[Begin Action 190]
320, 2, 0, 0, 550
320, 1, 0, 0, 6
320, 0, 0, 0, 6
Loopstart
0, 0, 0, 0, 6
0, 1, 0, 0, 6
0, 2, 0, 0, 6
0, 3, 0, 0, 6
0, 4, 0, 0, 6
0, 5, 0, 0, 6
0, 6, 0, 0, 6
0, 7, 0, 0, 6

;イントロ。
[statedef 190]
type=s
ctrl=0
velset=0,0
sprpriority=5
[state ]
type=changestate
triggerall=(sysfvar(0)=256006.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1
[state ]
type=changestate
triggerall=ifelse(!ishelper,0,floor(sysfvar(1))>=1&&floor(sysfvar(1))<=6||!ishelper(100000)&&floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
trigger1=1
value=320000
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=ifelse(!ishelper,0,ishelper(100000)&&floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=190
value=190
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=49
value=s100,25
freqmul=0.3+0.02*animelemtime(1)
volume=255
ignorehitpause=1
[state ]
type=stopsnd
trigger1=animelemtime(1)=50
channel=-1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=50
value=s100,25
volume=255
freqmul=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=50
value=s100,25
volume=255
freqmul=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=100
trigger2=animelemtime(1)=125
trigger3=animelemtime(1)=150
value=s206,7
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=100
trigger2=animelemtime(1)=125
trigger3=animelemtime(1)=150
value=s100,26
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=175
trigger2=animelemtime(1)=285
value=s100,27
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=175
value=s100,30
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=175
value=s206,6
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=175
value=s10000,0
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=265
value=s202,3
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=265
value=s202,3
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=265
value=s206,18
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=285
value=s201,1
freqmul=1.6
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=455
value=s100,30
freqmul=0.8
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=455
value=s100,30
freqmul=1.2
ignorehitpause=1



;画面性質。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(4)<=-1
flag=intro
ignorehitpause=1
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=354
flag=nobardisplay
flag2=nofg
flag3=globalnoshadow
ignorehitpause=1



;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=354
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=355&&animelemtime(1)<=454
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/100)*(animelemtime(1)-355)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1

;画面揺れ。
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=49
time=2
freq=180
ampl=3*ifelse(animelemtime(1)%2=0,1,-1)
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=50&&animelemtime(1)<=53
time=2
freq=180
ampl=20*ifelse(animelemtime(1)%2=0,1,-1)
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=100&&animelemtime(1)<=174
time=2
freq=180
ampl=floor(sin((pi/2/75)*(animelemtime(1)-100))*ifelse(animelemtime(1)%2=0,1,-1))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=175&&animelemtime(1)<=178
time=2
freq=180
ampl=60*ifelse(animelemtime(1)%2=1,1,-1)
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=179&&animelemtime(1)<=264
time=2
freq=180
ampl=8*ifelse(animelemtime(1)%2=1,1,-1)
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=265&&animelemtime(1)<=274
time=2
freq=180
ampl=60*ifelse(animelemtime(1)%2=1,1,-1)
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=295&&animelemtime(1)<=304
time=2
freq=180
ampl=90*ifelse(animelemtime(1)%2=1,1,-1)
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=305&&animelemtime(1)<=354
time=2
freq=180
ampl=8*ifelse(animelemtime(1)%2=1,1,-1)
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=355&&animelemtime(1)<=454
time=2
freq=180
ampl=floor(sin((pi/2/100)*(animelemtime(1)-355))*ifelse(animelemtime(1)%2=1,1,-1))
phase=90
ignorehitpause=1



;トランス
[state ]
type=trans
trigger1=animelemtime(1)>=0&&animelemtime(1)<=324
trans=addalpha
alpha=0,256
ignorehitpause=1
[state ]
type=trans
trigger1=animelemtime(1)>=325&&animelemtime(1)<=354
trans=addalpha
alpha=0,floor(256*cos((pi/2/30)*(animelemtime(1)-325)))
ignorehitpause=1
[state ]
type=trans
trigger1=animelemtime(1)>=355&&animelemtime(1)<=404
trans=addalpha
alpha=0,0
ignorehitpause=1
[state ]
type=trans
trigger1=animelemtime(1)>=405&&animelemtime(1)<=454
trans=addalpha
alpha=floor(256*sin((pi/2/50)*(animelemtime(1)-405))),0
ignorehitpause=1



;左右の手に赤の弾と青の弾があります。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=49
anim=10004
scale=0.6,0.6
pos=-18,-52
vel=3+3*cos(random)*cos(sysvar(3)),3+3*cos(random)*sin(sysvar(3))
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=49
anim=10004
scale=0.4,0.4
pos=-18,-52
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=49
anim=10014
scale=0.6,0.6
pos=23,-52
vel=3+3*cos(random)*cos(sysvar(3)),3+3*cos(random)*sin(sysvar(3))
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=49
anim=10014
scale=0.4,0.4
pos=23,-52
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1

;赤の弾と青の弾がくるっくるしながら下の方へ。。
[state ]
type=explod
trigger1=animelemtime(1)>=50&&animelemtime(1)<=99
anim=10004
scale=0.6,0.6
pos=floor(-18-9*(animelemtime(1)-50)+0.1872*(animelemtime(1)-50)*(animelemtime(1)-50)),floor(-52+1.04*(animelemtime(1)-50))
vel=3+3*cos(random)*cos(sysvar(3)),3+3*cos(random)*sin(sysvar(3))
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=50&&animelemtime(1)<=99
anim=10004
scale=0.4,0.4
pos=floor(-18-9*(animelemtime(1)-50)+0.1872*(animelemtime(1)-50)*(animelemtime(1)-50)),floor(-52+1.04*(animelemtime(1)-50))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=50&&animelemtime(1)<=99
anim=10014
scale=0.6,0.6
pos=floor(23+9*(animelemtime(1)-50)-0.1892*(animelemtime(1)-50)*(animelemtime(1)-50)),floor(-52+1.04*(animelemtime(1)-50))
vel=3+3*cos(random)*cos(sysvar(3)),3+3*cos(random)*sin(sysvar(3))
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=50&&animelemtime(1)<=99
anim=10014
scale=0.4,0.4
pos=floor(23+9*(animelemtime(1)-50)-0.1892*(animelemtime(1)-50)*(animelemtime(1)-50)),floor(-52+1.04*(animelemtime(1)-50))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1

;赤の弾と青の弾がキュルキュル言いながら上昇
[state ]
type=explod
trigger1=animelemtime(1)>=100&&animelemtime(1)<=149
anim=10004
scale=0.6,0.6
pos=floor(60*sin((2*pi/50)*(animelemtime(1)-100))*cos(pi/15)),floor(60*sin((2*pi/50)*(animelemtime(1)-100))*sin(pi/15)-2*(animelemtime(1)-100))
vel=3+3*cos(random)*cos(sysvar(3)),3+3*cos(random)*sin(sysvar(3))
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=100&&animelemtime(1)<=149
anim=10004
scale=0.4,0.4
pos=floor(60*sin((2*pi/50)*(animelemtime(1)-100))*cos(pi/15)),floor(60*sin((2*pi/50)*(animelemtime(1)-100))*sin(pi/15)-2*(animelemtime(1)-100))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=100&&animelemtime(1)<=149
anim=10014
scale=0.6,0.6
pos=floor(-60*sin((2*pi/50)*(animelemtime(1)-100))*cos(pi/15)),floor(-60*sin((2*pi/50)*(animelemtime(1)-100))*sin(pi/15)-2*(animelemtime(1)-100))
vel=3+3*cos(random)*cos(sysvar(3)),3+3*cos(random)*sin(sysvar(3))
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=100&&animelemtime(1)<=149
anim=10014
scale=0.4,0.4
pos=floor(-60*sin((2*pi/50)*(animelemtime(1)-100))*cos(pi/15)),floor(-60*sin((2*pi/50)*(animelemtime(1)-100))*sin(pi/15)-2*(animelemtime(1)-100))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1

;ものすごい勢いで二つの弾が衝突する、のパート１。
[state ]
type=explod
trigger1=animelemtime(1)>=150&&animelemtime(1)<=174
anim=10004
scale=0.6,0.6
pos=floor(130*sin((2*pi/50)*(animelemtime(1)-150))*cos(-pi/15)),floor(-100+130*sin((2*pi/50)*(animelemtime(1)-100))*sin(-pi/15)-2*(animelemtime(1)-150))
vel=3+3*cos(random)*cos(sysvar(3)),3+3*cos(random)*sin(sysvar(3))
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=150&&animelemtime(1)<=174
anim=10004
scale=0.4,0.4
pos=floor(130*sin((2*pi/50)*(animelemtime(1)-150))*cos(-pi/15)),floor(-100+130*sin((2*pi/50)*(animelemtime(1)-100))*sin(-pi/15)-2*(animelemtime(1)-150))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=150&&animelemtime(1)<=174
anim=10014
scale=0.6,0.6
pos=floor(-130*sin((2*pi/50)*(animelemtime(1)-150))*cos(-pi/15)),floor(-100-130*sin((2*pi/50)*(animelemtime(1)-100))*sin(-pi/15)-2*(animelemtime(1)-150))
vel=3+3*cos(random)*cos(sysvar(3)),3+3*cos(random)*sin(sysvar(3))
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=150&&animelemtime(1)<=174
anim=10014
scale=0.4,0.4
pos=floor(-130*sin((2*pi/50)*(animelemtime(1)-150))*cos(-pi/15)),floor(-100-130*sin((2*pi/50)*(animelemtime(1)-100))*sin(-pi/15)-2*(animelemtime(1)-150))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1

;ものすごい勢いで二つの弾が衝突する、のパート２。
[state ]
type=explod
trigger1=animelemtime(1)>=150&&animelemtime(1)<=174
anim=10004
scale=0.6,0.6
pos=floor(130*sin((2*pi/50)*(animelemtime(1)-150))*cos((-pi/15)+pi/2)),floor(-100+130*sin((2*pi/50)*(animelemtime(1)-100))*sin((-pi/15)+pi/2)-2*(animelemtime(1)-150))
vel=3+3*cos(random)*cos(sysvar(3)),3+3*cos(random)*sin(sysvar(3))
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=150&&animelemtime(1)<=174
anim=10004
scale=0.4,0.4
pos=floor(130*sin((2*pi/50)*(animelemtime(1)-150))*cos((-pi/15)+pi/2)),floor(-100+130*sin((2*pi/50)*(animelemtime(1)-100))*sin((-pi/15)+pi/2)-2*(animelemtime(1)-150))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=150&&animelemtime(1)<=174
anim=10014
scale=0.6,0.6
pos=floor(-130*sin((2*pi/50)*(animelemtime(1)-150))*cos((-pi/15)+pi/2)),floor(-100-130*sin((2*pi/50)*(animelemtime(1)-100))*sin((-pi/15)+pi/2)-2*(animelemtime(1)-150))
vel=3+3*cos(random)*cos(sysvar(3)),3+3*cos(random)*sin(sysvar(3))
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=150&&animelemtime(1)<=174
anim=10014
scale=0.4,0.4
pos=floor(-130*sin((2*pi/50)*(animelemtime(1)-150))*cos((-pi/15)+pi/2)),floor(-100-130*sin((2*pi/50)*(animelemtime(1)-100))*sin((-pi/15)+pi/2)-2*(animelemtime(1)-150))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1

;ものすごい勢いで二つの弾が衝突する、その衝撃波。
[state ]
type=explod
trigger1=animelemtime(1)>=175&&animelemtime(1)<=214
anim=10101
scale=0.11*0.18*(animelemtime(1)-175),0.11*0.18*(animelemtime(1)-175)
pos=0,-150
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=185&&animelemtime(1)<=224
anim=10101
scale=0.11*0.18*(animelemtime(1)-185),0.11*0.18*(animelemtime(1)-185)
pos=0,-150
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1

;衝撃によって合体した、マゼンタ色の光弾がここに。
[state ]
type=explod
trigger1=animelemtime(1)>=175&&animelemtime(1)<=194
anim=10060
scale=0.123*(sin((pi/2/20)*(animelemtime(1)-175))+0.1*sin((pi/2/20)*(animelemtime(1)-175))*cos(random)),0.123*(sin((pi/2/20)*(animelemtime(1)-175))+0.1*sin((pi/2/20)*(animelemtime(1)-175))*cos(random))
pos=0,-150
vel=0,0
accel=0,0
removetime=2
bindtime=-1
sprpriority=4
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=195&&animelemtime(1)<=264
anim=10060
scale=0.123*(1+0.02*(animelemtime(1)-195)+0.05*(1+0.02*(animelemtime(1)-195))*cos(random)),0.123*(1+0.02*(animelemtime(1)-195)+0.05*(1+0.02*(animelemtime(1)-195))*cos(random))
pos=0,floor(-150-1.8*(animelemtime(1)-195))
vel=0,0
accel=0,0
removetime=2
bindtime=-1
sprpriority=4
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=265&&animelemtime(1)<=354
anim=10060
scale=0.123*(1+0.02*(265-195)+0.05*(1+0.02*(265-195))*cos(random)),0.123*(1+0.02*(265-195)+0.05*(1+0.02*(265-195))*cos(random))
pos=0,floor(-150-1.8*(265-195))
vel=0,0
accel=0,0
removetime=2
bindtime=-1
sprpriority=4
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=355&&animelemtime(1)<=454
anim=10060
scale=0.123*(2.4*cos((pi/2/100)*(animelemtime(1)-355))+0.05*(1+1.4*cos((pi/2/100)*(animelemtime(1)-355)))*cos(random)),0.123*(2.4*cos((pi/2/100)*(animelemtime(1)-355))+0.05*(1+1.4*cos((pi/2/100)*(animelemtime(1)-355)))*cos(random))
pos=0,floor(-150-1.8*(265-195))
vel=0,0
accel=0,0
removetime=2
bindtime=-1
sprpriority=4
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1

;柱と共に発生するマゼンタ色の衝撃波が二つ。
[state ]
type=explod
trigger1=animelemtime(1)>=265&&animelemtime(1)<=304
anim=10101
scale=0.11*0.18*(animelemtime(1)-265),0.11*0.18*(animelemtime(1)-265)
pos=0,floor(-150-1.8*(265-195))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=285&&animelemtime(1)<=324
anim=10101
scale=0.11*0.18*(animelemtime(1)-285),0.11*0.18*(animelemtime(1)-285)
pos=0,floor(-screenpos y+240+100)
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1

;マゼンタ色の死の風、論理的に破綻した世界の欠片。
[state ]
type=explod
trigger1=animelemtime(1)>=175&&animelemtime(1)<=444
anim=10024
scale=0.6,0.6
pos=floor(0+100*cos(sysvar(3))),floor(-150+100*sin(sysvar(3)))
vel=3+3*cos(random)*cos(sysvar(3)),3+3*cos(random)*sin(sysvar(3))
accel=0,0
removetime=-2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1

;マゼンタ色の柱が、射出される。
[state ]
type=explod
trigger1=animelemtime(1)>=265&&animelemtime(1)<=324
anim=10060
scale=0.123*1,0.123*0.5*(animelemtime(1)-265)
pos=0,floor(-150-1.8*(265-195))
vel=0,0
accel=0,0
removetime=2
bindtime=-1
sprpriority=4
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=325&&animelemtime(1)<=354
anim=10060
scale=0.123*1,0.123*1000
pos=0,floor(-150-1.8*(265-195))
vel=0,0
accel=0,0
removetime=2
bindtime=-1
sprpriority=4
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=355&&animelemtime(1)<=454
anim=10060
scale=0.123*cos((pi/2/100)*(animelemtime(1)-355)),0.123*1000
pos=0,floor(-150-1.8*(265-195))
vel=0,0
accel=0,0
removetime=2
bindtime=-1
sprpriority=4
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1

;マゼンタ色の死の風。
[state ]
type=explod
trigger1=animelemtime(1)>=455&&animelemtime(1)<=494
anim=10024
scale=0.6,0.6
pos=0,-44
vel=(5+5*cos(random))*cos(sysvar(3)),(3+3*cos(random))*sin(sysvar(3))
accel=0,0
removetime=-2
sprpriority=4
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=455&&animelemtime(1)<=494
anim=10034
scale=0.6,0.6
pos=0,-44
vel=(5+5*cos(random))*cos(sysvar(3)),(3+3*cos(random))*sin(sysvar(3))
accel=0,0
removetime=-2
sprpriority=4
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1

;全ては収束し、後光に包まれる。
[state ]
type=explod
trigger1=animelemtime(1)>=455&&animelemtime(1)<=494
anim=10350
scale=0.11*0.3*(animelemtime(1)-455),0.11*0.3*(animelemtime(1)-455)
pos=0,-44
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=465&&animelemtime(1)<=504
anim=10350
scale=0.11*0.3*(animelemtime(1)-465),0.11*0.3*(animelemtime(1)-465)
pos=0,-44
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
supermovetime=2147483647*ifelse(!ishelper,0,floor(sysfvar(1))>=7&&floor(sysfvar(1))<=12)
ignorehitpause=1



;帰還、する。
[state ]
type=changestate
trigger1=roundstate=2
value=0
persistent=256
ignorehitpause=1