarded = 5

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

;-|光玉|-----------------------------------------

[statedef 20020]
type = A
movetype = A
physics = N
velset = 0,0
ctrl = 0
movehitpersist=1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[state ]
type = ChangeAnim
trigger1 = anim != 20004
value = 20004
ignorehitpause = 1

[State 20020, ヘルパーカメラ固定]
type = Screenbound       ;省略可、ヘルパーのカメラワークを設定します
trigger1 = ishelper(20020)
value = 0                ;0でカメラを追わないようにします
ignorehitpause = 1

[state 20020]
type = sprpriority
trigger1 = animelem = 1
value = 2

[state 20020]
type = nothitby
trigger1 = 1
value = SCA,NT,ST,H

[state 20020]
type = PlaySnd
trigger1 = animelem = 1
value = s612,0

[state 20020] 
type = HitDef
trigger1 = !movecontact
attr = S, NA
damage = 50
animtype = Light
getpower = 40,20
givepower = 40,20
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = High
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.velocity = -1.3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44

[state 20020]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = MoveHit = 1
trigger3 = MoveGuarded = 1

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

;-|極光|-----------------------------------------

[statedef 20030]
type = A
movetype = A
physics = N
velset = 0,0
ctrl = 0
movehitpersist=1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State ]
type = DisplayToClipboard
trigger1 = ishelper
text = "hitpausetime = %d"
params = hitpausetime
ignorehitpause=1

[state 20030]
type = ChangeAnim
trigger1 = anim != 20005
value = 20005
ignorehitpause = 1

[State 20030, ヘルパーカメラ固定]
type = Screenbound       ;省略可、ヘルパーのカメラワークを設定します
trigger1 = ishelper(20030)
value = 0                ;0でカメラを追わないようにします
ignorehitpause = 1

[state 20030]
type = sprpriority
trigger1 = time = 1
value = 2

[state 20030]
type = nothitby
trigger1 = 1
value = SCA,NT,ST,H

[state 20030]
type = PlaySnd
trigger1 = animelem = 1
value = s612,0

[state 20030] 
type = HitDef
trigger1 = parent,anim = 800
trigger1 = !movecontact
attr = S, NA
damage = 70
animtype = hard
getpower = 70,40
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = 3,-5
airguard.velocity = -1.9,-.8
air.velocity = 5,-5
down.velocity = -2,-2
fall.recovertime = 21
air.type = High
air.hittime = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44

[state 20030] 
type = HitDef
trigger1 = parent,anim = 810
trigger1 = !movecontact
attr = S, NAF
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = 3,-5
airguard.velocity = -1.9,-.8
air.velocity = 3,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44

[state 20030] 
type = HitDef
trigger1 = !movecontact
trigger1 = parent,anim = 820
attr = S, SA
damage = 100
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = 3,-5
airguard.velocity = -1.9,-.8
air.velocity = 3,-3
down.velocity = 3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44

[state 20030] 
type = HitDef
trigger1 = !movecontact
trigger1 = parent,stateno = 20005
attr = S, SA
damage = 40
animtype = hard
getpower = 70,30
givepower = 40,20
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = 3,-5
airguard.velocity = -1.9,-.8
air.velocity = 3,-3
down.velocity = 3,-2
fall.recovertime = 21
air.hittime = 15
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44

[state 20030]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = FrontEdgeDist = 0
trigger3 = BackEdgeDist  = 0
trigger4 = movereversed

[state 20030]
type=changestate ;（別にselfstateでも良い）
trigger1=1 ;無条件にするのがポイント
value=5150 ;死亡ステートに送る（存在感を消す）
ignorehitpause=1

;-|雷雨|-----------------------------------------

[statedef 20040]
type = A
movetype = A
physics = N
velset = 0,0
ctrl = 0

[State ]
type = DisplayToClipboard
trigger1 = ishelper
text = "hitpausetime = %d"
params = hitpausetime
ignorehitpause=1

[state ]
type = ChangeAnim
trigger1 = anim != 20008
value = 20008
ignorehitpause = 1

[State 20040, ヘルパーカメラ固定]
type = Screenbound       ;省略可、ヘルパーのカメラワークを設定します
trigger1 = ishelper(20040)
value = 0                ;0でカメラを追わないようにします
ignorehitpause = 1

[state 20040]
type = sprpriority
trigger1 = time = 1
value = 2

[state 20040]
type = nothitby
trigger1 = 1
value = SCA,NT,ST,H

[state 20040
type = PlaySnd
trigger1 = Time = 1
value = s612,0

[state 20040] 
type = HitDef
trigger1 = (gametime%10) = 0
attr = S, NA
damage = 40
animtype = hard
getpower = 40,20
givepower = 10,5
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-60
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = 3
airguard.velocity = -1.9,-.8
air.velocity = -2,-3
down.velocity = -2,-2
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44

[state 20040]
type = DestroySelf
trigger1 = animtime = 0
;trigger2 = movereversed

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

;-|蒼天ヘルパー|-----------------------------------------

[statedef 20050]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[state ]
type = ChangeAnim
trigger1 = anim != 20010
value = 20010
ignorehitpause = 1

[State 20050, ヘルパーカメラ固定]
type = Screenbound       ;省略可、ヘルパーのカメラワークを設定します
trigger1 = animelemtime(1) >= 0
value = 0                ;0でカメラを追わないようにします
ignorehitpause = 1

[state 20050]
type = sprpriority
trigger1 = animelemtime(1) >= 0
value = 2

[state 20050]
type = nothitby
trigger1 = animelemtime(1) >=0
value = SCA,NT,ST,H

[state 20050]
type = HitDef
triggerall = ishelper(20050)
trigger1 = root,PalNo = [1,8]
Trigger1 = animelemtime(1) = 20
attr = S, HT
hitflag = MAFD
priority = 1, Miss
pausetime = 0,0
sparkno = -1
sprpriority = 1
p1facing = ifelse(command = "holdback", -1, 1)
p2facing = 1 
p2stateno = 20111
fall = 1
guard.dist = 0 
ignorehitpause=1

[state 20050]
type = HitDef
triggerall = ishelper(20050)
Trigger1 = gametime%2
attr = A, NA
hitflag = MAFD
priority = 7, Miss
pausetime = 0,0
sparkno = -1
sprpriority = 1
fall = 1
guard.dist = 0 
ignorehitpause=1

[state 20050]
type = Projectile
trigger1 = root,Life <= 100
damage = 1000,1000
ProjAnim = 20010
Attr =  A,NA
HitFlag = MAFD
projremovetime = 20
offset = 0,0
projremove = 0
sparkno = -1
projhits = 1
IgnoreHitPause = 1
fall.damage = 99999999999999
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state 20050]
type = DestroySelf
trigger1 = animelemtime(1) = 200
ignorehitpause=1

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

;-|OTHK用敵ヘルパーステート|-----------------------------------------

[statedef 20052]

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[state 20052]
type = Projectile
trigger1 = ishelper
ProjAnim = var(0)
Attr =  C,NP
HitFlag = MAFD
p1stateno = var(1)
projremovetime = 20
offset = 0,0
IgnoreHitPause = 1

[state 20052]
type = DestroySelf
trigger1 = 1

;-|永続タゲ用ヘルパー|--------------------------

[Statedef 20060]
type = A
movetype = H
physics = N
juggle = 0
ctrl = 0
sprpriority = 0

[state 20060,デバッグ]
type = displaytoclipboard
trigger1 = ishelper
text = "var(50) = %d"
params = var(50)

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[state ]
type = ChangeAnim
trigger1 = anim != 20010
value = 20010
ignorehitpause = 1

[State 20060, 親の位置に固定]
type = BindToRoot
triggerall = numhelper(20060)
trigger1 = 1
time = 1
facing = 1
pos = 0, -130
ignorehitpause = 1

[State 20060, ヘルパーカメラ固定]
type = Screenbound       ;省略可、ヘルパーのカメラワークを設定します
trigger1 = ishelper(20060)
value = 0                ;0でカメラを追わないようにします
ignorehitpause = 1

[State 20060, ヘルパーコントロール不可]
type = Ctrlset           ;コントロール可否を設定します
triggerall = numhelper(20060)
trigger1 = ishelper(20060)
value = 0                ;0がコントロール不能です
ignorehitpause = 1

[state 20060]
type = nothitby
trigger1 = 1
value = SCA,NT,ST,H
ignorehitpause = 1

[state 20060]
type = TargetDrop
triggerall = NumTarget = 1
trigger1 = Target,IsHelper
ignorehitpause = 1

[State 20060]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,20
sparkno = S20011
hitsound = -1
p2stateno = 20070
ignorehitpause = 1

[state 20060]
type = sprpriority
trigger1 = time = 1
value = 2
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = PalNo = [7,12]
trigger1 = numhelper(20060)
trigger1 = var(11)
value = -15
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = numhelper(20060)
trigger1 = numhelper(20030)
value = -3
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = numhelper(20060)
trigger1 = numhelper(20041)
value = -3
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = numhelper(20060)
trigger1 = numhelper(20042)
value = -3
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = numhelper(20060)
trigger1 = numhelper(20044)
value = -3
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = numhelper(20060)
trigger1 = numhelper(20010)
value = -3
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = numhelper(20060)
trigger1 = numhelper(20020)
value = -3
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = numhelper(20060)
trigger1 = var(12)
trigger1 = root,PalNo = 12
value = -20
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = numhelper(20060)
trigger1 = root,anim = 40000
trigger1 = root,PalNo = 12
value = 99999999999999999999999
ignorehitpause = 1

[state -3]
type = TargetLifeAdd
trigger1 = numhelper(20060)
trigger1 = root,PalNo = [9,12]
trigger1 = roundstate = 3
value = 99999999999999999999999
ignorehitpause = 1

[State -2,敵本体stateno記憶]
type= null
triggerall = Ishelper
triggerall = numtarget
triggerall = target,stateno !=20111
triggerall = target,stateno !=20070
triggerall = target,stateno !=3000000
trigger1 = var(50):=target,stateno||1
IgnoreHitPause = 1

[state -3]
type = TargetState
triggerall = ishelper(20060)
triggerall = numhelper(20060)
triggerall = root,PalNo = 12
triggerall = root,anim = 30000
;triggerall = target,stateno != 20111
trigger1 = var(50)=[0,1000]
trigger2 = (var(50)=[1300,1301])||(var(50)=[1310,1311])||(var(50)=[1320,1321])||(var(50)=[1328,1329])||var(50)=5500||var(50)=5900
trigger3 = var(50)=20010||var(50)=20020||var(50)=20030||var(50)=20040||var(50)=20050||var(50)=20052||var(50)=20060||var(50)=20080||var(50)=20090||var(50)=20100||(var(50)=[20111,20112])||var(50)=20120||var(50)=20130||var(50)=20140||var(50)=20150
trigger4 = var(50)=20160||(var(50)=[20170,20171])||var(50)=20180||var(50)=1000000||var(50)=2000000||var(50)=50000||var(50)=60000||var(50)=70000||var(50)=80000
trigger5 = (var(50)=[5000,5001])||(var(50)=[5010,5011])||var(50)=5020||var(50)=5030||var(50)=5040||var(50)=5050||var(50)=5070||(var(50)=[5080,5081])||(var(50)=[5100,5101])||var(50)=5110||var(50)=5120||var(50)=5150||(var(50)=[5200,5201])||var(50)=5210
trigger6 = var(50)=1065||var(50)=1412||var(50)=1720||var(50)=3002||var(50)=6565||var(50)=10015||var(50)=10101||var(50)=11100||var(50)=12310||var(50)=18102||var(50)=22101||var(50)=22102||var(50)=24610||var(50)=44488||var(50)=44489
trigger7 = var(50)=50505||var(50)=51517||var(50)=126100||var(50)=169990||var(50)=301050||var(50)=310120||var(50)=313900||var(50)=649999||var(50)=2222222||var(50)=987654321
trigger8 = var(50)=2000||var(50)=2210||var(101550)||var(50000)
value = var(50)
ignorehitpause = 1

[state -2]
type = null
triggerall = ishelper
triggerall = numtarget
triggerall = root,PalNo = 12
triggerall = root,anim = 30000
triggerall = target,name!="G-tenko"
triggerall = target,stateno != 20111
trigger1 = ishelper
value = 20111
ignorehitpause = 1

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

;-|禍津日神ヘルパー|-----------------------------------------

[statedef 20080]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[state ]
type = ChangeAnim
trigger1 = anim != 20010
value = 20010
ignorehitpause = 1


[State 20080,毒スイッチ ]
type = Varset
trigger1 = var(12) = 0
var(12) = 1
ignorehitpause = 1

[State 20080, ヘルパーカメラ固定]
type = Screenbound       ;省略可、ヘルパーのカメラワークを設定します
trigger1 = ishelper(20080)
value = 0                ;0でカメラを追わないようにします
ignorehitpause = 1

[state 20080]
type = sprpriority
trigger1 = time = 1
value = 2

[state 20080]
type = nothitby
trigger1 = 1
value = SCA,NT,ST,H

[state 20080] 
type = HitDef
trigger1 = (gametime%20) = 0
attr = , NA
damage = 40
animtype = hard
getpower = 40,20
givepower = 10,5
hitflag = MAFD
priority = 4, Hit
pausetime = 0,0
numhits = 1
hitsound = 5,3
guardsound = 6,0
sparkno = S8000
sparkxy = -10,-6000
ground.type = low
fall = 1
ground.slidetime = 7
ground.hittime = 14
ground.velocity = -5
airguard.velocity = 0
air.velocity = 0
down.velocity = 0
fall.recovertime = 21
air.hittime = 15
air.type = High
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .44
fall.damage = 9999999999

[state 20080]
type = Projectile
trigger1 = (gametime%1) = 0
ProjAnim = 20010
Attr =  A,NT
HitFlag = MAFD
projremovetime = 20
sparkxy = -10,-6000
sparkno = S8000
offset = 0,0
projremove = 0
projhits = 1
IgnoreHitPause = 1
fall.damage = 99999999999999
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state 20080]
type = DestroySelf
trigger1 = animtime = 0

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

;-|混線ヘルパーステート|--------------------------
[Statedef 20090]

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1
[state 20090,デバッグ]
type = displaytoclipboard
trigger1 = Ishelper(200907)||Ishelper(200908)||Ishelper(200909)||Ishelper(2009000)||Ishelper(2009001)||Ishelper(200902)||Ishelper(200903)||Ishelper(200904)||Ishelper(200905)||Ishelper(200906)
text = "var(5) = %d,var(14) = %d,var(15) = %d,var(16) = %d"
params = var(5),var(14),var(15),var(16)
[State -3,デバック]
type = AppendToClipBoard
trigger1 = Ishelper(200907)||Ishelper(200908)||Ishelper(200909)||Ishelper(2009000)||Ishelper(2009001)||Ishelper(200902)||Ishelper(200903)||Ishelper(200904)||Ishelper(200905)||Ishelper(200906)
text = "\nvar(17) = %d,var(18) = %d,var(19) = %d,var(20) = %d"
params =  var(17),var(18),var(19),var(20)
ignorehitpause = 1
[state 20090,デバッグ]
type = displaytoclipboard
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
text = "var(15) = %d,var(16) = %d,var(17) = %d,var(18) = %d"
params = var(15),var(16),var(17),var(18)
ignorehitpause = 1
[State -3,デバック]
type = AppendToClipBoard
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
text = "\nvar(19) = %d,var(20) = %d,var(21) = %d,var(22) = %d"
params =  var(19),var(20),var(21),var(22)
ignorehitpause = 1
;-|gametime式ステ抜け変数探査用(実験用)|--------------------------------------------------------------------------------

[state 20090]
type = null
trigger1 = numtarget
trigger1 = var(14) := target,ID || 1
ignorehitpause = 1

[state 20090]
type = null
triggerall = !var(5)
trigger1 = var(5) := gametime || 1
ignorehitpause = 1

[state 20090]
type = varset
triggerall = var(5) = gametime
trigger1 = !var(6)
var(6) = playerID(var(14)),var(var(9))
ignorehitpause = 1

[state 20090]
type = varset
triggerall = var(5)
trigger1 = gametime = var(5)+1
var(7) = playerID(var(14)),var(var(9))
ignorehitpause = 1

[state 20090]
type = varset
triggerall = var(5)&&var(6)
trigger1 = gametime = var(5)+2
var(8) = playerID(var(14)),var(var(9))
ignorehitpause = 1

[state 20090]
type = null
triggerall = var(6)&&var(7)&&var(8)
trigger1 = var(10):=(var(8)-var(6)-(var(7)-var(6))*2)/2 || 1
trigger1 = var(11):=var(7)-var(10)*(var(5)+1)*(var(5)+1)-(var(6)-var(10)*var(5)*var(5))
trigger1 = var(12):=var(6)-var(10)*var(5)*var(5)-var(11)*var(5)
trigger1 = var(13):=var(9)
ignorehitpause = 1

[state 20090]
type = null
triggerall = var(5)
triggerall = var(10)||var(11)||var(12)||var(13)
triggerall = playerID(var(14)),var(var(13))!=var(10)*GameTime*GameTime+var(11)*GameTime+var(12)
trigger1 = var(5) := 0 || 1
trigger1 = var(6) := 0 || 1
trigger1 = var(7) := 0 || 1
trigger1 = var(8) := 0 || 1
trigger1 = var(9) := ifelse( var(9)<59, var(9)+1, 0) || 1
trigger1 = var(10) := 0 || 1
trigger1 = var(11) := 0 || 1
trigger1 = var(12) := 0 || 1
trigger1 = var(13) := 0 || 1
ignorehitpause = 1

[State 20090]
type = null
triggerall = var(5)
triggerall = GameTime = var(5)+1
triggerall = var(6) = var(7)
trigger1 = var(5) := 0 || 1
trigger1 = var(6) := 0 || 1
trigger1 = var(7) := 0 || 1
trigger1 = var(8) := 0 || 1
trigger1 = var(9) := ifelse( var(9)<59, var(9)+1, 0) || 1
ignorehitpause = 1

[state 20090]
type = null
triggerall = var(10)||var(11)||var(12)||var(13)
triggerall = (var(15)=0)&&(var(16)=0)&&(var(17)=0)&&(var(18)=0)
trigger1 = var(15) := var(10) || 1
trigger1 = var(16) := var(11) || 1
trigger1 = var(17) := var(12) || 1
trigger1 = var(18) := var(13) || 1
ignorehitpause = 1

[state 20090]
type = null
triggerall = var(10)||var(11)||var(12)||var(13)
triggerall = var(15)||var(16)||var(17)||var(18)
triggerall = var(10)!=var(15)&&var(11)!=var(16)||var(12)!=var(17)||var(13)!=var(18)
trigger1 = var(19) := var(10) || 1
trigger1 = var(20) := var(11) || 1
trigger1 = var(21) := var(12) || 1
trigger1 = var(22) := var(13) || 1
ignorehitpause = 1

;-------------------------------------------------------------------------------------------
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = gametime%10 = 0
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
var(4) = 890106
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
var(10) = 315
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = gametime%10 = 0
triggerall = roundstate = 2
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
var(23) = -1+random%2
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
var(50) =gametime+1298391829841
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
var(58) = 1000+random
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = gametime%301 > 150
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
var(var(18))=(gametime+1)*(gametime+1)*var(15)+(gametime+1)*var(16)+var(17)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = gametime%301 <= 150
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
var(var(22))=(gametime+1)*(gametime+1)*var(19)+(gametime+1)*var(20)+var(21)
ignorehitpause = 1

[state ]
type = Varrangeset
triggerall = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
trigger1 = (sysvar(0)&1)
trigger2 = gametime%1000 = 0
trigger3 = !PlayerIDExist( Parent,ID )
first = 38
Last = 45
value = 0
ignorehitpause = 1
[State ]
type = VarSet
trigger1 = !PlayerIDExist( Parent,ID )
trigger2 = Parent,Name = "G-tenko"
trigger2 = Parent,TeamSide = TeamSide
sysvar(0) = (sysvar(0)&(1^-1))
ignorehitpause = 1
[State ]
type = VarSet
triggerall=PlayerIDExist( Parent,ID )
trigger1=!sysvar(1)
trigger1=Parent,Name = "G-tenko"
trigger1=Parent,TeamSide  = TeamSide
trigger2=(sysvar(0)&1)
trigger2=Parent,TeamSide != TeamSide
sysvar(1)=Parent,ID
ignorehitpause = 1
[State -3, ヘルパー上限数記憶]
type = Varset
trigger1 = ishelper
var(30)=56
ignorehitpause = 1
[State -3, 試合凍結回避用変数]
type = Varset
trigger1 = ishelper
var(31) = numhelper
ignorehitpause = 1
[State -3, 試合凍結回避用変数]
type = Varset
trigger1 = ishelper
var(32) = enemy(0),numhelper
ignorehitpause = 1
[State -3, 試合凍結回避用変数]
type = Varset
trigger1 = ishelper
var(33) = enemy(1),numhelper
ignorehitpause = 1
[State -3, 試合凍結回避用変数]
type = Varset
trigger1 = ishelper
var(34) = partner,numhelper
ignorehitpause = 1
[State ]
type = Statetypeset
triggerall = numtarget = 0
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
trigger1 = ishelper
statetype = A
movetype = A
physics = N
ignorehitpause = 1
[State ]
type = Statetypeset
triggerall = numtarget < 2
trigger1 = Ishelper(200907)||Ishelper(200908)||Ishelper(200909)||Ishelper(2009000)||Ishelper(2009001)
trigger1 = ishelper
statetype = A
movetype = A
physics = N
ignorehitpause = 1
[State ]
type = Statetypeset
triggerall = numtarget < 3
trigger1 = Ishelper(200902)||Ishelper(200903)||Ishelper(200904)||Ishelper(200905)||Ishelper(200906)
trigger1 = ishelper
statetype = A
movetype = A
physics = N
ignorehitpause = 1
[State 20090]
type = Screenbound
trigger1 = ishelper
value = 0
ignorehitpause = 1
[state ]
type = ChangeAnim
trigger1 = ishelper
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
trigger1 = anim != 20020
trigger1 = numtarget <1
value = 20020
ignorehitpause = 1
[state ]
type = ChangeAnim
trigger1=ishelper
trigger1=Ishelper(200907)||Ishelper(200908)||Ishelper(200909)||Ishelper(2009000)||Ishelper(2009001)
trigger1=anim != 20020
trigger1=numtarget <2
value = 20020
ignorehitpause = 1
[state ]
type = ChangeAnim
trigger1 = ishelper
trigger1 = Ishelper(200902)||Ishelper(200903)||Ishelper(200904)||Ishelper(200905)||Ishelper(200906)
trigger1 = anim != 20020
trigger1 = numtarget <3
value = 20020
ignorehitpause = 1
[State 20090]
type = posset
triggerall = roundstate < 2
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)
x = root,pos x
y = (-ishelper(20090)*10 -ishelper(20091)*20 -ishelper(20092)*30 -ishelper(20093)*40 -ishelper(20094)*50 -ishelper(20095)*60 -ishelper(20096)*70 -ishelper(20097)*80 -ishelper(20098)*90 -ishelper(20099)*100)-10000000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 20090]
type = posset
triggerall = roundstate < 2
trigger1 = Ishelper(200900)||Ishelper(200901)||Ishelper(200902)||Ishelper(200903)||Ishelper(200904)||Ishelper(200905)||Ishelper(200906)||Ishelper(200907)||Ishelper(200908)||Ishelper(200909)
x = root,pos x-30
y = (-ishelper(200900)*10 -ishelper(200901)*20 -ishelper(200902)*30 -ishelper(200903)*40 -ishelper(200904)*50 -ishelper(200905)*60 -ishelper(200906)*70 -ishelper(200907)*80 -ishelper(200908)*90 -ishelper(200909)*100)-10000000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 20090]
type = posset
triggerall = roundstate < 2
trigger1 = Ishelper(2009000)||Ishelper(2009001)
x = root,pos x-60
y = (-ishelper(2009000)*10 -ishelper(2009001)*20)-10000000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 20090]
type = posset
triggerall = roundstate >= 2
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||Ishelper(200900)||Ishelper(200901)
x = root,pos x-30
y = -ishelper(20090)*10 -ishelper(20091)*20 -ishelper(20092)*30 -ishelper(20093)*40 -ishelper(20094)*50 -ishelper(20095)*60 -ishelper(20096)*70 -ishelper(20097)*80 -ishelper(20098)*90 -ishelper(20099)*100 -ishelper(200900)*110 -ishelper(200901)*120
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 20090]
type = posset
triggerall = roundstate >= 2
trigger1 = Ishelper(200902)||Ishelper(200903)||Ishelper(200904)||Ishelper(200905)||Ishelper(200906)||Ishelper(200907)||Ishelper(200908)||Ishelper(200909)||Ishelper(2009000)||Ishelper(2009001)
x = root,pos x
y = -ishelper(200902)*30 -ishelper(200903)*40 -ishelper(200904)*50 -ishelper(200905)*60 -ishelper(200906)*70 -ishelper(200907)*80 -ishelper(200908)*90 -ishelper(200909)*100 -ishelper(2009000)*110 -ishelper(2009001)*120
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999
[State 20090]
type = nothitby
trigger1 = ishelper
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
[State 20090]
type = HitDef
triggerall = ishelper
triggerall = numtarget = 0
trigger1 = ishelper(20090)||ishelper(20091)||ishelper(20092)||ishelper(20093)||ishelper(20094)||ishelper(20095)||ishelper(20096)||ishelper(20097)||ishelper(20098)||ishelper(20099)||ishelper(200900)||ishelper(200901)
attr = , SP
animtype  = Hard
damage    = 0
priority  = 999999
hitflag = MAFPDL
guardflag = 
pausetime = 0,0
sparkxy = 0,0
sparkno = S20011
hitsound   = -1
guardsound = -1
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0,0
hitonce = 1
affectteam = f
p2stateno=20110
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
[State 20090]
type = HitDef
triggerall = ishelper
triggerall = numtarget < 2
trigger1 = Ishelper(200907)||Ishelper(200908)||Ishelper(200909)||Ishelper(2009000)||Ishelper(2009001)
attr = , SP
animtype  = Hard
damage    = 0
priority  = 999999
hitflag = MAFPDL
guardflag = 
pausetime = 0,0
sparkxy = 0,0
sparkno = S20011
hitsound   = -1
guardsound = -1
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0,0
affectteam = f
p2stateno=20110
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
[State 20090]
type = HitDef
triggerall = ishelper
triggerall = numtarget < 3
trigger1 = Ishelper(200902)||Ishelper(200903)||Ishelper(200904)||Ishelper(200905)||Ishelper(200906)
attr = , SP
animtype  = Hard
damage    = 0
priority  = 999999
hitflag = MAFPDL
guardflag = 
pausetime = 0,0
sparkxy = 0,0
sparkno = S20011
hitsound   = -1
guardsound = -1
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0,0
affectteam = f
p2stateno=20110
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
[State ]
type = Statetypeset
trigger1 = !(sysvar(0)&1)
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
trigger1 = PlayerIDExist( Parent,ID )
trigger1 = !hitpausetime
statetype = A
movetype = A
physics = N
ignorehitpause = 1
[state ]
type = ChangeAnim
trigger1 = !(sysvar(0)&1)
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
trigger1 = PlayerIDExist( Parent,ID )
trigger1 = !hitpausetime
trigger1 = anim != 20020
value = 20020
ignorehitpause = 1
[State 20090]
type = posset
trigger1 = PlayerIDExist( Parent,ID )
trigger1 = ishelper(20090)||ishelper(20091)||ishelper(20092)||ishelper(20093)||ishelper(20094)||ishelper(20095)||ishelper(20096)||ishelper(20097)||ishelper(20098)||ishelper(20099)||ishelper(200900)||ishelper(200901)
trigger1 = !(sysvar(0)&1)
trigger1 = !hitpausetime
trigger1 = numtarget = 1
x = root,pos x
y = -2999500
ignorehitpause = 1
[State 20090]
type = hitdef
triggerall = var(59) := 0 || 1
trigger1 = PlayerIDExist( Parent,ID )
trigger1 = ishelper(20090)||ishelper(20091)||ishelper(20092)||ishelper(20093)||ishelper(20094)||ishelper(20095)||ishelper(20096)||ishelper(20097)||ishelper(20098)||ishelper(20099)||ishelper(200900)||ishelper(200901)
trigger1 = !(sysvar(0)&1)
trigger1 = !hitpausetime
trigger1 = var(59) := 1
attr = , SP
animtype  = Hard
damage    = 0
priority  = 999999
hitflag = MAFPDL
guardflag = 
pausetime = 256*256*256,0
sparkxy = 0,0
sparkno = S20011
hitsound   = -1
guardsound = -1
hitonce = 1
affectteam = f
ignorehitpause = 1
[State ]
type = Null
triggerall = PlayerIDExist(Parent,ID)
triggerall = Parent,TeamSide!=TeamSide
trigger1 = var(38) := floor(sysvar(1)/256)||1
trigger1 = var(39) := (sysvar(1)%256)||1
trigger1 = var(40) := floor(Parent,ID/256)||1
trigger1 = var(41) := (Parent,ID%256)||1
ignorehitpause = 1
[State ]
type = Null
triggerall = PlayerIDExist( Parent,ID )
triggerall = Parent,TeamSide != TeamSide
trigger1 = var(40) >  var(38)
trigger1 = var(42) := 128-(var(40)-var(38))
trigger2 = var(40) <= var(38)
trigger2 = var(42) := var(38)-var(40)
ignorehitpause = 1
[State ]
type = Null
triggerall = PlayerIDExist( Parent,ID )
triggerall = Parent,TeamSide != TeamSide
trigger1 = var(41) >  var(39)
trigger1 = var(43) := 128-(var(41)-var(39))
trigger2 = var(41) <= var(39)
trigger2 = var(43) := var(39)-var(41)
ignorehitpause = 1
[State ]
type = changestate
triggerall = PlayerIDExist( Parent,ID )
triggerall = TeamSide = 1
triggerall = Parent,TeamSide != TeamSide
triggerall = hitpausetime
triggerall = !(sysvar(0)&1)
triggerall = var(44) <= 2000
trigger1 = var(42) = [0,128]
trigger1 = var(43) = [0,128]
trigger1 = var(45) := 0 || 1
value = 90000
ignorehitpause = 1
[State ]
type = Statetypeset
triggerall = numtarget = 1
trigger1 = ishelper
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
statetype = A
movetype = I
physics = N
ignorehitpause = 1
[State ]
type = Statetypeset
triggerall = numtarget = 2
trigger1 = ishelper
trigger1 = Ishelper(200907)||Ishelper(200908)||Ishelper(200909)||Ishelper(2009000)||Ishelper(2009001)
statetype = A
movetype = I
physics = N
ignorehitpause = 1
[State ]
type = Statetypeset
triggerall = numtarget = 3
trigger1 = ishelper
trigger1 = Ishelper(200902)||Ishelper(200903)||Ishelper(200904)||Ishelper(200905)||Ishelper(200906)
statetype = A
movetype = I
physics = N
ignorehitpause = 1
[state ]
type = ChangeAnim
trigger1 = ishelper
trigger1 = Ishelper(20090)||Ishelper(20091)||Ishelper(20092)||Ishelper(20093)||Ishelper(20094)||Ishelper(20095)||Ishelper(20096)||Ishelper(20097)||Ishelper(20098)||Ishelper(20099)||ishelper(200900)||ishelper(200901)
trigger1 = anim != 20011
trigger1 = numtarget >= 1
value = 20011
ignorehitpause = 1
[state ]
type = ChangeAnim
trigger1 = ishelper
trigger1 =  Ishelper(200907)||Ishelper(200908)||Ishelper(200909)||Ishelper(2009000)||Ishelper(2009001)
trigger1 = anim != 20011
trigger1 = numtarget >= 2
value = 20011
ignorehitpause = 1
[state ]
type = ChangeAnim
trigger1 = ishelper
trigger1 =  Ishelper(200902)||Ishelper(200903)||Ishelper(200904)||Ishelper(200905)||Ishelper(200906)
trigger1 = anim != 20011
trigger1 = numtarget >= 3
value = 20011
ignorehitpause = 1
[State , みらくる式アニメ記憶]
type = Parentvarset
triggerall = Ishelper(200902)||Ishelper(200903)||Ishelper(200904)||Ishelper(200905)||Ishelper(200906)||Ishelper(200907)||Ishelper(200908)||Ishelper(200909)||Ishelper(2009000)||Ishelper(2009001)
triggerall = numtarget
triggerall = target,time
triggerall = target,ishelper
triggerall = target,var(2)
trigger1 = target,stateno = 20111
var(40) = target,var(2)
ignorehitpause = 1
[state -2,当たり判定anim探査]
type = Parentvarset
triggerall = Ishelper(200902)||Ishelper(200903)||Ishelper(200904)||Ishelper(200905)||Ishelper(200906)||Ishelper(200907)||Ishelper(200908)||Ishelper(200909)||Ishelper(2009000)||Ishelper(2009001)
triggerall = numtarget
trigger1 = target,gethitvar(damage)
trigger1 = target,var(5)
var(46) = target,var(5)
ignorehitpause = 1
[state 20090,ID記憶]
type = varset
trigger1 = ishelper
trigger1 = numtarget
trigger1 = target,name != "G-tenko"
var(1) = target,id
ignorehitpause = 1
[state 20090,ヘルパーID探索]
type = null
trigger1 = ishelper
triggerall = numtarget
triggerall = target,name != "G-tenko"
triggerall = var(1) = target,id
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger1 = (var(3):=var(3)+1)*0 || (target,ishelper(var(3)))=0
trigger2 = (target,ishelper(var(3)))=1
trigger2 = var(2):=var(3)
ignorehitpause = 1
[state 20090,ヘルパーIDを習得できたかどうか判断してvarに格納]
type = null
triggerall = var(2) != [0,1]
trigger1 = ishelper(20090)
trigger1 = var(4):=var(2)||1
trigger2 = ishelper(20091)
trigger2 = var(4):=var(2)||1
trigger3 = ishelper(20092)
trigger3 = var(4):=var(2)||1
trigger4 = ishelper(20093)
trigger4 = var(4):=var(2)||1
trigger5 = ishelper(20094)
trigger5 = var(4):=var(2)||1
trigger6 = ishelper(20095)
trigger6 = var(4):=var(2)||1
trigger7 = ishelper(20096)
trigger7 = var(4):=var(2)||1
trigger8 = ishelper(20097)
trigger8 = var(4):=var(2)||1
trigger9 = ishelper(20098)
trigger9 = var(4):=var(2)||1
trigger10 = ishelper(20099)
trigger10 = var(4):=var(2)||1
trigger11 = ishelper(200900)
trigger11 = var(4):=var(2)||1
trigger12 = ishelper(200901)
trigger12 = var(4):=var(2)||1
trigger13 = ishelper(200902)
trigger13 = var(4):=var(2)||1
trigger14 = ishelper(200903)
trigger14 = var(4):=var(2)||1
trigger15 = ishelper(200904)
trigger15 = var(4):=var(2)||1
trigger16 = ishelper(200905)
trigger16 = var(4):=var(2)||1
trigger17 = ishelper(200906)
trigger17 = var(4):=var(2)||1
trigger18 = ishelper(200907)
trigger18 = var(4):=var(2)||1
trigger19 = ishelper(200908)
trigger19 = var(4):=var(2)||1
trigger20 = ishelper(200909)
trigger20 = var(4):=var(2)||1
trigger21 = ishelper(2009000)
trigger21 = var(4):=var(2)||1
trigger22 = ishelper(2009001)
trigger22 = var(4):=var(2)||1
trigger23 = ishelper(2009002)
trigger23 = var(4):=var(2)||1
trigger24 = ishelper(2009003)
trigger24 = var(4):=var(2)||1
ignorehitpause = 1
[state -2,hitdef探査]
type = null
triggerall = ishelper
trigger1 = target,HitDefAttr = SAC,NA,SA,HA,NT,ST,HT,NP,SP,HP
trigger1 = target,stateno != 20111
trigger1 = target,stateno != 20070
trigger1 = target,stateno != 20120
trigger1 = target,stateno != 5150
trigger1 = var(28) = 0
trigger1 = var(28):=target,stateno||1
IgnoreHitPause = 1
[State -2,敵ヘルパーstateno記憶]
type= null
triggerall = Ishelper
triggerall = target,stateno !=20111
trigger1 = var(50):=target,stateno||1
IgnoreHitPause = 1
;-|利用型探査用記述(実験用)|--------------------------------------------------------------------------------
;[state -2]
;type = null
;triggerall = ishelper
;triggerall = numtarget
;triggerall = target,ishelper(6000000)
;triggerall = var(35) = 0
;trigger1 = target,life < 2 || target,alive = 0
;trigger1 = (var(35):=target,stateno) || 1
;IgnoreHitPause = 1
;[state -2]
;type = null
;triggerall = ishelper
;triggerall = numtarget
;triggerall = target,ishelper(6000000)
;trigger1 = (var(37):=target,hitpausetime) || 1
;IgnoreHitPause = 1
;[state -2]
;type = varset
;triggerall = ishelper
;triggerall = numtarget
;triggerall = target,ishelper(6000000)
;trigger1 = ishelper(200907)&&var(37)!=helper(20094),var(37)
;trigger2 = ishelper(200908)&&var(37)!=helper(20095),var(37)
;trigger3 = ishelper(200909)&&var(37)!=helper(20096),var(37)
;trigger4 = ishelper(2009000)&&var(37)!=helper(20097),var(37)
;trigger5 = ishelper(2009001)&&var(37)!=helper(20098),var(37)
;trigger6 = ishelper(2009002)&&var(37)!=helper(20099),var(37)
;var(38) = 1
;IgnoreHitPause = 1
;[state -2]
;type = varadd
;triggerall = (ishelper(20092))||(ishelper(20093))||(ishelper(20094))||(ishelper(20095))||(ishelper(20096))||(ishelper(20097))||(ishelper(20098))||(ishelper(20099))
;triggerall = numtarget
;trigger1 = target,ishelper(6000000)
;trigger1 = target,stateno != 183654729
;trigger1 = var(35) = 0
;var(36) = 1
;IgnoreHitPause = 1
;[state ガーステ、死亡ステ飛ばし]
;type = null
;triggerall = (ishelper(20092))||(ishelper(20093))||(ishelper(20094))||(ishelper(20095))||(ishelper(20096))||(ishelper(20097))||(ishelper(20098))||(ishelper(20099))
;triggerall = numtarget
;triggerall = target,ishelper(6000000)
;trigger1 = var(36) = 120
;trigger1 = var(36) := var(36) + 50
;trigger2 = var(36) = 5000
;trigger2 = var(36) := var(36) + 500
;ignorehitpause = 1
;[state -2]
;type = ParentVarSet
;triggerall = (ishelper(20092))||(ishelper(20093))||(ishelper(20094))||(ishelper(20095))||(ishelper(20096))||(ishelper(20097))||(ishelper(20098))||(ishelper(20099))
;triggerall = numtarget
;trigger1 = target,ishelper(6000000)
;trigger1 = target,stateno != 183654729
;var(47) = var(36)
;IgnoreHitPause = 1
;[state -2]
;type = ParentVarSet
;triggerall = Ishelper(200902)||Ishelper(200903)||Ishelper(200904)||Ishelper(200905)||Ishelper(200906)||Ishelper(200907)||Ishelper(200908)||Ishelper(200909)||Ishelper(2009000)||Ishelper(2009001)
;triggerall = numtarget
;trigger1 = target,ishelper(6000000)
;trigger1 = var(38) = 0
;fvar(10) = var(35)
;IgnoreHitPause = 1
;[state -2,利用型探査]
;type = targetstate
;triggerall = (ishelper(20092))||(ishelper(20093))||(ishelper(20094))||(ishelper(20095))||(ishelper(20096))||(ishelper(20097))||(ishelper(20098))||(ishelper(20099))
;triggerall = numtarget
;trigger1 = target,ishelper(6000000)
;trigger1 = target,stateno != 183654729
;value = 183654729
;ignorehitpause = 1
;----------------------------------------------------------------------------------------------------------
[state -2,偽装用ヘルパータゲステ]
type = targetstate
triggerall = ishelper
triggerall = roundstate = 2
triggerall = numtarget
triggerall = target,name!="G-tenko"
trigger1 = ishelper(20090)||ishelper(20091)
value = 20112
ignorehitpause = 1
[state -2,混線タゲステ1邪眼キラー範囲外]
type = targetstate
triggerall = ishelper
triggerall = numtarget
triggerall = target,name!="G-tenko"
triggerall = enemy,name != "Phantom Mizuchi JP"
triggerall = !target,ishelper(6000000)
triggerall = !target,ishelper(7000000)
triggerall = target,stateno != 20111
triggerall = (root,Life < 500) || ((roundstate = [0,1]) && (root,time <= 500)) || ((gametime%50)=0)&&(root,var(0)<=300)
triggerall = ishelper(20092)||ishelper(20093)||ishelper(20094)||ishelper(20095)||ishelper(20096)||ishelper(20097)||ishelper(20098)||ishelper(20099)
trigger1 = !(var(50)=[0,1000])
trigger2 = !((var(50)=[1300,1301])||(var(50)=[1310,1311])||(var(50)=[1320,1321])||(var(50)=[1328,1329])||var(50)=5500||var(50)=5900)
trigger3 = !(var(50)=20010||var(50)=20020||var(50)=20030||var(50)=20040||var(50)=20050||var(50)=20052||var(50)=20060||var(50)=20080||var(50)=20090||var(50)=20100||(var(50)=[20111,20112])||var(50)=20120||var(50)=20130||var(50)=20140||var(50)=20150)
trigger4 = !(var(50)=20160||(var(50)=[20170,20171])||var(50)=20180||var(50)=1000000||var(50)=2000000||var(50)=50000||var(50)=60000||var(50)=70000||var(50)=80000)
trigger5 = !((var(50)=[5000,5001])||(var(50)=[5010,5011])||var(50)=5020||var(50)=5030||var(50)=5040||var(50)=5050||var(50)=5070||(var(50)=[5080,5081])||(var(50)=[5100,5101])||var(50)=5110||var(50)=5120||var(50)=5150||(var(50)=[5200,5201])||var(50)=5210)
trigger6 = !(var(50)=1065||var(50)=1412||var(50)=1720||var(50)=3002||var(50)=6565||var(50)=10015||var(50)=10101||var(50)=11100||var(50)=12310||var(50)=18102||var(50)=22101||var(50)=22102||var(50)=24610||var(50)=44488||var(50)=44489)
trigger7 = !(var(50)=50505||var(50)=51517||var(50)=126100||var(50)=169990||var(50)=301050||var(50)=310120||var(50)=313900||var(50)=649999||var(50)=2222222||var(50)=987654321)
trigger8 = !(var(50)=2000||var(50)=2210||var(50)=101550||var(50)=50000||var(50)=51515)||var(50)=800000
value = 20111
ignorehitpause = 1
[state -2,混線タゲステ1邪眼キラー範囲]
type = targetstate
triggerall = ishelper
triggerall = numtarget
triggerall = target,name!="G-tenko"
triggerall = enemy,name != "Phantom Mizuchi JP"
triggerall = !target,ishelper(6000000)
triggerall = !target,ishelper(7000000)
triggerall = (20092)||ishelper(20093)||ishelper(20094)||ishelper(20095)||ishelper(20096)||ishelper(20097)||ishelper(20098)||ishelper(20099)
trigger1 = var(50)=[0,1000]
trigger2 = (var(50)=[1300,1301])||(var(50)=[1310,1311])||(var(50)=[1320,1321])||(var(50)=[1328,1329])||var(50)=5500||var(50)=5900
trigger3 = var(50)=20010||var(50)=20020||var(50)=20030||var(50)=20040||var(50)=20050||var(50)=20052||var(50)=20060||var(50)=20080||var(50)=20090||var(50)=20100||(var(50)=[20111,20112])||var(50)=20120||var(50)=20130||var(50)=20140||var(50)=20150
trigger4 = var(50)=20160||(var(50)=[20170,20171])||var(50)=20180||var(50)=1000000||var(50)=2000000||var(50)=50000||var(50)=60000||var(50)=70000||var(50)=80000
trigger5 = (var(50)=[5000,5001])||(var(50)=[5010,5011])||var(50)=5020||var(50)=5030||var(50)=5040||var(50)=5050||var(50)=5070||(var(50)=[5080,5081])||(var(50)=[5100,5101])||var(50)=5110||var(50)=5120||var(50)=5150||(var(50)=[5200,5201])||var(50)=5210
trigger6 = var(50)=1065||var(50)=1412||var(50)=1720||var(50)=3002||var(50)=6565||var(50)=10015||var(50)=10101||var(50)=11100||var(50)=12310||var(50)=18102||var(50)=22101||var(50)=22102||var(50)=24610||var(50)=44488||var(50)=44489
trigger7 = var(50)=50505||var(50)=51517||var(50)=126100||var(50)=169990||var(50)=301050||var(50)=310120||var(50)=313900||var(50)=649999||var(50)=2222222||var(50)=987654321
trigger8 = var(50)=2000||var(50)=2210||var(50)=101550||var(50)=50000||var(50)=51515||var(50)=800000
value = var(50)
ignorehitpause = 1
[state -2,混線タゲステ2邪眼キラー範囲外]
type = targetstate
triggerall = ishelper
triggerall = numtarget
triggerall = target,name!="G-tenko"
triggerall = enemy,name != "Phantom Mizuchi JP"
triggerall = !target,ishelper(6000000)
triggerall = !target,ishelper(7000000)
triggerall = target,stateno != 20111
triggerall = (root,Life < 300) || ((roundstate = [0,1]) && (root,time <= 500)) || ((gametime%150 = 0) && 48<=var(31)+var(32)+var(33)+var(34)) || ((gametime%1000) = 0)
triggerall = ishelper(200900)||ishelper(200901)||ishelper(200902)||ishelper(200903)||ishelper(200904)||ishelper(200905)||ishelper(200906)||ishelper(200907)||ishelper(200908)||ishelper(200909)
trigger1 = !(var(50)=[0,1000])
trigger2 = !((var(50)=[1300,1301])||(var(50)=[1310,1311])||(var(50)=[1320,1321])||(var(50)=[1328,1329])||var(50)=5500||var(50)=5900)
trigger3 = !(var(50)=20010||var(50)=20020||var(50)=20030||var(50)=20040||var(50)=20050||var(50)=20052||var(50)=20060||var(50)=20080||var(50)=20090||var(50)=20100||(var(50)=[20111,20112])||var(50)=20120||var(50)=20130||var(50)=20140||var(50)=20150)
trigger4 = !(var(50)=20160||(var(50)=[20170,20171])||var(50)=20180||var(50)=1000000||var(50)=2000000||var(50)=50000||var(50)=60000||var(50)=70000||var(50)=80000)
trigger5 = !((var(50)=[5000,5001])||(var(50)=[5010,5011])||var(50)=5020||var(50)=5030||var(50)=5040||var(50)=5050||var(50)=5070||(var(50)=[5080,5081])||(var(50)=[5100,5101])||var(50)=5110||var(50)=5120||var(50)=5150||(var(50)=[5200,5201])||var(50)=5210)
trigger6 = !(var(50)=1065||var(50)=1412||var(50)=1720||var(50)=3002||var(50)=6565||var(50)=10015||var(50)=10101||var(50)=11100||var(50)=12310||var(50)=18102||var(50)=22101||var(50)=22102||var(50)=24610||var(50)=44488||var(50)=44489)
trigger7 = !(var(50)=50505||var(50)=51517||var(50)=126100||var(50)=169990||var(50)=301050||var(50)=310120||var(50)=313900||var(50)=649999||var(50)=2222222||var(50)=987654321)
trigger8 = !(var(50)=2000||var(50)=2210||var(50)=101550||var(50)=50000||var(50)=51515)||var(50)=800000
value = 20111
ignorehitpause = 1
[state -2,混線タゲステ2邪眼キラー範囲]
type = targetstate
triggerall = ishelper
triggerall = numtarget
triggerall = target,name!="G-tenko"
triggerall = enemy,name != "Phantom Mizuchi JP"
triggerall = !target,ishelper(6000000)
triggerall = !target,ishelper(7000000)
triggerall = (root,Life < 300) || ((roundstate = [0,1]) && (root,time <= 500)) || ((gametime%150 = 0) && 48<=var(31)+var(32)+var(33)+var(34)) || ((gametime%1000) = 0)
triggerall = ishelper(200900)||ishelper(200901)||ishelper(200902)||ishelper(200903)||ishelper(200904)||ishelper(200905)||ishelper(200906)||ishelper(200907)||ishelper(200908)||ishelper(200909)
trigger1 = var(50)=[0,1000]
trigger2 = (var(50)=[1300,1301])||(var(50)=[1310,1311])||(var(50)=[1320,1321])||(var(50)=[1328,1329])||var(50)=5500||var(50)=5900
trigger3 = var(50)=20010||var(50)=20020||var(50)=20030||var(50)=20040||var(50)=20050||var(50)=20052||var(50)=20060||var(50)=20080||var(50)=20090||var(50)=20100||(var(50)=[20111,20112])||var(50)=20120||var(50)=20130||var(50)=20140||var(50)=20150
trigger4 = var(50)=20160||(var(50)=[20170,20171])||var(50)=20180||var(50)=1000000||var(50)=2000000||var(50)=50000||var(50)=60000||var(50)=70000||var(50)=80000
trigger5 = (var(50)=[5000,5001])||(var(50)=[5010,5011])||var(50)=5020||var(50)=5030||var(50)=5040||var(50)=5050||var(50)=5070||(var(50)=[5080,5081])||(var(50)=[5100,5101])||var(50)=5110||var(50)=5120||var(50)=5150||(var(50)=[5200,5201])||var(50)=5210
trigger6 = var(50)=1065||var(50)=1412||var(50)=1720||var(50)=3002||var(50)=6565||var(50)=10015||var(50)=10101||var(50)=11100||var(50)=12310||var(50)=18102||var(50)=22101||var(50)=22102||var(50)=24610||var(50)=44488||var(50)=44489
trigger7 = var(50)=50505||var(50)=51517||var(50)=126100||var(50)=169990||var(50)=301050||var(50)=310120||var(50)=313900||var(50)=649999||var(50)=2222222||var(50)=987654321
trigger8 = var(50)=2000||var(50)=2210||var(50)=101550||var(50)=50000||var(50)=51515||var(50)=800000
value = var(50)
ignorehitpause = 1
[state -2,混線タゲステ3邪眼キラー範囲外]
type = targetstate
triggerall = ishelper
triggerall = numtarget
triggerall = target,name!="G-tenko"
triggerall = enemy,name != "Phantom Mizuchi JP"
triggerall = !target,ishelper(6000000)
triggerall = !target,ishelper(7000000)
triggerall = target,stateno != 20111
triggerall = (root,Life < 100) || ((gametime%150 = 0) && 54<=var(31)+var(32)+var(33)+var(34)) || ((gametime%1000) = 0)
triggerall = ishelper(2009000)||ishelper(2009001)
trigger1 = !(var(50)=[0,1000])
trigger2 = !((var(50)=[1300,1301])||(var(50)=[1310,1311])||(var(50)=[1320,1321])||(var(50)=[1328,1329])||var(50)=5500||var(50)=5900)
trigger3 = !(var(50)=20010||var(50)=20020||var(50)=20030||var(50)=20040||var(50)=20050||var(50)=20052||var(50)=20060||var(50)=20080||var(50)=20090||var(50)=20100||(var(50)=[20111,20112])||var(50)=20120||var(50)=20130||var(50)=20140||var(50)=20150)
trigger4 = !(var(50)=20160||(var(50)=[20170,20171])||var(50)=20180||var(50)=1000000||var(50)=2000000||var(50)=50000||var(50)=60000||var(50)=70000||var(50)=80000)
trigger5 = !((var(50)=[5000,5001])||(var(50)=[5010,5011])||var(50)=5020||var(50)=5030||var(50)=5040||var(50)=5050||var(50)=5070||(var(50)=[5080,5081])||(var(50)=[5100,5101])||var(50)=5110||var(50)=5120||var(50)=5150||(var(50)=[5200,5201])||var(50)=5210)
trigger6 = !(var(50)=1065||var(50)=1412||var(50)=1720||var(50)=3002||var(50)=6565||var(50)=10015||var(50)=10101||var(50)=11100||var(50)=12310||var(50)=18102||var(50)=22101||var(50)=22102||var(50)=24610||var(50)=44488||var(50)=44489)
trigger7 = !(var(50)=50505||var(50)=51517||var(50)=126100||var(50)=169990||var(50)=301050||var(50)=310120||var(50)=313900||var(50)=649999||var(50)=2222222||var(50)=987654321)
trigger8 = !(var(50)=2000||var(50)=2210||var(50)=101550||var(50)=50000||var(50)=51515)||var(50)=800000
value = 20111
ignorehitpause = 1
[state -2,混線タゲステ3邪眼キラー範囲]
type = targetstate
triggerall = ishelper
triggerall = numtarget
triggerall = target,name!="G-tenko"
triggerall = enemy,name != "Phantom Mizuchi JP"
triggerall = !target,ishelper(6000000)
triggerall = !target,ishelper(7000000)
triggerall = (root,Life < 100) || ((gametime%150 = 0) && 54<=var(31)+var(32)+var(33)+var(34)) || ((gametime%1000) = 0)
triggerall = ishelper(2009000)||ishelper(2009001)
trigger1 = var(50)=[0,1000]
trigger2 = (var(50)=[1300,1301])||(var(50)=[1310,1311])||(var(50)=[1320,1321])||(var(50)=[1328,1329])||var(50)=5500||var(50)=5900
trigger3 = var(50)=20010||var(50)=20020||var(50)=20030||var(50)=20040||var(50)=20050||var(50)=20052||var(50)=20060||var(50)=20080||var(50)=20090||var(50)=20100||(var(50)=[20111,20112])||var(50)=20120||var(50)=20130||var(50)=20140||var(50)=20150
trigger4 = var(50)=20160||(var(50)=[20170,20171])||var(50)=20180||var(50)=1000000||var(50)=2000000||var(50)=50000||var(50)=60000||var(50)=70000||var(50)=80000
trigger5 = (var(50)=[5000,5001])||(var(50)=[5010,5011])||var(50)=5020||var(50)=5030||var(50)=5040||var(50)=5050||var(50)=5070||(var(50)=[5080,5081])||(var(50)=[5100,5101])||var(50)=5110||var(50)=5120||var(50)=5150||(var(50)=[5200,5201])||var(50)=5210
trigger6 = var(50)=1065||var(50)=1412||var(50)=1720||var(50)=3002||var(50)=6565||var(50)=10015||var(50)=10101||var(50)=11100||var(50)=12310||var(50)=18102||var(50)=22101||var(50)=22102||var(50)=24610||var(50)=44488||var(50)=44489
trigger7 = var(50)=50505||var(50)=51517||var(50)=126100||var(50)=169990||var(50)=301050||var(50)=310120||var(50)=313900||var(50)=649999||var(50)=2222222||var(50)=987654321
trigger8 = var(50)=2000||var(50)=2210||var(50)=101550||var(50)=50000||var(50)=51515||var(50)=800000
value = var(50)
ignorehitpause = 1
;[state -2,間者ヘルパータゲステ]
;type = targetstate
;triggerall = ishelper
;triggerall = roundstate = 2
;triggerall = numtarget
;triggerall = target,name!="G-tenko"
;triggerall = target,stateno != 20111
;triggerall = !target,ishelper(6000000)
;trigger1 = target,ishelper(7000000)
;value = 20111
;ignorehitpause = 1
[state -2,間者ヘルパータゲステ]
type = targetstate
triggerall = ishelper
triggerall = roundstate = 2
triggerall = numtarget
triggerall = target,name!="G-tenko"
triggerall = target,stateno != 20111
trigger1 = target,ishelper(6000000)
trigger2 = target,ishelper(7000000)
value = 20111
ignorehitpause = 1
[state ]
type=changestate
trigger1=1 
value=5150
ignorehitpause=1
;-|タゲ生成用ヘルパー|--------------------------

[Statedef 20100]
type    = S
movetype= A
physics = N

[State ]
type = DisplayToClipboard
trigger1 = ishelper
text = "Pos X = %f,Pos Y = %f"
params = pos x,pos y
ignorehitpause=1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[state ]
type=Assertspecial
trigger1=ishelper
flag=invisible
flag2=noshadow
ignorehitpause = 1

[State -2, 混線ヘルパー作成]
type = helper
triggerall = root,PalNo = [9,12]
triggerall = Ishelper(20102)
triggerall = TeamSide = 1
trigger1 = numhelper(20092)=0
id = 20092
name = "H-konsen3"
pos = 0,0
postype = P1
stateno = 20090
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State -2, 混線ヘルパー作成]
type = helper
triggerall = root,PalNo = [9,12]
triggerall = Ishelper(20103)
triggerall = TeamSide = 1
trigger1 = numhelper(20093)=0
id = 20093
name = "H-konsen4"
pos = 0,0
postype = P1
stateno = 20093
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State -2, 混線ヘルパー作成]
type = helper
triggerall = root,PalNo = [9,12]
triggerall = Ishelper(20104)
triggerall = TeamSide = 1
trigger1 = numhelper(20094)=0
id = 20094
name = "H-konsen5"
pos = 0,0
postype = P1
stateno = 20090
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State -2, 混線ヘルパー作成]
type = helper
triggerall = root,PalNo = [9,12]
triggerall = Ishelper(20105)
triggerall = TeamSide = 1
trigger1 = numhelper(20095)=0
id = 20095
name = "H-konsen6"
pos = 0,0
postype = P1
stateno = 20090
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State -2, 混線ヘルパー作成]
type = helper
triggerall = root,PalNo = [9,12]
triggerall = Ishelper(20106)
triggerall = TeamSide = 1
trigger1 = numhelper(20096)=0
id = 20096
name = "H-konsen7"
pos = 0,0
postype = P1
stateno = 20090
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State -2, 混線ヘルパー作成]
type = helper
triggerall = root,PalNo = [9,12]
triggerall = Ishelper(20107)
triggerall = TeamSide = 1
trigger1 = numhelper(20097)=0
id = 20097
name = "H-konsen8"
pos = 0,0
postype = P1
stateno = 20090
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State -2, 混線ヘルパー作成]
type = helper
triggerall = root,PalNo = [9,12]
triggerall = Ishelper(20108)
triggerall = TeamSide = 1
trigger1 = numhelper(20098)=0
id = 20098
name = "H-konsen9"
pos = 0,0
postype = P1
stateno = 20090
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State -2, 混線ヘルパー作成]
type = helper
triggerall = root,PalNo = [9,12]
triggerall = Ishelper(20109)
triggerall = TeamSide = 1
trigger1 = numhelper(20099)=0
id = 20099
name = "H-konsen10"
pos = 0,0
postype = P1
stateno = 20090
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State -2, 混線ヘルパー作成]
type = helper
triggerall = root,PalNo = [9,12]
triggerall = Ishelper(201000)
triggerall = TeamSide = 1
trigger1 = numhelper(200900)=0
id = 200900
name = "H-konsen11"
pos = 0,0
postype = P1
stateno = 20090
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State -2, 混線ヘルパー作成]
type = helper
triggerall = root,PalNo = [9,12]
triggerall = Ishelper(201001)
triggerall = TeamSide = 1
trigger1 = numhelper(200901)=0
id = 200901
name = "H-konsen12"
pos = 0,0
postype = P1
stateno = 20090
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[state ]
type=ChangeAnim
triggerall=anim!=20027
trigger1=ishelper(20100)||ishelper(20101)||ishelper(20102)||ishelper(20103)||ishelper(20104)||ishelper(20105)||ishelper(20106)||ishelper(20107)||ishelper(20108)||ishelper(20109)||ishelper(201000)||ishelper(201001)
value=20027
ignorehitpause = 1

[state ]
type = changeanim
triggerall=anim!=20011
triggerall=(helper(200902),numtarget=0)||(helper(200903),numtarget=0)||(helper(200904),numtarget=0)||(helper(200905),numtarget=0)||(helper(200906),numtarget=0)||(helper(200907),numtarget=0)||(helper(200908),numtarget=0)||(helper(200909),numtarget=0)
trigger1=ishelper(201002)||ishelper(201003)||ishelper(201004)||ishelper(201005)||ishelper(201006)||ishelper(201007)||ishelper(201008)||ishelper(201009)
value=20011
ignorehitpause = 1

[state ]
type=changeanim
triggerall=anim!=20022
triggerall=(helper(200902),numtarget=1)||(helper(200903),numtarget=1)||(helper(200904),numtarget=1)||(helper(200905),numtarget=1)||(helper(200906),numtarget=1)||(helper(200907),numtarget=1)||(helper(200908),numtarget=1)||(helper(200909),numtarget=1)
trigger1=ishelper(201002)||ishelper(201003)||ishelper(201004)||ishelper(201005)||ishelper(201006)||ishelper(201007)||ishelper(201008)||ishelper(201009)
value=20022
ignorehitpause = 1

[state ]
type = changeanim
triggerall=anim!=20011
triggerall=(helper(2009000),numtarget=0)||(helper(2009001),numtarget=0)
trigger1=ishelper(2010000)||ishelper(2010001)
value=20011
ignorehitpause = 1

[state ]
type = changeanim
triggerall=anim != 20022
triggerall=(helper(2009000),numtarget=1)||(helper(2009001),numtarget=1)
trigger1=ishelper(2010000)||ishelper(2010001)
value=20022
ignorehitpause = 1

[state ]
type=changeanim
triggerall=anim!=20011
triggerall=(helper(200902),numtarget<2)||(helper(200903),numtarget<2)||(helper(200904),numtarget<2)||(helper(200905),numtarget<2)||(helper(200906),numtarget<2)
trigger1=ishelper(2010002)||ishelper(2010003)||ishelper(2010004)||ishelper(2010005)||ishelper(2010006)
value=20011
ignorehitpause = 1

[state ]
type=changeanim
triggerall=anim!=20022
triggerall=(helper(200902),numtarget=2)||(helper(200903),numtarget=2)||(helper(200904),numtarget=2)||(helper(200905),numtarget=2)||(helper(200906),numtarget=2)
trigger1=ishelper(2010002)||ishelper(2010003)||ishelper(2010004)||ishelper(2010005)||ishelper(2010006)
value=20022
ignorehitpause = 1

[State 20100]
type = posset
trigger1 = (Ishelper(20100))||(Ishelper(20101))||(Ishelper(20102))||(Ishelper(20103))||(Ishelper(20104))||(Ishelper(20105))||(Ishelper(20106))||Ishelper(20107)||Ishelper(20108)||Ishelper(20109)
x = root,pos x
y = (-ishelper(20100)*10 - ishelper(20101)*20 - ishelper(20102)*30 -ishelper(20103)*40 -ishelper(20104)*50 -ishelper(20105)*60 -ishelper(20106)*70 -ishelper(20107)*80 -ishelper(20108)*90 -ishelper(20109)*100)-10000000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 20100]
type = posset
trigger1 = Ishelper(20104)||Ishelper(20105)||Ishelper(20106)||Ishelper(20107)||Ishelper(20108)||Ishelper(20109)
x = root,pos x
y = (-ishelper(20104)*50 -ishelper(20105)*60 -ishelper(20106)*70 -ishelper(20107)*80 -ishelper(20108)*90 -ishelper(20109)*100)-10000000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 20100]
type = posset
trigger1 = Ishelper(201000)||Ishelper(201001)||Ishelper(201002)||Ishelper(201003)||Ishelper(201004)||Ishelper(201005)||Ishelper(201006)||Ishelper(201007)||Ishelper(201008)||Ishelper(201009)
x = root,pos x-30
y = (-ishelper(201000)*10 -ishelper(201001)*20 -ishelper(201002)*30 -ishelper(201003)*40 -ishelper(201004)*50 -ishelper(201005)*60 -ishelper(201006)*70 -ishelper(201007)*80 -ishelper(201008)*90 -ishelper(201009)*100)-10000000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 20100]
type = posset
trigger1 = Ishelper(2010000)||Ishelper(2010001)
x = root,pos x-60
y = (-ishelper(2010000)*10 -ishelper(2010001)*20)-10000000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 20100]
type = posset
trigger1 = Ishelper(2010002)||Ishelper(2010003)||Ishelper(2010004)||Ishelper(2010005)||Ishelper(2010006)
x = root,pos x-30
y = (-ishelper(2010002)*30 -ishelper(2010003)*40 -ishelper(2010004)*50 -ishelper(2010005)*60 -ishelper(2010006)*70)-10000000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 20100]
type = DestroySelf
triggerall = TeamSide = 1
trigger1 = (helper(20092),numtarget=1)&&(helper(200902),numtarget=3)
trigger1 = (helper(20093),numtarget=1)&&(helper(200903),numtarget=3)
trigger1 = (helper(20094),numtarget=1)&&(helper(200904),numtarget=3)
trigger1 = (helper(20095),numtarget=1)&&(helper(200905),numtarget=3)
trigger1 = (helper(20096),numtarget=1)&&(helper(200906),numtarget=3)
trigger1 = (helper(20097),numtarget=1)&&(helper(200907),numtarget=2)
trigger1 = (helper(20098),numtarget=1)&&(helper(200908),numtarget=2)
trigger1 = (helper(20099),numtarget=1)&&(helper(200909),numtarget=2)
trigger1 = (helper(200900),numtarget=1)&&(helper(2009000),numtarget=2)
trigger1 = (helper(200901),numtarget=1)&&(helper(2009001),numtarget=2)
;trigger1 = helper(200902),numtarget=2
;trigger1 = helper(200903),numtarget=2
;trigger1 = helper(200904),numtarget=2
;trigger1 = helper(200905),numtarget=2
;trigger1 = helper(200906),numtarget=2
;trigger1 = helper(200907),numtarget=2
;trigger1 = helper(200902),numtarget=2
;trigger1 = helper(200908),numtarget=2
;trigger1 = helper(2009000),numtarget=2
;trigger1 = helper(2009001),numtarget=2
;trigger1 = helper(200902),numtarget=3
;trigger1 = helper(200903),numtarget=3
;trigger1 = helper(200904),numtarget=3
;trigger1 = helper(200905),numtarget=3
;trigger1 = helper(200906),numtarget=3
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 20100]
type = DestroySelf
triggerall = TeamSide = 2
trigger1 = helper(20092),numtarget=1
trigger1 = helper(20093),numtarget=1
trigger1 = helper(20094),numtarget=1
trigger1 = helper(20095),numtarget=1
trigger1 = helper(20096),numtarget=1
trigger1 = helper(20097),numtarget=1
trigger1 = helper(20098),numtarget=1
trigger1 = helper(20099),numtarget=1
ignorehitpause = 1

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

;-|敵ヘルパーステート奪取ステート|--------------------------

[Statedef 20111]

[State 20111, デバッグ表示]
type = Displaytoclipboard
trigger1 = ishelper
text ="%d, %d, %d"
params = var(0), var(1), var(2)
ignorehitpause = 1

[State 20111]
type = Statetypeset
trigger1 = !ishelper
movetype = A
physics = N
ignorehitpause = 1

[state 20111]
type = changeanim2
trigger1 = !ishelper
value = 20010
ignorehitpause=1

[state 20111]
type = LifeSet
trigger1 = name != "G-tenko"
trigger1 = !IsHelper
value = 0
ignorehitpause = 1

;[state 20111]
;type = hitdef
;trigger1 = !ishelper
;attr = , NA
;pausetime = 5,0
;ignorehitpause=1
;p1stateno = 3000000

[State 20111]
type = Reversaldef
trigger1 = !ishelper
reversal.attr = SCA, AA, AT, AP
numhits = 0
sparkno = -1
guard.sparkno = -1
pausetime = 5,1
ignorehitpause = 1

[State 20111]
type = Changestate
triggerall = !ishelper
trigger1 = hitpausetime
value = 3000000
ignorehitpause = 1

[State 20111, 軸合わせ]
type = Posset
trigger1 = ishelper
x = enemy,pos x
y = enemy,pos y - 1300000
ignorehitpause = 1

[State 20111,ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper
value = 0
ignorehitpause = 1

[State 20111]
type = nothitby
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 20111,ノーマルヘルパー]
type = helper
triggerall = root,alive
triggerall = playeridexist(id)
trigger1 = ishelper
trigger1 = !numhelper(6000000)
id = 6000000
name = "normal"
postype = p1
pos = 160,500
stateno = 2000000000
helpertype = normal
pausemovetime = 2000000000
supermovetime = 2000000000
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[state 20111,ノーマルヘルパー]
type = helper
triggerall = root,alive
triggerall = playeridexist(id)
trigger1 = ishelper
trigger1 = !numhelper(7000000)
id = 7000000
name = "normal"
postype = p1
pos = 160,500
stateno = 2000000000
helpertype = normal
pausemovetime = 2000000000
supermovetime = 2000000000
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[state 20111,偽装用ヘルパー]
type = helper
triggerall = root,alive
triggerall = playeridexist(id)
trigger1 = ishelper
trigger1 = !enemy(enemy,name != "G-tenko"), numhelper(20160)
trigger1 = enemy(enemy,name != "G-tenko"), var(9)
trigger1 = numhelper(enemy(enemy,name != "G-tenko"), var(9)) < 2
id = enemy(enemy,name != "G-tenko"), var(9)
name = "helper-redirect-camouflage"
postype = p1
pos = 160,500
stateno = 2147483644
helpertype = normal
pausemovetime = 2000000000
supermovetime = 2000000000
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[state 20111,偽装用ヘルパー]
type = helper
triggerall = root,alive
triggerall = playeridexist(id)
trigger1 = ishelper
trigger1 = !enemy(enemy,name != "G-tenko"), numhelper(20161)
trigger1 = enemy(enemy,name != "G-tenko"), var(8)
trigger1 = numhelper(enemy(enemy,name != "G-tenko"), var(8)) < 2
id = enemy(enemy,name != "G-tenko"), var(8)
name = "helper-redirect-camouflage"
postype = p1
pos = 160,500
stateno = 2147483644
helpertype = normal
pausemovetime = 2000000000
supermovetime = 2000000000
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 20111, ステートタイプ変更]
type = Statetypeset
trigger1 = ishelper
statetype = C
movetype = A
physics = N
ignorehitpause = 1

[State 20111, ヘルパー変数リセット]
type = Varrangeset
triggerall = ishelper
trigger1 = !time
value = 0
ignorehitpause = 1

[State 20111, ヘルパー変数リセット]
type = Varrangeset
triggerall = ishelper
trigger1 = !time
fvalue = 0
ignorehitpause = 1

[State 20111, 習得アニメ記憶]
type = Varset
triggerall = ishelper
trigger1 = !var(2)
var(2) = anim * (hitpausetime > 0)
ignorehitpause = 1

[State 20111, アニメ検索]
type = Null
triggerall = ishelper
triggerall = (var(1) := var(1) - (var(1) > 0)) * 0 || !var(1) && !var(2)
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0
trigger2 = selfanimexist(var(0))
trigger2 = var(1) := 10
ignorehitpause = 1

[State 20111, 長いアニメ時変更]
type = Changeanim
triggerall = ishelper
trigger1 = animelemtime(1) > 20
value = anim
ignorehitpause = 1

[State 20111, 検索アニメへ変更]
type = Changeanim
triggerall = ishelper
triggerall = selfanimexist(var(0))
triggerall = anim != var(0)
trigger1 = var(1)
value = var(0)
ignorehitpause = 1

[State 20111, アニメ判断Ｈｉｔｄｅｆ]
type = Hitdef
triggerall = ishelper
trigger1 = !var(2)
numhits = 0
attr = C, HP
hitflag = MAFDLP
sparkno = -1
guard.sparkno = -1
pausetime = 2, 0
ignorehitpause = 1

[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(0) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(1) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(2) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(3) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(4) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(5) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(6) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(7) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(8) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(9) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(10) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(11) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(12) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(13) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(14) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(15) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(16) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(17) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(18) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(19) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(20) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(21) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(22) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), Life <= 300
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), Life <= 300
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
trigger3 = enemy(enemy,name != "G-tenko"), sysvar(3) <= 300
trigger3 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger4 = enemy(enemy,name != "G-tenko"), sysvar(3) <= 300
trigger4 = enemy(enemy,name != "G-tenko"), anim = 40000
var(23) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(24) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(25) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(26) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(27) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(28) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(29) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(30) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(31) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(32) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(33) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(34) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(35) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(36) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(37) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(38) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(39) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(40) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(41) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(42) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(43) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(44) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(45) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(46) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(47) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(48) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(49) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(50) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(51) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(52) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(53) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(54) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(55) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(56) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(57) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(58) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(59) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1

[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(0) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(1) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(2) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(3) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(4) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(5) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(6) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(7) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(8) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(9) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(10) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(11) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(12) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(13) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(14) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(15) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(16) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(17) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(18) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(19) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(20) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(21) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(22) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(23) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(24) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(25) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(26) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(27) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(28) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(29) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(30) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(31) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(32) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(33) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(34) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(35) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(36) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(37) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(38) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 0
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(39) = ifelse(random<499,(gametime%14) * -12345,(gametime%14) * 12345)
ignorehitpause = 1

[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(0) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(1) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(2) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(3) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(4) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(5) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(6) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(7) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(8) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(9) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(10) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(11) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(12) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(13) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(14) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(15) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(16) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(17) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(18) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(19) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(20) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(21) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(22) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(23) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(24) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(25) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(26) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(27) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(28) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(29) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(30) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(31) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(32) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(33) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(34) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(35) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(36) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(37) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(38) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(39) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(40) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(41) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(42) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(43) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(44) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(45) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(46) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(47) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(48) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(49) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(50) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(51) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(52) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(53) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(54) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(55) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(56) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(57) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(58) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
var(59) = 0
ignorehitpause = 1

[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(0) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(1) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(2) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(3) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(4) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(5) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(6) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(7) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(8) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(9) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(10) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(11) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(12) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(13) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(14) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(15) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(16) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(17) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(18) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(19) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(20) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(21) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(22) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(23) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(24) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(25) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(26) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(27) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(28) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(29) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(30) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(31) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(32) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(33) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(34) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(35) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(36) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(37) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(38) = 0
ignorehitpause = 1
[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = parent,id = root,id
triggerall = (gametime%2) = 1
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger2 = enemy(enemy,name != "G-tenko"), anim = 40000
fvar(39) = 0
ignorehitpause = 1

[state ]
type = Parentvarset
triggerall = ishelper
triggerall = gametime%2001 < 1000
trigger1 = parent,id = root,id
;trigger1 = enemy(enemy,name != "G-tenko"), var(5) = 1
var(playerid(enemy,var(7)),var(30)) = (playerid(enemy,var(7)),var(31)) * (gametime + 1) * (gametime + 1) + (playerid(enemy,var(7)),var(32)) * (gametime + 1) + (playerid(enemy,var(7)),var(33))
ignorehitpause = 1

[state ]
type = Parentvarset
triggerall = ishelper
triggerall = gametime%2001 >= 1000
trigger1 = parent,id = root,id
;trigger1 = enemy(enemy,name != "G-tenko"), var(5) = 1
var(playerid(enemy,var(7)),var(35)) = (playerid(enemy,var(7)),var(36)) * (gametime + 1) * (gametime + 1) + playerid(enemy,var(7)),var(37) * (gametime + 1) + playerid(enemy,var(7)),var(38)
ignorehitpause = 1

[State 20111]
type = Parentvarset
triggerall = ishelper
triggerall = numenemy
triggerall = parent,id = root,id
triggerall = root,stateno != 20111
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
var(playerid(enemy,var(6)),var(27)) = root,stateno
ignorehitpause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), var(13) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(14) = 0
ProjAnim = Enemy(Enemy,Name!="G-tenko"),var(40)
projid = 20110
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(13)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), var(13) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(14) = 0
projid = 20111
ProjAnim = anim
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(13)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), var(13) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(14) = 0
projid = 20111
ProjAnim = root,anim
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(13)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), var(13) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(14) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(15) = 0
ProjAnim = Enemy(Enemy,Name!="G-tenko"),var(40)
projid = 20110
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(13+random%2)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), var(13) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(14) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(15) = 0
projid = 20111
ProjAnim = anim
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(13+random%2)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), var(13) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(14) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(15) = 0
projid = 20111
ProjAnim = root,anim
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(13+random%2)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), var(13) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(14) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(15) != 0
ProjAnim = Enemy(Enemy,Name!="G-tenko"),var(40)
projid = 20110
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(13+random%3)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), var(13) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(14) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(15) != 0
projid = 20111
ProjAnim = anim
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(13+random%3)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), var(13) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(14) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(15) != 0
projid = 20111
ProjAnim = root,anim
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(13+random%3)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), var(13) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(14) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(15) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(16) != 0
ProjAnim = Enemy(Enemy,Name!="G-tenko"),var(40)
projid = 20110
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(13+random%4)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), var(13) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(14) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(15) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(16) != 0
projid = 20111
ProjAnim = anim
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(13+random%4)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), var(13) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(14) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(15) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(16) != 0
projid = 20111
ProjAnim = root,anim
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(13+random%4)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), var(13) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(14) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(15) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(16) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(17) != 0
ProjAnim = Enemy(Enemy,Name!="G-tenko"),var(40)
projid = 20110
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(13+random%5)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), var(13) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(14) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(15) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(16) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(17) != 0
projid = 20111
ProjAnim = anim
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(13+random%5)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), var(13) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(14) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(15) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(16) != 0
trigger1 = enemy(enemy,name != "G-tenko"), var(17) != 0
projid = 20111
ProjAnim = root,anim
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(13+random%5)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 30000
trigger1 = enemy(enemy,name != "G-tenko"), fvar(10) != 0
ProjAnim = Enemy(Enemy,Name!="G-tenko"),var(40)
projid = 20110
Attr =  A,NP
HitFlag = MAFD
p1stateno = floor(Enemy(Enemy,Name!="G-tenko"),fvar(10))
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = null
trigger1 = ishelper
trigger1 = name = "F1"
ProjAnim = Enemy(Enemy,Name!="G-tenko"),var(40)
projid = 20110
Attr =  A,NP
HitFlag = MAFD
p1stateno = 9997
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
triggerall = name != "ore_no_ane"
triggerall = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 40000
trigger2 = roundstate >= 3
ProjAnim = Enemy(Enemy,Name!="G-tenko"),var(40)
Attr =  A,NP
HitFlag = MAFD
p1stateno = ifelse(root,gethitvar(fall.damage)!=0,5110,ifelse(random<500,110,115))
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 0
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
triggerall = name != "ore_no_ane"
triggerall = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 40000
trigger2 = roundstate >= 3
ProjAnim = anim
Attr =  A,NP
HitFlag = MAFD
p1stateno = ifelse(root,gethitvar(fall.damage)!=0,5110,ifelse(random<500,110,115))
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 0
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
triggerall = name = "E Youmu"
triggerall = ishelper
trigger1 = roundstate = 2
ProjAnim = 231
Attr =  A,NP
HitFlag = MAFD
p1stateno = ifelse(root,gethitvar(fall.damage)!=0,5110,90000)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 0
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
triggerall = name = "G-Sakuya"
triggerall = ishelper
trigger1 = roundstate = 2
ProjAnim = 47
Attr =  A,NP
HitFlag = MAFD
p1stateno = ifelse(random>500,4500,987654321+random)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 0
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
triggerall = name != "ore_no_ane"
triggerall = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), anim = 40000
trigger2 = roundstate >= 3
ProjAnim = root,anim
Attr =  A,NP
HitFlag = MAFD
p1stateno = ifelse(root,gethitvar(fall.damage)!=0,5110,ifelse(random<500,110,115))
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 0
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
trigger1 = ishelper
trigger1 = enemy(enemy,name != "G-tenko"), var(6) = 1
trigger1 = gametime%150 = 0
ProjAnim = Enemy(Enemy,Name!="G-tenko"),var(40)
Attr =  A,NP
HitFlag = MAFD
p1stateno = 987654321+random
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 0
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
triggerall = ishelper
triggerall = enemy(enemy,name != "G-tenko"), var(42) != 0
;triggerall = enemy(enemy,name != "G-tenko"), var(5) = 1
trigger1 = (gametime%222) = 0
ProjAnim = Enemy(Enemy,Name!="G-tenko"),var(40)
projid = 20110
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(42)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
triggerall = ishelper
triggerall = enemy(enemy,name != "G-tenko"), var(43) != 0
;triggerall = enemy(enemy,name != "G-tenko"), var(5) = 1
trigger1 = (gametime%222) = 0
ProjAnim = Enemy(Enemy,Name!="G-tenko"),var(40)
projid = 20110
Attr =  A,NP
HitFlag = MAFD
p1stateno = Enemy(Enemy,Name!="G-tenko"),var(43)
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 20110]
type = Projectile
triggerall = enemy(enemy,name != "G-tenko"), anim != 30000
triggerall = enemy(enemy,name != "G-tenko"), anim != 40000
trigger1 = ishelper
trigger1 = (gametime%300) = 0
ProjAnim = Enemy(Enemy,Name!="G-tenko"),var(40)
Attr =  A,NP
HitFlag = MAFD
p1stateno = 52
projremovetime = 30
offset = 0,1299500
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 0
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[State 20111]
type = DestroySelf
triggerall = !ishelper(6000000)
triggerall = !ishelper(7000000)
triggerall = Enemy(Enemy,Name!="G-tenko"),var(40) !=0
trigger1 = Enemy(Enemy,Name!="G-tenko"),var(0) = 2400
trigger1 = Enemy(Enemy,Name!="G-tenko"),var(44) = 1
trigger2 = Enemy(Enemy,Name!="G-tenko"),var(0) > 2400
trigger2 = Enemy(Enemy,Name!="G-tenko"),var(44) = 1
trigger2 = (gametime%1000) = 0
trigger3 = Enemy(Enemy,Name!="G-tenko"),var(0) = 1200
trigger3 = Enemy(Enemy,Name!="G-tenko"),var(44) = 0
trigger4 = Enemy(Enemy,Name!="G-tenko"),var(0) > 1200
trigger4 = Enemy(Enemy,Name!="G-tenko"),var(44) = 0
trigger4 = (gametime%1000) = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

;-|偽装ヘルパータゲステ用ステート|--------------------------

[statedef 20112]
type = A
movetype = H
physics = N

[state 20112,changeanim2]
type = changeanim2
trigger1 = 1
value = 20015
ignorehitpause = 1

[state 20112,追従]
type = bindtoroot
trigger1 = 1
ignorehitpause = 1

[state 20112,hitby]
type = hitby
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 20112, ヘルパー変数干渉]
type = Varrangeset
triggerall = ishelper
trigger1 = gametime%2 = 0
trigger1 = enemy(enemy,name != "G-tenko"), Life <= 150
trigger2 = gametime%2 = 0
trigger2 = enemy(enemy,name != "G-tenko"), sysvar(3) <= 150
value = ifelse(random<499,(gametime%14) * -12,(gametime%14) * 12)
ignorehitpause = 1

[State 20112, ヘルパー変数干渉]
type = Varrangeset
triggerall = ishelper
trigger1 = gametime%2 = 0
trigger1 = enemy(enemy,name != "G-tenko"), Life <= 150
trigger2 = gametime%2 = 0
trigger2 = enemy(enemy,name != "G-tenko"), sysvar(3) <= 150
fvalue = ifelse(random<499,(gametime%14) * -12,(gametime%14) * 12)
ignorehitpause = 1

[State 20112, ヘルパー変数干渉]
type = Varrangeset
triggerall = ishelper
trigger1 = gametime%2 = 1
trigger1 = enemy(enemy,name != "G-tenko"), Life <= 150
trigger2 = gametime%2 = 1
trigger2 = enemy(enemy,name != "G-tenko"), sysvar(3) <= 150
value = 0
ignorehitpause = 1

[State 20112, ヘルパー変数干渉]
type = Varrangeset
triggerall = ishelper
trigger1 = gametime%2 = 1
trigger1 = enemy(enemy,name != "G-tenko"), Life <= 150
trigger2 = gametime%2 = 1
trigger2 = enemy(enemy,name != "G-tenko"), sysvar(3) <= 150
fvalue = 0
ignorehitpause = 1

[state 20112]
type=DestroySelf
trigger1 = gametime%200 = 0
ignorehitpause=1

;-|敵当たり判定anim探査用ヘルパー|--------------------------

[statedef 20113]

[State 20113, デバッグ表示]
type = Displaytoclipboard
trigger1 = ishelper
text ="%d, %d, %d"
params = var(0), var(1), var(5)
ignorehitpause = 1

[State 20113, ヘルパー変数リセット]
type = Varrangeset
triggerall = ishelper
trigger1 = !time
value = 0
ignorehitpause = 1

[State 20113, ヘルパー変数リセット]
type = Varrangeset
triggerall = ishelper
trigger1 = !time
fvalue = 0
ignorehitpause = 1

[State 20113, 軸合わせ]
type = Posset
trigger1 = ishelper
x = enemy,pos x
y = enemy,pos y - 2000000
ignorehitpause = 1

[State 20111, 習得アニメ記憶]
type = Varset
triggerall = ishelper
trigger1 = !var(5)
trigger1 = gethitvar(damage)
var(5) = anim
ignorehitpause = 1

[State 20113, アニメ検索]
type = Null
triggerall = ishelper
triggerall = (var(1) := var(1) - (var(1) > 0)) * 0 || !var(1) && !var(5)
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0 || !selfanimexist(var(0))
trigger1 = (var(0) := var(0) + 1) * 0
trigger2 = selfanimexist(var(0))
trigger2 = var(1) := 10
ignorehitpause = 1

[State 20113, 長いアニメ時変更]
type = Changeanim
triggerall = ishelper
trigger1 = animelemtime(1) > 20
value = anim
ignorehitpause = 1

[State 20113, 検索アニメへ変更]
type = Changeanim
triggerall = ishelper
triggerall = selfanimexist(var(0))
triggerall = anim != var(0)
trigger1 = var(1)
value = var(0)
ignorehitpause = 1

[state 20113, 当たり判定anim判定用hitby]
type = hitby
trigger1 = ishelper
value = A,AP
time = -1
ignorehitpause = 1

;-|利用型探査(実験中)|--------------------------

[statedef 183654729]

[State 20114]
type = Displaytoclipboard
trigger1 = ishelper
text ="hitpausetime = %d,Pos X = %f ,Pos Y = %f ,P-stateno = %d"
params = hitpausetime,pos x,pos y,prevstateno
ignorehitpause = 1

[State ]
type = Statetypeset
trigger1 = ishelper
trigger1 = !hitpausetime
movetype = A
ignorehitpause = 1

[State ]
type = Statetypeset
trigger1 = ishelper
trigger1 = hitpausetime
movetype = I
ignorehitpause = 1

;[state ]
;type = Lifeset
;trigger1 = 1
;value = 1000
;ignorehitpause=1

[state ]
type = changeanim2
trigger1 = ishelper
trigger1 = hitpausetime = 0
value = 20010
ignorehitpause=1

[State ]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y-50000000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State ]
type = HitDef
trigger1 = hitpausetime = 0
attr = A, NA
animtype  = Hard
hitflag = MAFPDL
guardflag = 
pausetime = 2000000000,0
sparkno = S20011
sparkxy = 0,0
hitsound   = -1
guardsound = -1
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0,0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;[staet ]
;type = changeanim2
;trigger1 = ishelper
;trigger1 = hitpausetime != 0
;value = 20011
;ignorehitpause = 1

[state ]
type = selfstate
trigger1 = ishelper
trigger1 = hitpausetime != 0
value = enemy(enemy,name != "G-tenko"),var(47)
ignorehitpause = 1

;-|敵ステート記憶用ヘルパー|--------------------------

[statedef 20120]
type = A
movetype = A
physics = N
ctrl = 0

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[state ]
type = ChangeAnim
trigger1 = anim != 20021
value = 20021
ignorehitpause = 1

[State -2,ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper
value = 0
ignorehitpause = 1

[state 20120]
type = nothitby
trigger1=1
value = SAC
time = -1
ignorehitpause = 1

[State 20120]
type = posset
trigger1 = Ishelper
x = root,pos x+30
y = root,pos y-60
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 20120]
type = HitDef
triggerall = Ishelper
trigger1 = 1
attr = A, NA
animtype  = Hard
damage    = 50,50
hitflag = MAFPDL
guardflag = 
pausetime = 0,0
sparkno = S20011
sparkxy = 0,0
hitsound   = -1
guardsound = -1
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0,0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 20120]
type=DestroySelf
triggerall=ishelper
trigger1=movereversed
trigger2=animelemtime(1) >= 20
ignorehitpause=1

;[state ]
;type=changestate
;trigger1=1 
;value=5150
;ignorehitpause=1

;-|hitdef型永続targetヘルパーステート|--------------------------

[statedef 20121]
type = A
movetype = A
physics = N
ctrl = 0
hitdefpersist=1

[state 20090,デバッグ]
type = displaytoclipboard
trigger1 = ishelper
text = "var(50) = %d"
params = var(50)

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[state ]
type = ChangeAnim
trigger1 = anim != 20010
value = 20010
ignorehitpause = 1

[State -2,ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper
value = 0
ignorehitpause = 1

[state 20120]
type = nothitby
trigger1=1
value = SAC
time = -1
ignorehitpause = 1

[State 20120]
type = posset
trigger1 = Ishelper
x = root,pos x-30
y = -130
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 20120]
type = HitDef
triggerall = Ishelper
triggerall = numtarget = 0
trigger1 = roundstate = [0,1]
trigger1 = root,var(0) <= 10000
trigger2 = roundstate = 2
trigger2 = gametime%60 = 0
trigger3 = numenemy
trigger3 = enemy,stateno = [110,115]
attr = A, NT
animtype  = Hard
damage    = 50,50
hitflag = MAFPDL
guardflag = 
pausetime = 0,0
sparkno = S20011
sparkxy = 0,0
hitsound   = -1
guardsound = -1
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0,0
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 20120]
type = TargetDrop
triggerall = NumTarget = 1
trigger1 = Target,IsHelper
ignorehitpause = 1

[state ]
type = ChangeAnim
trigger1 = ishelper
trigger1 = anim != 20011
trigger1 = numtarget = 1
value = 20011
ignorehitpause = 1

[State -2,敵本体stateno記憶]
type= null
triggerall = Ishelper
triggerall = numtarget
triggerall = target,stateno !=20111
triggerall = target,stateno !=20070
triggerall = target,stateno !=3000000
trigger1 = var(50):=target,stateno||1
IgnoreHitPause = 1

[state -3]
type = TargetState
triggerall = ishelper(20121)
triggerall = numhelper(20121)
triggerall = root,PalNo = 12
triggerall = root,anim = 30000
;triggerall = target,stateno != 20111
trigger1 = var(50)=[0,1000]
trigger2 = (var(50)=[1300,1301])||(var(50)=[1310,1311])||(var(50)=[1320,1321])||(var(50)=[1328,1329])||var(50)=5500||var(50)=5900
trigger3 = var(50)=20010||var(50)=20020||var(50)=20030||var(50)=20040||var(50)=20050||var(50)=20052||var(50)=20060||var(50)=20080||var(50)=20090||var(50)=20100||(var(50)=[20111,20112])||var(50)=20120||var(50)=20130||var(50)=20140||var(50)=20150
trigger4 = var(50)=20160||(var(50)=[20170,20171])||var(50)=20180||var(50)=1000000||var(50)=2000000||var(50)=50000||var(50)=60000||var(50)=70000||var(50)=80000
trigger5 = (var(50)=[5000,5001])||(var(50)=[5010,5011])||var(50)=5020||var(50)=5030||var(50)=5040||var(50)=5050||var(50)=5070||(var(50)=[5080,5081])||(var(50)=[5100,5101])||var(50)=5110||var(50)=5120||var(50)=5150||(var(50)=[5200,5201])||var(50)=5210
trigger6 = var(50)=1065||var(50)=1412||var(50)=1720||var(50)=3002||var(50)=6565||var(50)=10015||var(50)=10101||var(50)=11100||var(50)=12310||var(50)=18102||var(50)=22101||var(50)=22102||var(50)=24610||var(50)=44488||var(50)=44489
trigger7 = var(50)=50505||var(50)=51517||var(50)=126100||var(50)=169990||var(50)=301050||var(50)=310120||var(50)=313900||var(50)=649999||var(50)=2222222||var(50)=987654321
trigger8 = var(50)=2000||var(50)=2210||var(101550)||var(50000)
value = var(50)
ignorehitpause = 1

[state -2]
type = null
triggerall = ishelper
triggerall = numtarget
triggerall = root,anim = 30000
triggerall = target,name!="G-tenko"
triggerall = target,stateno != 20111
trigger1 = ishelper
value = 20111
ignorehitpause = 1

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

;-|くらいヘルパー|--------------------------

[statedef 20130]
type = A
movetype = H
physice = N
ctrl = 0

[State 20130]
type = Displaytoclipboard
trigger1 = ishelper
text ="hitpausetime = %d,Pos X = %f ,Pos Y = %f"
params = hitpausetime,pos x,pos y
ignorehitpause = 1

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 20130, ヘルパー本体追従]
type = Bindtoroot
trigger1 = ishelper(20130)
pos = 0, 0
ignorehitpause = 1

[state ]
type = ChangeAnim
trigger1 = anim != 20019
value = 20019
ignorehitpause = 1

[state 20130]
type = nothitby
trigger1 = roundstate = [0,1]
value = SCA
time = 50
ignorehitpause = 1

[state 20130]
type = Screenbound       ;省略可、ヘルパーのカメラワークを設定します
trigger1 = ishelper(20130)
value = 0                ;0でカメラを追わないようにします
ignorehitpause = 1

[state 20130]
type = sprpriority
trigger1 = time = 1
value = 2
ignorehitpause = 1

;-|みらくるさん用当身ヘルパー|--------------------------

[statedef 20140]

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 20140, ヘルパーステートタイプ変更]
type = Statetypeset
trigger1 = ishelper(20140)
statetype = C
movetype = I
physics = N
ignorehitpause = 1

[State 20140, ヘルパーアニメ変更]
type = Changeanim
trigger1 = ishelper(20140)
value = 20023
ignorehitpause = 1

[State 20140, ヘルパーコントロール不可]
type = Ctrlset
trigger1 = ishelper(20140)
value = 0
ignorehitpause = 1

[State 20140, ヘルパーライフ]
type = Lifeset
trigger1 = ishelper(20140)
value = 9999999999999
ignorehitpause = 1

[State 20140, ヘルパー透明化]
type = Assertspecial
trigger1 = ishelper(20140)
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 20140, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(20140)
value = 0
ignorehitpause = 1

[State 20140, ヘルパー押し戻し判定解除]
type = Playerpush
trigger1 = ishelper(20140)
value = 0
ignorehitpause = 1

[State 20140, ヘルパー本体追従]
type = Bindtoroot
trigger1 = ishelper(20140)
pos = 0, -1300000
ignorehitpause = 1

[State 20140, 特定属性のみ命中]
type = Hitby
trigger1 = ishelper(20140)
value = C, HP
ignorehitpause = 1

[State 20140, 当身判断]
type = Reversaldef
trigger1 = ishelper(20140)
numhits = 0
reversal.attr = C, HP
sparkno = -1
guard.sparkno = -1
pausetime = 0, 2
ignorehitpause = 1

;-|ヘルパーリダイレクト偽装用ヘルパー領域確保ヘルパー|------------------

[statedef 20160]

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State -2, 混線ヘルパー作成]
type = helper
triggerall = root,PalNo = [9,12]
triggerall = Ishelper(20160)
trigger1 = numhelper(20090)=0
;trigger1 = numhelper(70000)=0
id = 20090
name = "H-konsen1"
pos = 0,0
postype = P1
stateno = 20090
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[State -2, 混線ヘルパー作成]
type = helper
triggerall = root,PalNo = [9,12]
triggerall = Ishelper(20161)
trigger1 = numhelper(20091)=0
;trigger1 = numhelper(70000)=0
id = 20091
name = "H-konsen2"
pos = 0,0
postype = P1
stateno = 20090
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 99999999999
PauseMoveTime = 99999999999

[state ]
type = ChangeAnim
triggerall = anim != 20022
trigger1 = ishelper(20160)
trigger1 = helper(20090),numtarget=0
trigger2 = ishelper(20161)
trigger2 = helper(20091),numtarget=0
value = 20022
ignorehitpause = 1

[state ]
type = ChangeAnim
triggerall = anim != 20011
trigger1 = ishelper(20160)
trigger1 = helper(20090),numtarget=1
trigger2 = ishelper(20161)
trigger2 = helper(20091),numtarget=1
value = 20011
ignorehitpause = 1

;[state 20160]
;type = nothitby
;triggerall = anim != 20022
;trigger1 = ishelper(20160)
;trigger1 = helper(20090),numtarget=1
;trigger2 = ishelper(20161)
;trigger2 = helper(20091),numtarget=1
;value = SAC
;time = -1
;ignorehitpause = 1

[State 20160,ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper
value = 0
ignorehitpause = 1

[State 20100]
type = posset
trigger1 = Ishelper(20160)
trigger1 = helper(20090),numtarget=0
x = root,pos x
y = -10000010
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 20100]
type = posset
trigger1 = Ishelper(20161)
trigger1 = helper(20091),numtarget=0
x = root,pos x
y = -10000020
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 20160]
type=DestroySelf
triggerall = TeamSide = 1
trigger1=ishelper
trigger1=root,Life<=900
ignorehitpause=1

[State 20160]
type = DestroySelf
triggerall = TeamSide = 2
trigger1 = helper(20092),numtarget=1
trigger1 = helper(20093),numtarget=1
trigger1 = helper(20094),numtarget=1
trigger1 = helper(20095),numtarget=1
trigger1 = helper(20096),numtarget=1
trigger1 = helper(20097),numtarget=1
trigger1 = helper(20098),numtarget=1
trigger1 = helper(20099),numtarget=1
ignorehitpause = 1

;-|ストーリーモード用ヘルパー|-------------------------------

[statedef 20170]
anim = 20011

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 20170,デバック]
type = DisplayToClipboard
trigger1 = ishelper
text = "var(24) = %d,var(25) = %d,var(26) = %d,var(27) = %d"
params = var(24),var(25),var(26),var(27)

[state 20170]
type = Parentvarset
trigger1 = ishelper
trigger1 = root,var(6) = 0
var(6) = ID
ignorehitpause=1

[state 20170]
type = Parentvarset
triggerall = ishelper
trigger1 = sysvar(3) = 2
var(5) = 1
ignorehitpause = 1

[state 20170,ストーリーモード用変数セット]
type = varset
triggerall = sysvar(3) = 0
trigger1 = root,sysvar(3) <= 600
trigger2 = root,Life <= 500
sysvar(3) = 1
ignorehitpause = 1

[state 20170,ストーリーモード用変数セット]
type = varset
triggerall = sysvar(3) = 1
trigger1 = root,anim = 500000
trigger1 = root,animelemtime(1) >= 0
sysvar(3) = 2
ignorehitpause = 1

[State 20170]
Type = VarSet
Trigger1 = 1
var(58) = 15
ignorehitpause = 1

[State 20170]
Type = VarSet
Trigger1 = 1
var(59) = 50
ignorehitpause = 1

[state 20170]
type = nothitby
trigger1 = 1
value = SAC
time = -1
ignorehitpause = 1

[State 20170,ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper
value = 0
ignorehitpause = 1

[State 20170]
type = posset
trigger1 = Ishelper
x = root,pos x
y = -100
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 20170]
type = null
triggerall = ishelper
trigger1 = var(0):=helper(20090),var(4)||1
trigger1 = var(1):=helper(20091),var(4)||1
trigger1 = var(2):=helper(20092),var(4)||1
trigger1 = var(3):=helper(20093),var(4)||1
trigger1 = var(4):=helper(20094),var(4)||1
trigger1 = var(5):=helper(20095),var(4)||1
trigger1 = var(6):=helper(20096),var(4)||1
trigger1 = var(7):=helper(20097),var(4)||1
trigger1 = var(8):=helper(20098),var(4)||1
trigger1 = var(9):=helper(20099),var(4)||1
trigger1 = var(10):=helper(200900),var(4)||1
trigger1 = var(11):=helper(200901),var(4)||1
trigger1 = var(12):=helper(200902),var(4)||1
trigger1 = var(13):=helper(200903),var(4)||1
trigger1 = var(14):=helper(200904),var(4)||1
trigger1 = var(15):=helper(200905),var(4)||1
trigger1 = var(16):=helper(200906),var(4)||1
trigger1 = var(17):=helper(200907),var(4)||1
trigger1 = var(18):=helper(200908),var(4)||1
trigger1 = var(19):=helper(200909),var(4)||1
trigger1 = var(20):=helper(2009000),var(4)||1
trigger1 = var(21):=helper(2009001),var(4)||1
trigger1 = var(22):=helper(2009002),var(4)||1
trigger1 = var(23):=helper(2009003),var(4)||1
ignorehitpause = 1
[state 20170]
type = null
triggerall = ishelper
trigger1 = var(28):=helper(20090),var(28)||1
trigger1 = var(29):=helper(20091),var(28)||1
trigger1 = var(30):=helper(20092),var(28)||1
trigger1 = var(31):=helper(20093),var(28)||1
trigger1 = var(32):=helper(20094),var(28)||1
trigger1 = var(33):=helper(20095),var(28)||1
trigger1 = var(34):=helper(20096),var(28)||1
trigger1 = var(35):=helper(20097),var(28)||1
trigger1 = var(36):=helper(20098),var(28)||1
trigger1 = var(37):=helper(20099),var(28)||1
trigger1 = var(38):=helper(200900),var(28)||1
trigger1 = var(39):=helper(200901),var(28)||1
trigger1 = var(40):=helper(200902),var(28)||1
trigger1 = var(41):=helper(200903),var(28)||1
trigger1 = var(42):=helper(200904),var(28)||1
trigger1 = var(43):=helper(200905),var(28)||1
trigger1 = var(44):=helper(200906),var(28)||1
trigger1 = var(45):=helper(200907),var(28)||1
trigger1 = var(46):=helper(200908),var(28)||1
trigger1 = var(47):=helper(200909),var(28)||1
trigger1 = var(48):=helper(2009000),var(28)||1
trigger1 = var(49):=helper(2009001),var(28)||1
trigger1 = var(50):=helper(2009002),var(28)||1
trigger1 = var(51):=helper(2009003),var(28)||1
ignorehitpause = 1

[state 20170]
type = null
triggerall = roundstate = 2
triggerall = numenemy
trigger1 = var(24):=enemy,stateno||1
trigger1 = var(25):=enemy,var(var(26))||1
ignorehitpause = 1

[state 20170]
type =changestate
triggerall = roundstate = 2
triggerall = var(24) != var(25)
triggerall = var(26) != 59 
trigger1 = var(26) := var(26)+1 || 1
value = stateno
ignorehitpause = 1

[state 20170]
type = varset
triggerall = roundstate = 2
trigger1 = !var(27)
trigger1 = var(24) != 0
trigger1 = var(24) = var(25)
var(27) = var(26)
ignorehitpause = 1

[state 20170]
type = varset
triggerall = roundstate = 2
trigger1 = var(26) = 59
value = 0
ignorehitpause = 1

[state 20170]
type = Parentvarset
triggerall = ishelper
trigger1 = root,var(9) = 0
var(9) = var(0+random%24)
ignorehitpause = 1

[state 20170]
type = Parentvarset
triggerall = ishelper
trigger1 = root,var(42) = 0
var(42) = var(28+random%24)
ignorehitpause = 1

[State 20170]
type = Explod
trigger1 = gametime%20 = 0
trigger1 = numexplod(200240) = 0
trigger1 = sysvar(3) = 2
anim = 20024
ID = 200240
scale = 1,1
postype = back
pos = 0,0
sprpriority = 7
;supermove = 1
ownpal = 1
bindtime = -1
pausemovetime = 9999999
supermovetime = 9999999
removeongethit = 1

[State 20170]
type = Explod
trigger1 = gametime%80 = 0
trigger1 = numexplod(200241) = 0
trigger1 = sysvar(3) = 2
anim = 20024
ID = 200241
scale = 1,1
facing = -1
postype = back
pos = 0,0
sprpriority = 7
;supermove = 1
ownpal = 1
bindtime = -1
pausemovetime = 9999999
supermovetime = 9999999
removeongethit = 1

[State 20170]
type = Explod
trigger1 = gametime%140 = 0
trigger1 = numexplod(200242) = 0
trigger1 = sysvar(3) = 2
anim = 20024
ID = 200242
scale = 1,1
postype = back
pos = 0,0
sprpriority = 7
;supermove = 1
ownpal = 1
bindtime = -1
pausemovetime = 9999999
supermovetime = 9999999
removeongethit = 1

[State 20170]
type = Explod
trigger1 = gametime%200 = 0
trigger1 = numexplod(200243) = 0
trigger1 = sysvar(3) = 2
anim = 20024
ID = 200243
scale = 1,1
facing = -1
postype = back
pos = 0,0
sprpriority = 7
;supermove = 1
ownpal = 1
bindtime = -1
pausemovetime = 9999999
supermovetime = 9999999
removeongethit = 1

[State 20170]
Type = Explod
triggerall = sysvar(3) = 2
Trigger1 = TeamSide = 1
Trigger1 = NumExplod(20025) = 0
Anim = 20025
ID = 20025
Pos = var(58),var(59)
PosType = Left
SprPriority = 10
Facing = 1
BindTime = -1
OwnPal = 1
OnTop = 1
RemoveTime = -1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
Scale = 0.25, 0.25
ignorehitpause = 1

[State 20170]
Type = Explod
triggerall = sysvar(3) = 2
Trigger1 = TeamSide = 2
Trigger1 = NumExplod(20025) = 0
Anim = 20025
ID = 20025
Pos = var(58),var(59)
PosType = Right
SprPriority = 10
Facing = 1
BindTime = -1
OwnPal = 1
OnTop = 1
RemoveTime = -1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999
Scale = 0.25, 0.25
ignorehitpause = 1

[state 20170]
type = Projectile
trigger1 = sysvar(3) = 2
trigger1 = gametime%2 = 0
damage = random
ProjAnim = 20010
Attr =  SAC,NA,SA,HA,NT,ST,HT,NP,SP,HP,AP,AT,AP
HitFlag = MAFD
projremovetime = 1
sparkxy = -10,-6000
sparkno = -1
offset = 0,0
projremove = 0
projhits = 1
IgnoreHitPause = 1
fall.damage = 99999999999999
supermovetime = 9999999999999
pausemovetime = 9999999999999

[state 20170]
type = Projectile
trigger1 = roundstate >= 3
damage = random
ProjAnim = 20010
Attr =  SAC,NA,SA,HA,NT,ST,HT,NP,SP,HP,AP,AT,AP
HitFlag = MAFD
projremovetime = 1
sparkxy = -10,-6000
sparkno = -1
offset = 0,0
projremove = 0
projhits = 1
IgnoreHitPause = 1
fall.damage = 99999999999999
supermovetime = 9999999999999
pausemovetime = 9999999999999

;-|パンドラキラー用Hitdef&Projectile召喚ヘルパーステート|---------------

[statedef 20171]
anim = 20010
movetype = A

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[state 20171]
type = HitDef
triggerall = ishelper(20171)
Trigger1 = 1
attr = A, HT
hitflag = MAFD
priority = 7, hit
pausetime = 0,0
sparkno = -1
sprpriority = 1
p2stateno = 20051
fall = 1
guard.dist = 0 
ignorehitpause=1

[state 20170]
type = Projectile
triggerall = ishelper(20171)
Trigger1 = 1
damage = random
ProjAnim = 20051
Attr =  A, HT
HitFlag = MAFD
projremovetime = 1
sparkxy = -10,-6000
sparkno = -1
offset = 0,0
projremove = 0
projhits = 1
IgnoreHitPause = 1
fall.damage = 99999999999999
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 20171]
type = destroyself
trigger1 = 1

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

;-|偽装ヘルパー用ステート|-------------------------------

[statedef 20180]
anim = 20011

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[state 20180]
type = nothitby
trigger1 = 1
value = SAC
time = -1
ignorehitpause = 1

[State 20180,ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper
value = 0
ignorehitpause = 1

;-|必殺技用挿絵|-----------------------------------------

[Statedef 1000000]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 0

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[state ]
type = ChangeAnim
trigger1 = anim != 7777
value = 7777
ignorehitpause = 1

[State 1000000, ヘルパーカメラ固定]
type = Screenbound       ;省略可、ヘルパーのカメラワークを設定します
trigger1 = ishelper(1000000)
value = 0                ;0でカメラを追わないようにします
ignorehitpause = 1

[State 1000000, posset]
type = posadd
trigger1 = AnimElemTime(1) >= 0
y = ceil(239 - ScreenPos Y)

[State 1000000]
type = Posadd
trigger1 = AnimElemTime(1) <= 10
trigger2 = AnimElemTime(1) >= 15
x = 7

[State 1000000]
type = assertspecial
trigger1 = AnimElemTime(1) >= 0
flag = noshadow

[State 1000000]
type = angledraw
trigger1 = AnimElemTime(1) >= 0
scale = 0.5+fvar(0),0.5+fvar(0)

[State 1000000]
type = varadd
trigger1 = AnimElemTime(1) >= 20
fvar(0) = .01

[State 1000000]
type = varadd
trigger1 = AnimElemTime(1) >= 10
var(0) = 12

[State 1000000]
type = Trans
trigger1 = AnimElemTime(1) >= 10
trans = addalpha
alpha = 256-var(0), var(0)

[State 1000000]
type = destroyself
trigger1 = animtime = 0

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

;-|必殺技用エフェクト|-----------------------------------------

[Statedef 2000000]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 0

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[state ]
type = ChangeAnim
trigger1 = anim != 7778
value = 7778
ignorehitpause = 1

[State 2000000, ヘルパーカメラ固定]
type = Screenbound       ;省略可、ヘルパーのカメラワークを設定します
trigger1 = ishelper(2000000)
value = 0                ;0でカメラを追わないようにします
ignorehitpause = 1

[State 2000000\]
type = assertspecial
trigger1 = AnimElemTime(1) >= 0
flag = noshadow
time = -1

[State 2000000\]
type = angledraw
trigger1 = AnimElemTime(1) >= 0
scale = 0.5+animelemtime(1)*0.1,0.5+animelemtime(1)*0.1
time = -1

[State 2000000\]
type = Trans
trigger1 = AnimElemTime(1) >= 0
trans = add
time = -1

[State 2000000\]
type = destroyself
trigger1 = animtime = 0

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

;-|時止め解除&時止めヘルパー用ステート|-----------------------------------------

[statedef 50000]
anim=20011

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[state 50000]
type=pause
trigger1 = roundstate <= 2
time=0
movetime=0
ignorehitpause=1

[state 50000]
type=superpause
trigger1 = roundstate <= 2
time=0
movetime=0
anim=-1
darken = 0
ignorehitpause=1

[state 50000]
type=pause
triggerall = gametime%3 = 0
trigger1 = !enemy,alive&&roundstate=2
time=1
movetime=1
ignorehitpause=1

[state 50000]
type=superpause
triggerall = gametime%3 = 0
trigger1 = !enemy,alive&&roundstate=2
time=1
movetime=1
anim=-1
darken = 0
ignorehitpause=1

[state 50000]
type = pause
triggerall = gametime%8 = 0
triggerall = enemynear,movetype = A
trigger1 = enemynear(numenemy > 1),movetype = A
trigger1 = enemy,alive&&roundstate=2
time = 2
movetime  =2
ignorehitpause=1

[state 50000]
type=superpause
triggerall = gametime % 8= 0
triggerall = enemynear,movetype = A
trigger1 = enemynear(numenemy > 1),movetype = A
trigger1 = enemy,alive&&roundstate=2
time = 2
movetime = 2
anim=-1
darken = 0
ignorehitpause=1

[state 50000]
type=pause
trigger1 = !enemy,alive&&roundstate>=2
trigger1 = enemy,name = "genjitsu"
time=1
movetime=1
ignorehitpause=1

[state 50000]
type=superpause
trigger1 = !enemy,alive&&roundstate>=2
trigger1 = enemy,name = "genjitsu"
time=1
movetime=1
anim=-1
darken = 0
ignorehitpause=1

[state 50000]
type=DestroySelf
trigger1=name ="G-tenko"
trigger1=root,var(30)>(root,var(31)+root,var(32)+root,var(33)+root,var(34))
ignorehitpause=1

;-|試合凍結回避用時止め解除ヘルパー用ステート|-----------------------------------------

[statedef 60000]
anim=20011

[state 60000]
type=pause
trigger1=root,var(30)<=(root,var(31)+root,var(32)+root,var(33)+root,var(34))
trigger1=roundstate=2
time=0
movetime=0
ignorehitpause=1

[state 60000]
type=superpause
trigger1=root,var(30)<=(root,var(31)+root,var(32)+root,var(33)+root,var(34))
trigger1=roundstate=2
anim=-1
time=0
movetime=0
darken=0
ignorehitpause=1

[state 60000]
type=DestroySelf
trigger1=name ="G-tenko"
trigger1=roundstate=2
trigger1=root,var(30)<=(root,var(31)+root,var(32)+root,var(33)+root,var(34))
ignorehitpause=1

;-|占有用ヘルパー用ステート|-----------------------------------------

[statedef 70000]
anim=20011

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[state 70000]
type = nothitby
trigger1 = 1
value = SAC
time = -1
ignorehitpause=1

[state 70000]
type=DestroySelf
trigger1 = 1
ignorehitpause=1

;-|最終ヘルパー用ステート|-----------------------------------------

[statedef 80000]
anim = 20028

[state ,邪眼キラー用changestate]
type = changestate
trigger1 = name != "G-tenko"
value = 20111
ignorehitpause=1

[State 80000]
type = HitOverRide
trigger1 = ishelper
attr = SCA, AA, AT, AP
stateno = 80000
ignorehitpause = 1

[State 80000,デバック]
type = DisplayToClipboard
trigger1 = ishelper
text = "var(30) = %d,var(31) = %d,var(32) = %d,var(33) = %d"
params = var(30),var(31),var(32),var(33)
ignorehitpause=1

[State 80000,デバック]
type = AppendToClipBoard
trigger1 = ishelper
text = "\nvar(34) = %d,var(35) = %d,var(36) = %d,var(36) = %d"
params = var(34),var(35),var(36),var(37)
ignorehitpause = 1

[State 80000, ヘルパー本体追従]
type = posset
trigger1 = ishelper
x = root,pos x-30
y = -140
ignorehitpause = 1

[state 80000]
type = nothitby
trigger1 = 1
value = SAC
time = -1
ignorehitpause=1

[state 80000]
type = Parentvarset
trigger1 = ishelper
trigger1 = root,var(7) = 0
var(7) = ID
ignorehitpause=1

[State 80000, ヘルパーカメラ固定]
type = Screenbound
trigger1 = ishelper(80000)
value = 0
ignorehitpause = 1

[State 80000]
type = Null
triggerall = !var(0)
trigger1 = var(0) := GameTime
trigger1 = var(1) := Enemy(0),var( var(4) )
ignorehitpause = 1
[State 80000]
type = VarSet
var(2) = Enemy(0),var( var(4) )
triggerall = var(0)
trigger1 = GameTime = var(0)+1
ignorehitpause = 1
[State 80000]
type = ChangeState
value = StateNo
triggerall = var(0)
triggerall = GameTime = var(0)+1
triggerall = var(1) = var(2)
trigger1 = var(0) := 0 || 1 
trigger1 = var(1) := 0 || 1
trigger1 = var(2) := 0 || 1
trigger1 = var(3) := 0 || 1
trigger1 = var(4) := ifelse( var(4)<59, var(4)+1, 0) || 1
ignorehitpause = 1
[State 80000]
type = VarSet
var(3) = Enemy(0),var( var(4) )
triggerall = var(0)
trigger1 = GameTime = var(0)+2
ignorehitpause = 1
[State 80000]
type = ChangeState
value = StateNo
triggerall = var(0)
triggerall = GameTime = var(0)+2
triggerall = var(1) = var(2) || var(2) = var(3) || var(3) = var(1)
trigger1 = var(0) := 0 || 1 
trigger1 = var(1) := 0 || 1
trigger1 = var(2) := 0 || 1
trigger1 = var(3) := 0 || 1
trigger1 = var(4) := ifelse( var(4)<59, var(4)+1, 0) || 1 
ignorehitpause = 1
[State 80000]
type = Null
triggerall = var(0)
triggerall = GameTime = var(0)+2
trigger1 = var(5) := floor( (var(1)-2*var(2)+var(3))/2 ) || 1
trigger1 = var(6) := var(2) - var(1) - var(5)*(2*var(0)+1) || 1
trigger1 = var(7) := var(1) - var(5)*var(0)*var(0) - var(6)*var(0)
ignorehitpause = 1
[State 80000]
type = ChangeState
value = StateNo
triggerall = var(0)
triggerall = var(5) || var(6) || var(7)
triggerall = GameTime <= var(0)+10
triggerall = Enemy(0),var( var(4) ) != var(5)*GameTime*GameTime+var(6)*GameTime+var(7)
trigger1 = var(0) := 0 || 1 
trigger1 = var(1) := 0 || 1
trigger1 = var(2) := 0 || 1
trigger1 = var(3) := 0 || 1
trigger1 = var(4) := ifelse( var(4)<59, var(4)+1, 0) || 1  
trigger1 = var(5) := 0 || 1
trigger1 = var(6) := 0 || 1
trigger1 = var(7) := 0 || 1
ignorehitpause = 1
[State 80000]
type = ChangeState
value = StateNo
triggerall = var(0)
triggerall = var(5) || var(6) || var(7)
triggerall = GameTime = var(0)+10
triggerall = !(var(30) || var(31) || var(32) || var(33))
trigger1 = var(30) := var(4) || 1
trigger1 = var(31) := var(5) || 1
trigger1 = var(32) := var(6) || 1
trigger1 = var(33) := var(7) || 1
trigger1 = var(0) := 0 || 1
trigger1 = var(1) := 0 || 1
trigger1 = var(2) := 0 || 1
trigger1 = var(3) := 0 || 1
trigger1 = var(4) := ifelse( var(4)<59, var(4)+1, 0) || 1
trigger1 = var(5) := 0 || 1
trigger1 = var(6) := 0 || 1
trigger1 = var(7) := 0 || 1
ignorehitpause = 1
[State 80000]
type = ChangeState
value = StateNo
triggerall = var(0)
triggerall = var(5) || var(6) || var(7)
triggerall = GameTime = var(0)+10
triggerall = var(30) || var(31) || var(32) || var(33)
triggerall = var(4) != var(30)
triggerall = !(var(35) || var(36) || var(37) || var(38))
trigger1 = var(35) := var(4) || 1
trigger1 = var(36) := var(5) || 1
trigger1 = var(37) := var(6) || 1
trigger1 = var(38) := var(7) || 1
trigger1 = var(0) := 0 || 1
trigger1 = var(1) := 0 || 1
trigger1 = var(2) := 0 || 1
trigger1 = var(3) := 0 || 1
trigger1 = var(4) := ifelse( var(4)<59, var(4)+1, 0) || 1
trigger1 = var(5) := 0 || 1
trigger1 = var(6) := 0 || 1
trigger1 = var(7) := 0 || 1
ignorehitpause = 1
[State 80000]
type = ChangeState
value = StateNo
triggerall = var(0)
triggerall = GameTime > var(0)+10
trigger1 = var(0) := 0 || 1  
trigger1 = var(1) := 0 || 1
trigger1 = var(2) := 0 || 1
trigger1 = var(3) := 0 || 1
trigger1 = var(4) := ifelse( var(4)<59, var(4)+1, 0) || 1 
trigger1 = var(5) := 0 || 1
trigger1 = var(6) := 0 || 1
trigger1 = var(7) := 0 || 1
ignorehitpause = 1
[state 80000]
type = Projectile
trigger1 = ishelper
damage = 1,1
projid = 20140
ProjAnim = 20023
Attr =  A,NP
HitFlag = MAFD
projremovetime = 30
offset = -30,-1999880
priority = 7,Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guard.dist = 0
numhits = 0
projpriority = 99999999999
projedgebound = 99999
projstagebound = 99999
projheightbound = 99999,99999
projremove = 1
projhits = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
IgnoreHitPause = 1

[state 60000]
type=pause
triggerall=root,var(45) = 1
trigger1=roundstate=3
trigger2=!enemy,Alive
time=500
movetime=500
ignorehitpause=1

[state 60000]
type=superpause
triggerall=root,var(45) = 1
trigger1=roundstate=3
trigger2=!enemy,Alive
anim=-1
time=500
movetime=500
darken=0
ignorehitpause=1

[state 60000]
type=DestroySelf
triggerall=name ="G-tenko"
trigger1=roundstate=3
trigger2=!enemy,Alive
ignorehitpause=1

;-|親変更ステート|-----------------------------------------

[Statedef 90000]
type = U
movetype = U
;movehitpersist = 1
;hitdefpersist = 1

[State ]
type = VarSet
trigger1 = 1
sysvar(0) = (sysvar(0)&(1^-1))
ignorehitpause = 1

[State ]
type = VarSet
triggerall = PlayerIDExist( Parent,ID )
triggerall = Parent,TeamSide != TeamSide
trigger1 = 1
sysvar(2) = Parent,var(0)
ignorehitpause = 1

[State ]
type = ParentVarSet
triggerall = PlayerIDExist( Parent,ID )
triggerall = Parent,TeamSide != TeamSide
trigger1 = 1
var(0) = !sysvar(2)
ignorehitpause = 1

[State ]
type = VarSet
triggerall = PlayerIDExist( Parent,ID )
triggerall = Parent,TeamSide != TeamSide
trigger1 = Parent,var(0) = ( !sysvar(2) )
sysvar(0) = (sysvar(0)|1)
ignorehitpause = 1

[State ]
type = ParentVarSet
triggerall = PlayerIDExist( Parent,ID )
triggerall = Parent,TeamSide != TeamSide
trigger1 = (sysvar(0)&1)
var(0) = sysvar(2)
ignorehitpause = 1

[State ]
type = VarAdd
var(45) = 1
trigger1 = 1
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) < var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998264
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) < var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998264
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) < var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998264
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) < var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998264
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) < var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998264
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) < var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998264
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) < var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998264
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) < var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998264
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) < var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998264
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) < var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998264
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) < var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998264
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) >= var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998265
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) >= var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998265
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) >= var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998265
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) >= var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998265
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) >= var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998265
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) >= var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998265
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) >= var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998265
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) >= var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998265
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) >= var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998265
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) >= var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998265
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = var(44) >= var(43)
triggerall = hitpausetime
trigger1 = !(sysvar(0)&1)
trigger1 = var(45) = [0,2000]
trigger1 = var(44) := var(44)+1 || 1
value = 2998265
ignorehitpause = 1

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

;---------------------------------------------------------------------------

