;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋
;┃†コモン補助。

[statedef 0]
type=s
physics=s
sprpriority=0
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1



;仕様。
[state ]
type=ctrlset
triggerall=ishelper(103000)
triggerall=roundstate=2
trigger1=1
value=1
ignorehitpause=1
[state ]
type=selfstate
triggerall=ishelper(103000)
triggerall=roundstate=4
trigger1=win
value=180
ignorehitpause=1
[state ]
type=selfstate
triggerall=ishelper(103000)
triggerall=roundstate=4
trigger1=1
value=170
ignorehitpause=1



;コモン実行部分。
[state ]
type=changeanim
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[0,8]
trigger1=(anim=190&&animelemtime(24)>=0)=0&&(anim=192&&animelemtime(5)>=0)=0&&anim!=0&&anim!=5
trigger2=anim=5&&animtime=0
value=0
[state ]
type=changeanim
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[9,14]
trigger1=(anim=191&&animelemtime(57)>=0)=0&&(anim=193&&animelemtime(7)>=0)=0&&anim!=30020&&anim!=5
trigger2=anim=5&&animtime=0
value=30020
[state ]
type=velset
trigger1=time=0
y=0
[state ]
type=velset
trigger1=abs(vel x)<2
trigger2=time=4
x=0
[state ]
type=changestate
trigger1=!alive
value=5050



[statedef 10]
type=c
physics=c
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=changeanim
trigger1=anim!=10
value=10
[state ]
type=velmul
trigger1=animelemtime(1)=0
x=.75
[state ]
type=changestate
trigger1=animtime=0
value=11

[statedef 11]
type=c
physics=c
sprpriority=0
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=changeanim
trigger1=anim!=11
value=11
[state ]
type=changestate
trigger1=command!="holddown"
value=12

[statedef 12]
type=s
physics=s
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=changeanim
trigger1=anim!=12
value=12
[state ]
type=changestate
trigger1=animtime=0
value=0



[statedef 40]
type=s
physics=s
ctrl=0
sprpriority=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=changestate
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[9,14]
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15*15*15*2))/(2*1000*2*15*15*15))=1
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15*15*15*2*60))/(2*1000*2*15*15*15*2))=[0,29]
trigger1=1
value=0
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=changeanim
trigger1=anim!=40
value=40
ignorehitpause=1
[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[0,5]
trigger1=animelemtime(1)=0
anim=10310
scale=0.4,0.1
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=0
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[6,13]
trigger1=animelemtime(1)=0
anim=10460
scale=0.4,0.1
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=0
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)=0
trigger1=prevstateno!=41
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(1)=0
trigger1=prevstateno!=41
value=41
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)=0
var(51)=0
ignorehitpause=1
[state ]
type=varset
trigger1=command="holdfwd"
var(51)=1
ignorehitpause=1
[state ]
type=varset
trigger1=command="holdback"
var(51)=-1
ignorehitpause=1
[state ]
type=velset
trigger1=animtime=0
x=ifelse(var(51)=0,const(velocity.jump.neu.x),ifelse(var(51)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))
y=const(velocity.jump.y)
ignorehitpause=1
[state ]
type=velset
trigger1=animtime=0
trigger1=prevstateno=100
trigger1=var(51)=1
x=const(velocity.runjump.fwd.x)
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
value=50
ctrl=1
persistent=256
ignorehitpause=1

[statedef 41]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=5
value=40
ignorehitpause=1



[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[0,5]
trigger1=1
anim=10024
scale=0.6,0.6
pos=0,0
vel=3*cos(random)*cos(var(55)),-3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[6,13]
trigger1=1
anim=10034
scale=0.6,0.6
pos=0,0
vel=3*cos(random)*cos(var(55)),-3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=5
value=stateno
persistent=256
ignorehitpause=1

[statedef 50]
type=a
physics=a
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=varset
trigger1=time=0
var(51)=0
ignorehitpause=1
[state ]
type=changeanim
trigger1=anim!=41
trigger1=anim!=42
trigger1=anim!=43
trigger1=anim!=44
trigger1=anim!=45
trigger1=anim!=46
value=ifelse((vel x)=0,41,ifelse((vel x)>0,42,43))
ignorehitpause=1
[state ]
type=changeanim
trigger1=vel y>-2
trigger1=selfanimexist(anim+3)
persistent=0
value=anim+3
ignorehitpause=1

[statedef 52]
type=s
physics=s
ctrl=0
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=changeanim
trigger1=anim!=47
value=47
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,19
ignorehitpause=1
[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[0,5]
trigger1=animelemtime(1)=0
anim=10310
scale=0.4,0.1
pos=0,floor(-pos y)
vel=0,0
accel=0,0
removetime=-2
sprpriority=0
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[6,13]
trigger1=animelemtime(1)=0
anim=10460
scale=0.4,0.1
pos=0,floor(-pos y)
vel=0,0
accel=0,0
removetime=-2
sprpriority=0
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)=0
trigger1=prevstateno!=53
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(1)=0
trigger1=prevstateno!=53
value=53
ignorehitpause=1
[state ]
type=velset
trigger1=animelemtime(1)=0
y=0
ignorehitpause=1
[state ]
type=posset
trigger1=animelemtime(1)=0
y=0
ignorehitpause=1
[state ]
type=ctrlset
trigger1=animelemtime(1)=3
value=1
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 53]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=5
value=52
ignorehitpause=1



[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[0,5]
trigger1=1
anim=10024
scale=0.6,0.6
pos=0,floor(-pos y)
vel=3*cos(random)*cos(var(55)),-3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[6,13]
trigger1=1
anim=10034
scale=0.6,0.6
pos=0,floor(-pos y)
vel=3*cos(random)*cos(var(55)),-3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=5
value=stateno
persistent=256
ignorehitpause=1



[statedef 100]
type=a
physics=a
ctrl=0
sprpriority=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=changestate
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[9,14]
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15*15*15*2))/(2*1000*2*15*15*15))=1
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15*15*15*2*60))/(2*1000*2*15*15*15*2))=[0,29]
trigger1=1
value=0
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=changeanim
trigger1=anim!=100
value=100
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,20
ignorehitpause=1
[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[0,5]
trigger1=animelemtime(1)=0
anim=10310
scale=0.4,0.1
pos=0,floor(-pos y)
vel=0,0
accel=0,0
removetime=-2
sprpriority=0
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[6,13]
trigger1=animelemtime(1)=0
anim=10460
scale=0.4,0.1
pos=0,floor(-pos y)
vel=0,0
accel=0,0
removetime=-2
sprpriority=0
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)=0
trigger1=prevstateno!=101
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(1)=0
trigger1=prevstateno!=101
value=101
ignorehitpause=1
[state ]
type=velset
trigger1=animelemtime(1)=0
x=const(velocity.run.fwd.x)
y=const(velocity.run.fwd.y)
ignorehitpause=1
[state ]
type=ctrlset
trigger1=animelemtime(1)=6
value=1
ignorehitpause=1

[statedef 101]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=10
value=100
ignorehitpause=1



[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[0,5]
trigger1=1
anim=10024
scale=0.6,0.6
pos=0,floor(-pos y)
vel=3*cos(random)*cos(var(55)),-3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[6,13]
trigger1=1
anim=10034
scale=0.6,0.6
pos=0,floor(-pos y)
vel=3*cos(random)*cos(var(55)),-3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=10
value=stateno
persistent=256
ignorehitpause=1

[statedef 105]
type=a
physics=a
ctrl=0
sprpriority=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=changestate
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[9,14]
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15*15*15*2))/(2*1000*2*15*15*15))=1
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15*15*15*2*60))/(2*1000*2*15*15*15*2))=[0,29]
trigger1=1
value=0
ctrl=1
persistent=256
ignorehitpause=1
[state ]
type=changeanim
trigger1=anim!=100
value=100
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,20
ignorehitpause=1
[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[0,5]
trigger1=animelemtime(1)=0
anim=10310
scale=0.4,0.1
pos=0,floor(-pos y)
vel=0,0
accel=0,0
removetime=-2
sprpriority=0
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[6,13]
trigger1=animelemtime(1)=0
anim=10460
scale=0.4,0.1
pos=0,floor(-pos y)
vel=0,0
accel=0,0
removetime=-2
sprpriority=0
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)=0
trigger1=prevstateno!=107
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(1)=0
trigger1=prevstateno!=107
value=107
ignorehitpause=1
[state ]
type=velset
trigger1=animelemtime(1)=0
x=const(velocity.run.back.x)
y=const(velocity.run.back.y)
ignorehitpause=1
[state ]
type=ctrlset
trigger1=animelemtime(1)=6
value=1
ignorehitpause=1
[state ]
type=changestate
trigger1=vel y>0
trigger1=pos y>=0
value=106
ignorehitpause=1

[statedef 106]
type=s
physics=s
ctrl=0
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=changeanim
trigger1=anim!=106
value=106
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,19
ignorehitpause=1
[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[0,5]
trigger1=animelemtime(1)=0
anim=10310
scale=0.4,0.1
pos=0,floor(-pos y)
vel=0,0
accel=0,0
removetime=-2
sprpriority=0
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[6,13]
trigger1=animelemtime(1)=0
anim=10460
scale=0.4,0.1
pos=0,floor(-pos y)
vel=0,0
accel=0,0
removetime=-2
sprpriority=0
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)=0
trigger1=prevstateno!=108
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(1)=0
trigger1=prevstateno!=108
value=108
ignorehitpause=1
[state ]
type=velset
trigger1=animelemtime(1)=0
y=0
ignorehitpause=1
[state ]
type=posset
trigger1=animelemtime(1)=0
y=0
ignorehitpause=1
[state ]
type=makedust
trigger1=animelemtime(1)=2
pos=-5,-2
spacing=1
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 107]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=10
value=105
persistent=256
ignorehitpause=1



[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[0,5]
trigger1=1
anim=10024
scale=0.6,0.6
pos=0,floor(-pos y)
vel=3*cos(random)*cos(var(55)),-3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[6,13]
trigger1=1
anim=10034
scale=0.6,0.6
pos=0,floor(-pos y)
vel=3*cos(random)*cos(var(55)),-3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=10
value=stateno
persistent=256
ignorehitpause=1

[statedef 108]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=10
value=106
ignorehitpause=1



[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[0,5]
trigger1=1
anim=10024
scale=0.6,0.6
pos=0,floor(-pos y)
vel=3*cos(random)*cos(var(55)),-3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[6,13]
trigger1=1
anim=10034
scale=0.6,0.6
pos=0,floor(-pos y)
vel=3*cos(random)*cos(var(55)),-3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=10
value=stateno
persistent=256
ignorehitpause=1



;敗北演出。
[statedef 170]
type=s
ctrl=0
velset=0,0
sprpriority=4
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=170
value=170
ignorehitpause=1



;ステート分岐。
[state ]
type=changestate
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[9,14]
trigger1=animelemtime(1)=0
value=171
persistent=256
ignorehitpause=1



;画面性質。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=179
flag=roundnotover
ignorehitpause=1

[statedef 171]
type=s
ctrl=0
velset=0,0
sprpriority=4
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=171
value=171
ignorehitpause=1



;画面性質。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=179
flag=roundnotover
ignorehitpause=1



;勝利演出。
[statedef 180]
type=s
ctrl=0
velset=0,0
sprpriority=4
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=180
value=180
ignorehitpause=1



;ステート分岐。
[state ]
type=changestate
triggerall=animelemtime(1)=0
triggerall=numpartner=0
triggerall=numenemy=1
trigger1=0
value=183
persistent=256
ignorehitpause=1
[state ]
type=changestate
triggerall=animelemtime(1)=0
triggerall=numpartner=0
triggerall=numenemy=1
trigger1=enemy(0),name="mapelao"
trigger2=enemy(0),name="G Igniz"
trigger3=enemy(0),name="G Igniz_v2"
trigger4=enemy(0),name="U_Flan"
trigger5=enemy(0),name="Lucifer"
value=182
persistent=256
ignorehitpause=1
[state ]
type=changestate
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[9,14]
trigger1=animelemtime(1)=0
value=181
persistent=256
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s206,3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=20
value=s204,9
freqmul=0.4
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=20
value=s204,9
freqmul=0.4
volume=255
ignorehitpause=1



;画面性質。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=269
flag=roundnotover
ignorehitpause=1
[state ]
type=assertspecial
trigger1=1
flag=nobardisplay
flag2=nofg
flag3=globalnoshadow
ignorehitpause=1



;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(1)>=10&&animelemtime(1)<=29
anim=11000
trans=addalpha
alpha=0,floor(256*cos((pi/2/20)*(animelemtime(1)-10)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=30&&animelemtime(1)<=139
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=140&&animelemtime(1)<=209
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/70)*(animelemtime(1)-140)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;画面揺れ。
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
time=2
freq=180
ampl=floor(24*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=10&&animelemtime(1)<=109
time=2
freq=180
ampl=floor(2*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=110&&animelemtime(1)<=209
time=2
freq=180
ampl=floor(1*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;トランス。
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
trans=addalpha
alpha=floor(256*cos((pi/2/10)*animelemtime(1))),floor(256*sin((pi/2/30)*animelemtime(1)))
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(1)>=10&&animelemtime(1)<=29
trans=addalpha
alpha=0,floor(256*cos((pi/2/20)*(animelemtime(1)-10)))
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(1)>=30&&animelemtime(1)<=59
trans=addalpha
alpha=0,0
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(1)>=60&&animelemtime(1)<=129
trans=addalpha
alpha=0,floor(256*sin((pi/2/70)*(animelemtime(1)-60)))
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(1)>=130
trans=addalpha
alpha=0,256
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
trans=addalpha
alpha=floor(256*cos((pi/2/10)*animelemtime(1))),floor(256*sin((pi/2/30)*animelemtime(1)))
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(1)>=10&&animelemtime(1)<=29
trans=addalpha
alpha=0,floor(256*cos((pi/2/20)*(animelemtime(1)-10)))
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(1)>=30&&animelemtime(1)<=59
trans=addalpha
alpha=0,0
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(1)>=60&&animelemtime(1)<=129
trans=addalpha
alpha=0,floor(256*sin((pi/2/70)*(animelemtime(1)-60)))
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(1)>=130
trans=addalpha
alpha=0,256
id=256006000
ignorehitpause=1



;天井の光る光の弾。
[state ]
type=explod
trigger1=animelemtime(1)>=10&&animelemtime(1)<=29
anim=10060
scale=0.123*(3.4*sin((pi/2/20)*(animelemtime(1)-10))+0.05*3.4*sin((pi/2/20)*(animelemtime(1)-10))*cos(random)),0.123*(3.4*sin((pi/2/20)*(animelemtime(1)-10))+0.05*3.4*sin((pi/2/20)*(animelemtime(1)-10))*cos(random))
pos=17,floor(-screenpos y-115)
vel=0,0
accel=0,0
removetime=2
bindtime=-1
sprpriority=4
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=30&&animelemtime(1)<=59
anim=10060
scale=0.123*(3.4+0.01*(animelemtime(1)-30)+0.05*(3.4+0.01*(animelemtime(1)-30))*cos(random)),0.123*(3.4+0.01*(animelemtime(1)-30)+0.05*(3.4+0.01*(animelemtime(1)-30))*cos(random))
pos=17,floor(-screenpos y-115)
vel=0,0
accel=0,0
removetime=2
bindtime=-1
sprpriority=4
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=159
anim=10060
scale=0.123*(3.7*cos((pi/2/100)*(animelemtime(1)-60))+0.05*3.7*cos((pi/2/100)*(animelemtime(1)-60))*cos(random)),0.123*(3.7*cos((pi/2/100)*(animelemtime(1)-60))+0.05*3.7*cos((pi/2/100)*(animelemtime(1)-60))*cos(random))
pos=17,floor(-screenpos y-115)
vel=0,0
accel=0,0
removetime=2
bindtime=-1
sprpriority=4
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;論理的に破綻した世界の狭間。
[state ]
type=explod
trigger1=animelemtime(1)>=10&&animelemtime(1)<=29
anim=10060
scale=0.123*1.7*sin((pi/2/20)*(animelemtime(1)-10)),0.123*0.4*(animelemtime(1)-10)
pos=17,0
vel=0,0
accel=0,0
removetime=2
bindtime=-1
sprpriority=4
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=30&&animelemtime(1)<=59
anim=10060
scale=0.123*(1.7+0.002*(animelemtime(1)-30)),0.123*1000
pos=17,0
vel=0,0
accel=0,0
removetime=2
bindtime=-1
sprpriority=4
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=159
anim=10060
scale=0.123*1.76*cos((pi/2/100)*(animelemtime(1)-60)),0.123*1000
pos=17,0
vel=0,0
accel=0,0
removetime=2
bindtime=-1
sprpriority=4
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;狭間より吹き出す闇。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=84
anim=10034
scale=0.6,0.6
pos=4,-40
vel=8*cos(random)*cos(var(55)),5*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
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)>=20&&animelemtime(1)<=139
anim=10024
scale=0.6,0.6
pos=floor(100*cos(var(55))),floor(100*sin(var(55)))
postype=back
vel=4+4*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[statedef 181]
type=s
ctrl=0
velset=0,0
sprpriority=4
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=181
value=181
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,47
freqmul=0.8
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,47
freqmul=0.8
volume=255
ignorehitpause=1



;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(1)>=0
time=2
freq=180
ampl=floor(5*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1

;画面性質。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=179
flag=roundnotover
ignorehitpause=1



;掲げられるフィールド。
[state ]
type=explod
trigger1=animelemtime(1)=17
anim=10820
scale=1.7,1.7
pos=40,-76
vel=0,0
accel=0,0
removetime=-1
bindtime=-1
sprpriority=2147483544
ontop=0
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=17
anim=10821
scale=0.9,0.9
pos=40,-76
vel=0,0
accel=0,0
removetime=-1
bindtime=-1
sprpriority=2147483545
ontop=0
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)>=17
trigger1=gametime%4=0
anim=10472
scale=0.6,0.6
pos=40,-76
vel=-0.5*vel x+7*cos(random)*cos(var(55)),-0.5*vel y+7*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=17
trigger1=gametime%4=2
anim=10482
scale=0.6,0.6
pos=40,-76
vel=-0.5*vel x+7*cos(random)*cos(var(55)),-0.5*vel y+7*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1

[statedef 182]
type=s
ctrl=0
velset=0,0
sprpriority=4
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=182
value=182
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(7)=0
value=s10000,17
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=0
value=s10000,29
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(8)=30
value=s10000,2
freqmul=0.7
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(8)=30
value=s206,13
freqmul=1.7
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(8)=30
value=s206,13
freqmul=1.7
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(8)=30
value=s10000,24
freqmul=0.8
volume=255
ignorehitpause=1



;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(8)>=30&&animelemtime(8)<=59
anim=11000
trans=addalpha
alpha=floor(256*sin((pi/2/30)*(animelemtime(8)-30))),floor(256*cos((pi/2/30)*(animelemtime(8)-30)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(8)>=30&&animelemtime(8)<=69
time=2
freq=180
ampl=floor((90-90*sin((pi/2/40)*(animelemtime(8)-30)))*sin((pi/2/0.96954)*animelemtime(1)))
phase=90
ignorehitpause=1

;画面性質。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(14)<=40+300-1
flag=roundnotover
ignorehitpause=1



;紫白弾が手の内でじゅーじゅー。
[state ]
type=explod
trigger1=animelemtime(7)>=0&&animelemtime(8)<=19
anim=10024
scale=0.4,0.4
pos=-47,-19
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483539
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=0&&animelemtime(8)<=19
anim=10024
scale=0.4,0.4
pos=-47,-19
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483539
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;紫白弾がすぱこーん！の１。
[state ]
type=explod
trigger1=animelemtime(8)>=20&&animelemtime(8)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(animelemtime(8)-20)+0.5*1.64*(animelemtime(8)-20)*(animelemtime(8)-20)),floor(-19-44.3*(animelemtime(8)-20)+0.5*9.24*(animelemtime(8)-20)*(animelemtime(8)-20))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483539
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(8)>=20&&animelemtime(8)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(animelemtime(8)-20)+0.5*1.64*(animelemtime(8)-20)*(animelemtime(8)-20)),floor(-19-44.3*(animelemtime(8)-20)+0.5*9.24*(animelemtime(8)-20)*(animelemtime(8)-20))
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483539
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;紫白弾がすぱこーん！の２。
[state ]
type=explod
trigger1=animelemtime(8)>=20&&animelemtime(8)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(0.5+(animelemtime(8)-20))+0.5*1.64*(0.5+(animelemtime(8)-20))*(0.5+(animelemtime(8)-20))),floor(-19-44.3*(0.5+(animelemtime(8)-20))+0.5*9.24*(0.5+(animelemtime(8)-20))*(0.5+(animelemtime(8)-20)))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483539
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(8)>=20&&animelemtime(8)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(0.5+(animelemtime(8)-20))+0.5*1.64*(0.5+(animelemtime(8)-20))*(0.5+(animelemtime(8)-20))),floor(-19-44.3*(0.5+(animelemtime(8)-20))+0.5*9.24*(0.5+(animelemtime(8)-20))*(0.5+(animelemtime(8)-20)))
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483539
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;爆発。
[state ]
type=explod
trigger1=animelemtime(8)=30
trigger2=animelemtime(8)=40
trigger3=animelemtime(8)=50
anim=10891
scale=0.6,0.6
pos=88,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483540
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(8)=30
anim=10870
scale=0.6,0.6
pos=88,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483541
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;衝撃波。
[state ]
type=explod
trigger1=animelemtime(8)>=30&&animelemtime(8)<=49
anim=10350
scale=0.11*5*sin((pi/2/20)*(animelemtime(8)-30)),0.11*5*sin((pi/2/20)*(animelemtime(8)-30))
pos=88,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483542
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(8)>=40&&animelemtime(8)<=59
anim=10350
scale=0.11*5*sin((pi/2/20)*(animelemtime(8)-40)),0.11*5*sin((pi/2/20)*(animelemtime(8)-40))
pos=88,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483542
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(8)>=50&&animelemtime(8)<=69
anim=10350
scale=0.11*5*sin((pi/2/20)*(animelemtime(8)-50)),0.11*5*sin((pi/2/20)*(animelemtime(8)-50))
pos=88,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483542
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;雷。
[state ]
type=explod
trigger1=animelemtime(8)=30
anim=10780
scale=1,1
pos=88,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483543
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;専用イントロポートレイト。
[state ]
type=explod
trigger1=animelemtime(14)>=10&&animelemtime(14)<=39
anim=12040
trans=addalpha
alpha=floor(256*sin((pi/2/30)*(animelemtime(14)-10))),floor(256*cos((pi/2/30)*(animelemtime(14)-10)))
scale=0.5,0.5
pos=0,240+floor(20-20*sin((pi/2/30)*(animelemtime(14)-10)))
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(14)>=40
anim=12040
scale=0.5,0.5
pos=0,240
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;メッセージウィンドウ。
[state ]
type=explod
trigger1=animelemtime(14)=40-18
anim=11051
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(14)=40-18
anim=11061
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;mapelao用メッセージ。
[state ]
type=explod
triggerall=animelemtime(14)>=30&&animelemtime(14)<=39
trigger1=enemy(0),name="mapelao"
anim=71043
trans=addalpha
alpha=floor(256*sin((pi/2/10)*(animelemtime(14)-30))),floor(256*cos((pi/2/10)*(animelemtime(14)-30)))
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(14)>=40
trigger1=enemy(0),name="mapelao"
anim=71043
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;神イグニス用メッセージ。
[state ]
type=explod
triggerall=animelemtime(14)>=30&&animelemtime(14)<=39
trigger1=enemy(0),name="G Igniz"
anim=11049
trans=addalpha
alpha=floor(256*sin((pi/2/10)*(animelemtime(14)-30))),floor(256*cos((pi/2/10)*(animelemtime(14)-30)))
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(14)>=40
trigger1=enemy(0),name="G Igniz"
anim=11049
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;神イグニスV2用メッセージ。
[state ]
type=explod
triggerall=animelemtime(14)>=30&&animelemtime(14)<=39
trigger1=enemy(0),name="G Igniz_v2"
anim=71041
trans=addalpha
alpha=floor(256*sin((pi/2/10)*(animelemtime(14)-30))),floor(256*cos((pi/2/10)*(animelemtime(14)-30)))
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(14)>=40
trigger1=enemy(0),name="G Igniz_v2"
anim=71041
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;Uフラン用メッセージ。
[state ]
type=explod
triggerall=animelemtime(14)>=30&&animelemtime(14)<=39
trigger1=enemy(0),name="U_Flan"
anim=ifelse(wintime,11042,11043-2*winperfect)
trans=addalpha
alpha=floor(256*sin((pi/2/10)*(animelemtime(14)-30))),floor(256*cos((pi/2/10)*(animelemtime(14)-30)))
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(14)>=40
trigger1=enemy(0),name="U_Flan"
anim=ifelse(wintime,11042,11043-2*winperfect)
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;レフィカル用メッセージ。
[state ]
type=explod
triggerall=animelemtime(14)>=30&&animelemtime(14)<=39
trigger1=enemy(0),name="Lucifer"
anim=ifelse(wintime,11046,11047-2*winperfect)
trans=addalpha
alpha=floor(256*sin((pi/2/10)*(animelemtime(14)-30))),floor(256*cos((pi/2/10)*(animelemtime(14)-30)))
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(14)>=40
trigger1=enemy(0),name="Lucifer"
anim=ifelse(wintime,11046,11047-2*winperfect)
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[statedef 183]
type=s
ctrl=0
velset=0,0
sprpriority=4
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
triggerall=roundno=1
trigger1=anim!=183
value=183
ignorehitpause=1
[state ]
type=changeanim
triggerall=roundno>=2
trigger1=anim!=184
value=184
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=anim=183
trigger1=animelemtime(69)>=0
trigger1=animelemtime(69)%30=0
trigger2=anim=184
trigger2=animelemtime(3)>=0
trigger2=animelemtime(3)%30=0
value=s300,0
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=anim=183
trigger1=animelemtime(69)>=0
trigger1=animelemtime(69)%30=0
trigger2=anim=184
trigger2=animelemtime(3)>=0
trigger2=animelemtime(3)%30=0
value=s300,1
channel=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=anim=183
trigger1=animelemtime(69)>=0
trigger1=animelemtime(69)%30=0
trigger2=anim=184
trigger2=animelemtime(3)>=0
trigger2=animelemtime(3)%30=0
value=s10000,2
channel=3
ignorehitpause=1
[state ]
type=playsnd
trigger1=anim=183
trigger1=animelemtime(69)>=0
trigger1=animelemtime(69)%30=0
trigger2=anim=184
trigger2=animelemtime(3)>=0
trigger2=animelemtime(3)%30=0
value=s10000,4
channel=4
ignorehitpause=1



;画面色レイヤー、下。
[state ]
type=explod
triggerall=anim=183
triggerall=animelemtime(69)>=0
trigger1=animelemtime(69)%30>=0&&animelemtime(69)%30<=19
anim=11000
trans=addalpha
alpha=floor(256*cos((pi/2/20)*(animelemtime(69)%30))),floor(256*sin((pi/2/20)*(animelemtime(69)%30)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=anim=184
triggerall=animelemtime(3)>=0
trigger1=animelemtime(3)%30>=0&&animelemtime(3)%30<=19
anim=11000
trans=addalpha
alpha=floor(256*cos((pi/2/20)*(animelemtime(3)%30))),floor(256*sin((pi/2/20)*(animelemtime(3)%30)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
triggerall=anim=183
triggerall=animelemtime(69)>=0
trigger1=animelemtime(69)%30>=0&&animelemtime(69)%30<=19
time=2
freq=180
ampl=floor((40-40*sin((pi/2/20)*(animelemtime(69)%30)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
triggerall=anim=184
triggerall=animelemtime(3)>=0
trigger1=animelemtime(3)%30>=0&&animelemtime(3)%30<=19
time=2
freq=180
ampl=floor((40-40*sin((pi/2/20)*(animelemtime(3)%30)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1

;画面性質。
[state ]
type=assertspecial
trigger1=anim=183
trigger1=animelemtime(1)>=0&&animelemtime(69)<=179
trigger2=anim=184
trigger2=animelemtime(1)>=0&&animelemtime(3)<=179
flag=roundnotover
ignorehitpause=1



;座標設定。
[state ]
type=posadd
triggerall=anim=183
trigger1=animelemtime(34)>=0&&animelemtime(34)<=19
x=-2
y=(animelemtime(34)-10)
ignorehitpause=1
[state ]
type=posset
triggerall=anim=183
trigger1=animelemtime(34)=20
y=0
ignorehitpause=1
[state ]
type=posadd
triggerall=anim=183
trigger1=animelemtime(55)>=0&&animelemtime(55)<=35
x=(floor(facing*(enemy(0),screenpos x-screenpos x))-80)/(36-animelemtime(55))
ignorehitpause=1



;追い打ちとは卑怯な！
[state ]
type=explod
trigger1=anim=183
trigger1=animelemtime(69)>=0
trigger1=animelemtime(69)%30>=0&&animelemtime(69)%30<=18
trigger2=anim=184
trigger2=animelemtime(3)>=0
trigger2=animelemtime(3)%30>=0&&animelemtime(3)%30<=18
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=3*0.5,3*0.5
pos=floor(facing*(enemy(0),screenpos x-screenpos x)),0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=anim=183
trigger1=animelemtime(69)>=0
trigger1=animelemtime(69)%30>=0&&animelemtime(69)%30<=18
trigger2=anim=184
trigger2=animelemtime(3)>=0
trigger2=animelemtime(3)%30>=0&&animelemtime(3)%30<=18
anim=10024
scale=0.5,0.5
pos=floor(facing*(enemy(0),screenpos x-screenpos x)),0
vel=(8+8*cos(random))*cos(var(55)),(8+8*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=anim=183
trigger1=animelemtime(69)>=0
trigger1=animelemtime(69)%30=0
trigger2=anim=184
trigger2=animelemtime(3)>=0
trigger2=animelemtime(3)%30=0
anim=10460
scale=8*0.13,1000
pos=floor(facing*(enemy(0),screenpos x-screenpos x)),0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483542
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=anim=183
trigger1=animelemtime(69)>=0
trigger1=animelemtime(69)%30=0
trigger2=anim=184
trigger2=animelemtime(3)>=0
trigger2=animelemtime(3)%30=0
anim=10861
scale=0.1,0.5
pos=floor(facing*(enemy(0),screenpos x-screenpos x)),0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;こだまですか？
[state ]
type=varset
triggerall=prevstateno!=184
trigger1=anim=183
trigger1=animelemtime(69)>=0
trigger1=animelemtime(69)%30=0
trigger2=anim=184
trigger2=animelemtime(3)>=0
trigger2=animelemtime(3)%30=0
var(0)=0
ignorehitpause=1
[state ]
type=changestate
triggerall=prevstateno!=184
trigger1=anim=183
trigger1=animelemtime(69)>=0
trigger1=animelemtime(69)%30=0
trigger2=anim=184
trigger2=animelemtime(3)>=0
trigger2=animelemtime(3)%30=0
value=184
ignorehitpause=1

[statedef 184]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=35
value=183
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10072+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=17
var(1)=70070-8+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=18&&var(0)<=27
var(1)=80070-18+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=28&&var(0)<=34
var(1)=90070-28+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=34
anim=var(1)
scale=18*0.123*(0.16-0.16*sin((pi/2/35)*var(0))),0.123*1000
pos=floor(facing*(enemy(0),screenpos x-screenpos x)),0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483543
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10062+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=17
var(1)=70060-8+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=18&&var(0)<=27
var(1)=80060-18+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=28&&var(0)<=34
var(1)=90060-28+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=34
anim=var(1)
scale=18*0.123*(0.016-0.016*sin((pi/2/35)*var(0))),0.123*1000
pos=floor(facing*(enemy(0),screenpos x-screenpos x)),0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=35
value=stateno
persistent=256
ignorehitpause=1

;イントロ。
[statedef 190]
type=s
ctrl=0
velset=0,0
sprpriority=4
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

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



;ステート分岐。
[state ]
type=changestate
triggerall=animelemtime(1)=0
triggerall=numpartner=0
triggerall=numenemy=1
trigger1=enemy(0),name="mapelao"
trigger2=enemy(0),name="G Igniz"
trigger3=enemy(0),name="G Igniz_v2"
trigger4=enemy(0),name="U_Flan"
trigger5=enemy(0),name="Lucifer"
value=192
persistent=256
ignorehitpause=1
[state ]
type=changestate
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[9,14]
trigger1=animelemtime(1)=0
value=191
persistent=256
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,29
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)>=20&&animelemtime(1)<=59
value=s10000,3
freqmul=0.5+1.5*cos((pi/2/40)*(animelemtime(1)-20))
channel=1+gametime%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=60
value=s10000,24
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=60
value=s10000,30
ignorehitpause=1



;判定セット。
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1



;画面性質。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=119
flag=intro
ignorehitpause=1
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=89
flag=nobardisplay
ignorehitpause=1

;画面色レイヤー、上。
[state ]
type=explod
trigger1=animelemtime(1)>=20&&animelemtime(1)<=59
trigger1=animelemtime(1)%(floor(10*cos((pi/2/40)*(animelemtime(1)-20)))+1)=0
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=61
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=119
anim=11000
trans=addalpha
alpha=floor(256*cos((pi/2/60)*(animelemtime(1)-60))),floor(256*sin((pi/2/60)*(animelemtime(1)-60)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
time=2
freq=180
ampl=floor(3*sin((pi/2/0.96954)*animelemtime(1)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=20&&animelemtime(1)<=59
time=2
freq=180
ampl=floor((20-20*cos((pi/2/40)*(animelemtime(1)-20)))*sin((pi/2/0.96954)*animelemtime(1)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=60&&animelemtime(1)<=89
time=2
freq=180
ampl=floor(80*sin((pi/2/30)*(animelemtime(1)-60))*sin((pi/2/0.96954)*animelemtime(1)))
phase=90
ignorehitpause=1



;トランス。
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(1)>=0&&animelemtime(1)<=59
trans=addalpha
alpha=0,256
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(1)>=60&&animelemtime(1)<=79
trans=addalpha
alpha=floor(256*sin((pi/2/20)*(animelemtime(1)-60))),0
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(1)>=0&&animelemtime(1)<=59
trans=addalpha
alpha=0,256
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(1)>=60&&animelemtime(1)<=79
trans=addalpha
alpha=floor(256*sin((pi/2/20)*(animelemtime(1)-60))),0
id=256006000
ignorehitpause=1



;おふせっと。
[state ]
type=offset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=59
x=0
y=floor(-200+200*sin((pi/2/60)*animelemtime(1))**0.4)
ignorehitpause=1



;オーラシュート。
[state ]
type=explod
trigger1=animelemtime(1)>=30&&animelemtime(1)<=59
anim=10100
trans=addalpha
alpha=0,floor(256*cos((pi/2/30)*(animelemtime(1)-30)))
scale=0.11*2*cos((pi/2/30)*(animelemtime(1)-30)),0.11*2*cos((pi/2/30)*(animelemtime(1)-30))
pos=0,-44
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483543
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=79
anim=10100
trans=addalpha
alpha=0,floor(256*sin((pi/2/20)*(animelemtime(1)-60)))
scale=0.11*4*sin((pi/2/20)*(animelemtime(1)-60)),0.11*4*sin((pi/2/20)*(animelemtime(1)-60))
pos=0,-44
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483543
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=70&&animelemtime(1)<=89
anim=10100
trans=addalpha
alpha=0,floor(256*sin((pi/2/20)*(animelemtime(1)-70)))
scale=0.11*4*sin((pi/2/20)*(animelemtime(1)-70)),0.11*4*sin((pi/2/20)*(animelemtime(1)-70))
pos=0,-44
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483543
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;後光？
[state ]
type=explod
trigger1=animelemtime(1)=0
anim=10820
scale=3,3
pos=0,-44
vel=0,0
accel=0,0
removetime=60
bindtime=-1
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
anim=10810
scale=0.25,0.25
pos=0,-44
vel=0,0
accel=0,0
removetime=60
bindtime=-1
sprpriority=2147483542
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;火柱。
[state ]
type=explod
trigger1=animelemtime(1)=60
anim=10841
scale=0.7,0.7
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=60
anim=10850
scale=1,1
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=69
anim=10860
random=10,0
scale=0.5,1
pos=0,40
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;雷。
[state ]
type=explod
trigger1=animelemtime(1)=60
anim=10780
scale=1,1
pos=0,-44
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=60
anim=10800
scale=1,1
pos=0,-44
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;帰還、する。
[state ]
type=changestate
trigger1=roundstate=[2,4]
value=0
persistent=256
ignorehitpause=1

[statedef 191]
type=s
ctrl=0
velset=0,0
sprpriority=4
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=191
value=191
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,30
freqmul=0.6
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,30
freqmul=0.6
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=179
trigger1=animelemtime(1)%20=0
value=s10000,15
freqmul=0.4
channel=1+floor((animelemtime(1)%60)/20)
ignorehitpause=1

[state ]
type=playsnd
trigger1=animelemtime(1)=180
value=s10000,17
freqmul=1.2
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=180
value=s10000,17
freqmul=1.2
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=180
value=s10000,17
freqmul=1.2
volume=255
channel=3
ignorehitpause=1

[state ]
type=playsnd
trigger1=animelemtime(1)=185
value=s10000,29
freqmul=1.2
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=185
value=s10000,29
freqmul=1.2
volume=255
ignorehitpause=1

[state ]
type=playsnd
trigger1=animelemtime(1)=240
value=s10000,2
freqmul=0.7
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=240
value=s206,13
freqmul=1.7
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=240
value=s206,13
freqmul=1.7
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=240
value=s10000,24
freqmul=0.8
volume=255
ignorehitpause=1



;判定セット。
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1



;画面色レイヤー、上。
[state ]
type=explod
trigger1=animelemtime(1)>=180&&animelemtime(1)<=189
trigger1=animelemtime(1)%2=0
anim=11000
trans=addalpha
alpha=256,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=239
anim=11000
trans=addalpha
alpha=0,128
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=240&&animelemtime(1)<=269
anim=11000
trans=addalpha
alpha=floor(256*sin((pi/2/30)*(animelemtime(1)-240))),floor(256*cos((pi/2/30)*(animelemtime(1)-240)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=179
time=2
freq=180
ampl=floor(5*sin((pi/2/0.96954)*animelemtime(1)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=180&&animelemtime(1)<=189
time=2
freq=180
ampl=floor((40-40*sin((pi/2/10)*(animelemtime(1)-180)))*sin((pi/2/0.96954)*animelemtime(1)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=240&&animelemtime(1)<=279
time=2
freq=180
ampl=floor((90-90*sin((pi/2/40)*(animelemtime(1)-240)))*sin((pi/2/0.96954)*animelemtime(1)))
phase=90
ignorehitpause=1

;画面性質。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(55)<=-1
flag=intro
ignorehitpause=1



;トランス。
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(1)>=0&&animelemtime(1)<=59
trans=addalpha
alpha=0,0
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(1)>=60&&animelemtime(1)<=149
trans=addalpha
alpha=floor(256*sin((pi/2/90)*(animelemtime(1)-60))),0
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(1)>=0&&animelemtime(1)<=59
trans=addalpha
alpha=0,0
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(1)>=60&&animelemtime(1)<=149
trans=addalpha
alpha=floor(256*sin((pi/2/90)*(animelemtime(1)-60))),0
id=256006000
ignorehitpause=1



;かまかま。
[state ]
type=explod
trigger1=animelemtime(1)=0
anim=11020
scale=0.35,0.35
pos=39,-43
vel=0,0
accel=0,0
removetime=180
sprpriority=-5
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
anim=11021
scale=0.35*1.22,0.35*1.22
pos=39,-43
vel=0,0
accel=0,0
removetime=180
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;魔法陣。
[state ]
type=explod
trigger1=animelemtime(1)=1;仕様。
id=1000191
anim=10930
scale=1.0,1.0
pos=39,-43
vel=0,0
accel=0,0
removetime=180
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=modifyexplod
trigger1=animelemtime(1)>=1&&animelemtime(1)<=179
id=1000191
scale=1.0*cos((pi/2/180)*animelemtime(1)),1.0*cos((pi/2/180)*animelemtime(1))
ignorehitpause=1
[state ]
type=removeexplod
trigger1=animelemtime(1)=180
id=1000191
ignorehitpause=1



;後光的なやつ。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=89
trigger1=animelemtime(1)%30=0
anim=10890
scale=0.6,0.6
pos=39,-43
vel=0,0
accel=0,0
removetime=-2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=179
trigger1=animelemtime(1)%2=0
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=0.8,0.8
pos=39,-43
vel=0,0
accel=0,0
removetime=-2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;発生の衝撃波。
[state ]
type=explod
trigger1=animelemtime(1)>=170&&animelemtime(1)<=189
anim=10311
scale=0.1,0.1
pos=3,-88-20
random=200,30
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;振り上げたかまかま。
[state ]
type=explod
trigger1=animelemtime(1)>=180&&animelemtime(1)<=209
anim=11030
scale=0.3,0.3
pos=3,-88-20
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=180&&animelemtime(1)<=209
anim=11031
scale=0.3*1.22,0.3*1.22
pos=3,-88-20
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;ちぃさくなるかまかま。
[state ]
type=explod
trigger1=animelemtime(1)=210
id=1100191
anim=11022
scale=0.35,0.35
pos=3,-88-20
vel=0,0
accel=0,0
removetime=30
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=modifyexplod
trigger1=animelemtime(1)>=210&&animelemtime(1)<=239
id=1100191
scale=0.35*cos((pi/2/30)*(animelemtime(1)-210)),0.35*cos((pi/2/30)*(animelemtime(1)-210))
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)=210
id=1200191
anim=11023
scale=0.35*1.22,0.35*1.22
pos=3,-88-20
vel=0,0
accel=0,0
removetime=30
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=modifyexplod
trigger1=animelemtime(1)>=210&&animelemtime(1)<=239
id=1200191
scale=0.35*1.22*cos((pi/2/30)*(animelemtime(1)-210)),0.35*1.22*cos((pi/2/30)*(animelemtime(1)-210))
ignorehitpause=1



;爆発。
[state ]
type=explod
trigger1=animelemtime(1)=240
trigger2=animelemtime(1)=250
trigger3=animelemtime(1)=260
anim=10891
scale=0.6,0.6
pos=3,-88-20
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483542
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=240
anim=10870
scale=0.6,0.6
pos=3,-88-20
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483543
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;衝撃波。
[state ]
type=explod
trigger1=animelemtime(1)>=240&&animelemtime(1)<=259
anim=10350
scale=0.11*5*sin((pi/2/20)*(animelemtime(1)-240)),0.11*5*sin((pi/2/20)*(animelemtime(1)-240))
pos=3,-88-20
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=250&&animelemtime(1)<=269
anim=10350
scale=0.11*5*sin((pi/2/20)*(animelemtime(1)-250)),0.11*5*sin((pi/2/20)*(animelemtime(1)-250))
pos=3,-88-20
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=260&&animelemtime(1)<=279
anim=10350
scale=0.11*5*sin((pi/2/20)*(animelemtime(1)-260)),0.11*5*sin((pi/2/20)*(animelemtime(1)-260))
pos=3,-88-20
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;雷。
[state ]
type=explod
trigger1=animelemtime(1)=240
anim=10780
scale=1,1
pos=3,-88-20
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;帰還、する。
[state ]
type=changestate
trigger1=roundstate=[2,4]
value=0
persistent=256
ignorehitpause=1

[statedef 192]
type=s
ctrl=0
velset=0,0
sprpriority=4
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[0,8]
trigger1=anim!=192
value=192
ignorehitpause=1
[state ]
type=changeanim
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[9,14]
trigger1=anim!=193
value=193
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,13
freqmul=0.7
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,34
freqmul=0.3
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)>=0&&animelemtime(1)<=309
trigger1=animelemtime(1)%20=0
value=s206,1
volume=-100
channel=1+animelemtime(1)%3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=310
value=s100,14
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=310
value=s100,23
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=310
value=s100,23
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=310
value=s100,26
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=310
value=s100,30
volume=255
ignorehitpause=1



;判定セット。
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1



;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=309
time=2
freq=180
ampl=floor(2*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=310&&animelemtime(1)<=324
time=2
freq=180
ampl=floor((125-125*sin((pi/2/15)*(animelemtime(1)-310)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1

;画面性質。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=327
flag=intro
ignorehitpause=1
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=309
flag=nobardisplay
ignorehitpause=1



;専用イントロポートレイト。
[state ]
type=explod
trigger1=animelemtime(1)>=10&&animelemtime(1)<=39
anim=12040
trans=addalpha
alpha=floor(256*sin((pi/2/30)*(animelemtime(1)-10))),floor(256*cos((pi/2/30)*(animelemtime(1)-10)))
scale=0.5,0.5
pos=0,240+floor(20-20*sin((pi/2/30)*(animelemtime(1)-10)))
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=40&&animelemtime(1)<=279
anim=12040
scale=0.5,0.5
pos=0,240
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=280&&animelemtime(1)<=309
anim=12040
trans=addalpha
alpha=floor(256*cos((pi/2/30)*(animelemtime(1)-280))),floor(256*sin((pi/2/30)*(animelemtime(1)-280)))
scale=0.5,0.5
pos=0,240+floor(20*sin((pi/2/30)*(animelemtime(1)-280)))
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;メッセージウィンドウ。
[state ]
type=explod
trigger1=animelemtime(1)=40-18
anim=11050
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=40-18
anim=11060
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;mapelao用メッセージ。
[state ]
type=explod
triggerall=animelemtime(1)>=30&&animelemtime(1)<=39
trigger1=enemy(0),name="mapelao"
anim=71042
trans=addalpha
alpha=floor(256*sin((pi/2/10)*(animelemtime(1)-30))),floor(256*cos((pi/2/10)*(animelemtime(1)-30)))
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(1)>=40&&animelemtime(1)<=279
trigger1=enemy(0),name="mapelao"
anim=71042
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(1)>=280&&animelemtime(1)<=289
trigger1=enemy(0),name="mapelao"
anim=71042
trans=addalpha
alpha=floor(256*cos((pi/2/10)*(animelemtime(1)-280))),floor(256*sin((pi/2/10)*(animelemtime(1)-280)))
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;神イグニス用メッセージ。
[state ]
type=explod
triggerall=animelemtime(1)>=30&&animelemtime(1)<=39
trigger1=enemy(0),name="G Igniz"
anim=11048
trans=addalpha
alpha=floor(256*sin((pi/2/10)*(animelemtime(1)-30))),floor(256*cos((pi/2/10)*(animelemtime(1)-30)))
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(1)>=40&&animelemtime(1)<=279
trigger1=enemy(0),name="G Igniz"
anim=11048
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(1)>=280&&animelemtime(1)<=289
trigger1=enemy(0),name="G Igniz"
anim=11048
trans=addalpha
alpha=floor(256*cos((pi/2/10)*(animelemtime(1)-280))),floor(256*sin((pi/2/10)*(animelemtime(1)-280)))
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;神イグニスV2用メッセージ。
[state ]
type=explod
triggerall=animelemtime(1)>=30&&animelemtime(1)<=39
trigger1=enemy(0),name="G Igniz_v2"
anim=71040
trans=addalpha
alpha=floor(256*sin((pi/2/10)*(animelemtime(1)-30))),floor(256*cos((pi/2/10)*(animelemtime(1)-30)))
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(1)>=40&&animelemtime(1)<=279
trigger1=enemy(0),name="G Igniz_v2"
anim=71040
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(1)>=280&&animelemtime(1)<=289
trigger1=enemy(0),name="G Igniz_v2"
anim=71040
trans=addalpha
alpha=floor(256*cos((pi/2/10)*(animelemtime(1)-280))),floor(256*sin((pi/2/10)*(animelemtime(1)-280)))
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;Uフラン用メッセージ。
[state ]
type=explod
triggerall=animelemtime(1)>=30&&animelemtime(1)<=39
trigger1=enemy(0),name="U_Flan"
anim=11040
trans=addalpha
alpha=floor(256*sin((pi/2/10)*(animelemtime(1)-30))),floor(256*cos((pi/2/10)*(animelemtime(1)-30)))
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(1)>=40&&animelemtime(1)<=279
trigger1=enemy(0),name="U_Flan"
anim=11040
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(1)>=280&&animelemtime(1)<=289
trigger1=enemy(0),name="U_Flan"
anim=11040
trans=addalpha
alpha=floor(256*cos((pi/2/10)*(animelemtime(1)-280))),floor(256*sin((pi/2/10)*(animelemtime(1)-280)))
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;レフィカル用メッセージ。
[state ]
type=explod
triggerall=animelemtime(1)>=30&&animelemtime(1)<=39
trigger1=enemy(0),name="Lucifer"
anim=11044
trans=addalpha
alpha=floor(256*sin((pi/2/10)*(animelemtime(1)-30))),floor(256*cos((pi/2/10)*(animelemtime(1)-30)))
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(1)>=40&&animelemtime(1)<=279
trigger1=enemy(0),name="Lucifer"
anim=11044
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
triggerall=animelemtime(1)>=280&&animelemtime(1)<=289
trigger1=enemy(0),name="Lucifer"
anim=11044
trans=addalpha
alpha=floor(256*cos((pi/2/10)*(animelemtime(1)-280))),floor(256*sin((pi/2/10)*(animelemtime(1)-280)))
scale=0.5,0.5
pos=0,0
postype=left
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;エフェクト表示関連を有耶無耶にする爆発オチ。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=309
trigger1=animelemtime(1)%3=0
anim=10370
scale=0.3,0.3
pos=0,-44
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=4
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=0
trigger2=animelemtime(1)=45
trigger3=animelemtime(1)=90
trigger4=animelemtime(1)=135
trigger5=animelemtime(1)=180
trigger6=animelemtime(1)=225
trigger7=animelemtime(1)=270
anim=10810
scale=0.1,0.1
pos=-20,-80
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483541
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=310
anim=10831
scale=0.5,0.5
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483542
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)=310
anim=10851
scale=0.8,0.8
pos=0,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483543
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=310&&animelemtime(1)<=324
anim=10861
scale=0.5,0.5
pos=0,0
random=100,20
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;帰還、する。
[state ]
type=changestate
trigger1=roundstate=[2,4]
value=0
persistent=256
ignorehitpause=1

[statedef 5050]
type=a
movetype=h
physics=n
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=changeanim
trigger1=animtime=0
trigger1=anim=5035
trigger2=time=0
trigger2=anim!=5035
trigger2=(anim!=[5051,5059])&&(anim!=[5061,5069])
trigger2=anim!=5090
value=5050
[state ]
type=changeanim
trigger1=anim=[5050,5059]
trigger1=vel y>=ifelse(anim=5050,1,-2)
trigger1=selfanimexist(anim+10)
value=anim+10
persistent=0
[state ]
type=veladd
trigger1=1
y=gethitvar(yaccel)
[state ]
type=changestate
triggerall=vel y>0
triggerall=pos y>=-20
triggerall=alive
triggerall=canrecover||floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[3,13]
trigger1=command="recovery"
value=5200
[state ]
type=changestate
triggerall=vel y>-1
triggerall=alive
triggerall=canrecover||floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[3,13]
trigger1=command="recovery"
value=5210
[state ]
type=changestate
trigger1=vel y>0
trigger1=pos y>=ifelse((anim=[5051,5059])||(anim=[5061,5069]),0,25)
value=5100

[statedef 5900]
type=s
[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=varrangeset
trigger1=roundsexisted=0
value=0
[state ]
type=varrangeset
trigger1=roundsexisted=0
fvalue=0
[state ]
type=changestate
trigger1=roundno=1
value=190



;神モード対応。
[state ]
type=changeanim
triggerall=floor((floor(sysfvar(4))%(2*1000*2*15))/(2*1000*2))=[9,14]
trigger1=anim!=30020
value=30020
ignorehitpause=1



;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋
;┃†通常打撃。

[statedef 200]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=200
value=200
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s100,25
freqmul=1+0.08*cos(var(55))
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s300,1
freqmul=1+0.08*cos(var(55))
channel=2
ignorehitpause=1



;画面色レイヤー、上。
[state ]
type=explod
triggerall=var(56)=1
trigger1=animelemtime(4)=0
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(4)>=0&&animelemtime(4)<=13
time=2
freq=180
ampl=floor((4-4*sin((pi/2/14)*animelemtime(4)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;爪エフェクト。
[state ]
type=explod
trigger1=animelemtime(4)=-5
anim=70188
scale=0.4,0.4
pos=11+30,-54+10
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)=-5
anim=70188
scale=0.4,0.4
pos=11+30,-54
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)=-5
anim=70188
scale=0.4,0.4
pos=11+30,-54-10
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;こだまですか？
[state ]
type=varset
trigger1=animelemtime(4)=-5
trigger1=prevstateno!=201
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(4)=-5
trigger1=prevstateno!=201
value=201
ignorehitpause=1



;攻撃本体。
[state ]
type=hitdef
trigger1=animelemtime(4)=0
attr=s,na
hitflag=maf
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;ヒットスパーク。
[state ]
type=explod
trigger1=animelemtime(4)>=-5&&animelemtime(4)<=-5+13
anim=10033
scale=0.3,0.3
pos=11+30+20,-54
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483501
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=movecontact=1
trigger1=hitpausetime=[1,4]
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=11+30+20,-54
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483500
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



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

[statedef 201]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=8
value=200
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=7
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=var(1)
scale=0.4,0.4
pos=floor(11+30+(-75+25*var(0))*cos(-pi*10/180.0)+3*cos(-pi*10/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-54+(-75+25*var(0))*sin(-pi*10/180.0)+3*sin(-pi*10/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(-pi*10/180.0+(-(var(55)%61)+30)/180.0),-3*sin(-pi*10/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=8
value=stateno
persistent=256
ignorehitpause=1

[statedef 210]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=210
value=210
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(3)=0
trigger2=animelemtime(8)=0
value=s100,25
freqmul=1+0.08*cos(var(55))
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(3)=0
trigger2=animelemtime(8)=0
value=s300,1
freqmul=1+0.08*cos(var(55))
channel=2
ignorehitpause=1



;画面色レイヤー、上。
[state ]
type=explod
triggerall=var(56)=1
trigger1=animelemtime(3)=0
trigger2=animelemtime(8)=0
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(3)>=0&&animelemtime(3)<=13
time=2
freq=180
ampl=floor((4-4*sin((pi/2/14)*animelemtime(3)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(8)>=0&&animelemtime(8)<=13
time=2
freq=180
ampl=floor((4-4*sin((pi/2/14)*animelemtime(8)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;ぽす。
[state ]
type=posadd
trigger1=(animelemtime(3)+5)=1
trigger2=(animelemtime(8)+5)=1
x=10
ignorehitpause=1



;爪エフェクト１。
[state ]
type=explod
trigger1=animelemtime(3)=-5
anim=70189
scale=0.7,0.7
pos=16,-48+15
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=-5
anim=70189
scale=0.7,0.7
pos=16,-48
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=-5
anim=70189
scale=0.7,0.7
pos=16,-48-15
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(3)=-5
trigger1=prevstateno!=211
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(3)=-5
trigger1=prevstateno!=211
value=211
ignorehitpause=1

;爪エフェクト２。
[state ]
type=explod
trigger1=animelemtime(8)=-5
anim=80180
scale=0.7,0.7
pos=45,-47+15
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(8)=-5
anim=80180
scale=0.7,0.7
pos=45,-47
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(8)=-5
anim=80180
scale=0.7,0.7
pos=45,-47-15
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(8)=-5
trigger1=prevstateno!=212
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(8)=-5
trigger1=prevstateno!=212
value=212
ignorehitpause=1



;攻撃本体。
[state ]
type=hitdef
trigger1=animelemtime(3)=0
trigger2=animelemtime(8)=0
attr=s,na
hitflag=maf
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;ヒットスパーク。
[state ]
type=explod
trigger1=animelemtime(3)>=-5&&animelemtime(3)<=-5+13
anim=10033
scale=0.3,0.3
pos=54,-26
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483501
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(8)<0
trigger1=movecontact=1
trigger1=hitpausetime=[1,4]
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=54,-26
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483500
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(8)>=-5&&animelemtime(8)<=-5+13
anim=10033
scale=0.3,0.3
pos=83,-56
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483501
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(8)>=0
trigger1=movecontact=1
trigger1=hitpausetime=[1,4]
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=83,-56
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483500
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



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

[statedef 211]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=11
value=210
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=10
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=var(1)
scale=0.4,0.4
pos=floor(16+(-75+25*var(0))*cos(pi*30/180.0)+3*cos(pi*30/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-48+(-75+25*var(0))*sin(pi*30/180.0)+3*sin(pi*30/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(pi*30/180.0+(-(var(55)%61)+30)/180.0),-3*sin(pi*30/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=11
value=stateno
persistent=256
ignorehitpause=1

[statedef 212]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=11
value=210
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=10
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=var(1)
scale=0.4,0.4
pos=floor(45+(-75+25*var(0))*cos(-pi*20/180.0)+3*cos(-pi*20/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-47+(-75+25*var(0))*sin(-pi*20/180.0)+3*sin(-pi*20/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(-pi*20/180.0+(-(var(55)%61)+30)/180.0),-3*sin(-pi*20/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=11
value=stateno
persistent=256
ignorehitpause=1

[statedef 220]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=220
value=220
ignorehitpause=1



;画面揺らしじゃねーよアホ音響だろーがクソッ！！！！
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,25
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(5)=0
value=s100,27
channel=1
ignorehitpause=1



;画面色レイヤー、上。
[state ]
type=explod
triggerall=var(56)=1
trigger1=animelemtime(5)=0
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(5)>=0&&animelemtime(5)<=13
time=2
freq=180
ampl=floor((6-6*sin((pi/2/14)*animelemtime(5)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;足元で、爆発。
[state ]
type=explod
trigger1=(animelemtime(5)+5)>=0&&(animelemtime(5)+5)<=19
anim=10100
trans=addalpha
alpha=floor(256*cos((pi/2/20)*(animelemtime(5)+5))),floor(256*sin((pi/2/20)*(animelemtime(5)+5)))
scale=0.11*0.6*sin((pi/2/20)*(animelemtime(5)+5)),0.11*0.6*sin((pi/2/20)*(animelemtime(5)+5))
pos=53,4
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483542
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(5)+5)>=0&&(animelemtime(5)+5)<=19
anim=10200
trans=addalpha
alpha=floor(256*cos((pi/2/20)*(animelemtime(5)+5))),floor(256*sin((pi/2/20)*(animelemtime(5)+5)))
scale=0.5*0.6*sin((pi/2/20)*(animelemtime(5)+5)),0.5*0.6*sin((pi/2/20)*(animelemtime(5)+5))
pos=53,4
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483543
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(5)+5)>=0&&(animelemtime(5)+5)<=19
anim=10210
trans=addalpha
alpha=floor(256*cos((pi/2/20)*(animelemtime(5)+5))),floor(256*sin((pi/2/20)*(animelemtime(5)+5)))
scale=0.5*0.6*sin((pi/2/20)*(animelemtime(5)+5)),0.5*0.6*sin((pi/2/20)*(animelemtime(5)+5))
pos=53,4
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(5)+5)>=0&&(animelemtime(5)+5)<=19
anim=10060
scale=0.123*(0.3-0.015*(animelemtime(5)+5)),0.123*(0.3-0.015*(animelemtime(5)+5))
pos=53,4
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(5)+5)>=0&&(animelemtime(5)+5)<=14
anim=10022
scale=0.45,0.45
pos=53,4
vel=(3+3*cos(random))*cos(var(55)),(3+3*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(5)+5)>=0&&(animelemtime(5)+5)<=4
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.6,0.6
pos=53,4
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;攻撃本体。
[state ]
type=hitdef
trigger1=animelemtime(5)=0
attr=s,na
hitflag=mafd
guardflag=l
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;ヒットスパーク。
[state ]
type=explod
trigger1=animelemtime(5)>=-5&&animelemtime(5)<=-5+13
anim=10033
scale=0.3,0.3
pos=53,4
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483501
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=movecontact=1
trigger1=hitpausetime=[1,4]
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=53,4
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483500
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



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

[statedef 230]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=230
value=230
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s100,25
freqmul=1+0.08*cos(var(55))
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s300,1
freqmul=1+0.08*cos(var(55))
channel=2
ignorehitpause=1



;画面色レイヤー、上。
[state ]
type=explod
triggerall=var(56)=1
trigger1=animelemtime(3)=0
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(3)>=0&&animelemtime(3)<=13
time=2
freq=180
ampl=floor((4-4*sin((pi/2/14)*animelemtime(3)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;蹴りのスマッシュエフェクト。
[state ]
type=explod
trigger1=animelemtime(3)=-5
anim=80181
scale=0.7,0.7
pos=30,-56
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=-5
anim=80181
scale=0.7,0.7
pos=30+15,-56
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=-5
anim=80181
scale=0.7,0.7
pos=30+30,-56
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;こだまですか？
[state ]
type=varset
trigger1=animelemtime(3)=-5
trigger1=prevstateno!=231
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(3)=-5
trigger1=prevstateno!=231
value=231
ignorehitpause=1



;攻撃本体。
[state ]
type=hitdef
trigger1=animelemtime(3)=0
attr=s,na
hitflag=maf
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-1,-10
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;ヒットスパーク。
[state ]
type=explod
trigger1=animelemtime(3)>=-5&&animelemtime(3)<=-5+13
anim=10033
scale=0.3,0.3
pos=30,-55
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483501
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=movecontact=1
trigger1=hitpausetime=[1,4]
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=30,-55
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483500
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



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

[statedef 231]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=11
value=230
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=10
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=var(1)
scale=0.4,0.4
pos=floor(30+15+(-75+25*var(0))*cos(-pi*70/180.0)+3*cos(-pi*70/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-56+(-75+25*var(0))*sin(-pi*70/180.0)+3*sin(-pi*70/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(-pi*70/180.0+(-(var(55)%61)+30)/180.0),-3*sin(-pi*70/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=11
value=stateno
persistent=256
ignorehitpause=1

[statedef 240]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=240
value=240
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(7)=0
value=s100,25
freqmul=1+0.08*cos(var(55))
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=0
value=s300,1
freqmul=1+0.08*cos(var(55))
channel=2
ignorehitpause=1



;画面色レイヤー、上。
[state ]
type=explod
triggerall=var(56)=1
trigger1=animelemtime(7)=0
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(7)>=0&&animelemtime(7)<=13
time=2
freq=180
ampl=floor((4-4*sin((pi/2/14)*animelemtime(7)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;爪的な何かの１。
[state ]
type=explod
trigger1=animelemtime(7)=-5
anim=80182
scale=0.7,0.7
pos=61+10,-43-10
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)=-5
anim=80182
scale=0.7,0.7
pos=61,-43
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)=-5
anim=80182
scale=0.7,0.7
pos=61-10,-43+10
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(7)=-5
trigger1=prevstateno!=241
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(7)=-5
trigger1=prevstateno!=241
value=241
ignorehitpause=1



;爪的な何かの２。
[state ]
type=explod
trigger1=animelemtime(7)=-4
anim=80181
scale=0.7,0.7
pos=61-15,-43
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)=-4
anim=80181
scale=0.7,0.7
pos=61,-43
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)=-4
anim=80181
scale=0.7,0.7
pos=61+15,-43
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(7)=-4
trigger1=prevstateno!=242
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(7)=-4
trigger1=prevstateno!=242
value=242
ignorehitpause=1



;攻撃本体。
[state ]
type=hitdef
trigger1=animelemtime(7)=0
attr=s,na
hitflag=maf
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=36,2
getpower=20,10
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-1,-10
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;ヒットスパーク。
[state ]
type=explod
trigger1=animelemtime(7)>=-5&&animelemtime(7)<=-5+13
anim=10033
scale=0.3,0.3
pos=61,-43
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483501
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=movecontact=1
trigger1=hitpausetime=[1,4]
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=61,-43
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483500
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



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

[statedef 241]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=11
value=240
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=10
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=var(1)
scale=0.4,0.4
pos=floor(61+(-75+25*var(0))*cos(pi*50/180.0)+3*cos(pi*50/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-43+(-75+25*var(0))*sin(pi*50/180.0)+3*sin(pi*50/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(pi*50/180.0+(-(var(55)%61)+30)/180.0),-3*sin(pi*50/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=11
value=stateno
persistent=256
ignorehitpause=1

[statedef 242]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=11
value=240
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=10
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=var(1)
scale=0.4,0.4
pos=floor(61+(-75+25*var(0))*cos(-pi*70/180.0)+3*cos(-pi*70/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-43+(-75+25*var(0))*sin(-pi*70/180.0)+3*sin(-pi*70/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(-pi*70/180.0+(-(var(55)%61)+30)/180.0),-3*sin(-pi*70/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=11
value=stateno
persistent=256
ignorehitpause=1

[statedef 400]
type=c
movetype=a
physics=c
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=400
value=400
ignorehitpause=1



;画面揺らし。
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s100,25
freqmul=1+0.08*cos(var(55))
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s300,1
freqmul=1+0.08*cos(var(55))
channel=2
ignorehitpause=1



;画面色レイヤー、上。
[state ]
type=explod
triggerall=var(56)=1
trigger1=animelemtime(3)=0
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(3)>=0&&animelemtime(3)<=13
time=2
freq=180
ampl=floor((4-4*sin((pi/2/14)*animelemtime(3)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;足元で衝撃波。
[state ]
type=explod
trigger1=animelemtime(3)>=-5&&animelemtime(3)<=-5+8
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.6,0.6
pos=35,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;こだまですか？
[state ]
type=varset
trigger1=animelemtime(3)=-5
trigger1=prevstateno!=401
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(3)=-5
trigger1=prevstateno!=401
value=401
ignorehitpause=1



;攻撃本体。
[state ]
type=hitdef
trigger1=animelemtime(3)=0
attr=c,na
hitflag=mafd
guardflag=l
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-1,8
airguard.velocity=-1,8
fall.recover=0
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;ヒットスパーク。
[state ]
type=explod
trigger1=animelemtime(3)>=-5&&animelemtime(3)<=-5+13
anim=10033
scale=0.3,0.3
pos=35,0
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483501
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=movecontact=1
trigger1=hitpausetime=[1,4]
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=35,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483500
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;帰還、する。
[state ]
type=changestate
trigger1=animtime=0
value=11
ctrl=1
persistent=256
ignorehitpause=1

[statedef 401]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=15
value=400
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=14
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.4,0.4
pos=floor(35+(-75+25*var(0))*cos(-pi*90/180.0)+3*cos(-pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(0+(-75+25*var(0))*sin(-pi*90/180.0)+3*sin(-pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(-pi*90/180.0+(-(var(55)%61)+30)/180.0),-3*sin(-pi*90/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10062+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70060-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.16-0.16*sin((pi/2/15)*var(0))),0.123*1000
pos=35,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10072+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70070-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.016-0.016*sin((pi/2/15)*var(0))),0.123*1000
pos=35,0
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=15
value=stateno
persistent=256
ignorehitpause=1

[statedef 600]
type=a
movetype=a
physics=a
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=600
value=600
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(5)=0
value=s100,25
freqmul=1+0.08*cos(var(55))
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(5)=0
value=s300,1
freqmul=1+0.08*cos(var(55))
channel=2
ignorehitpause=1



;画面色レイヤー、上。
[state ]
type=explod
triggerall=var(56)=1
trigger1=animelemtime(5)=0
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(5)>=0&&animelemtime(5)<=13
time=2
freq=180
ampl=floor((4-4*sin((pi/2/14)*animelemtime(5)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;爪エフェクト。
[state ]
type=explod
trigger1=animelemtime(5)=-5
anim=80183
scale=0.7,0.7
pos=24,-40+15
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)=-5
anim=80183
scale=0.7,0.7
pos=24,-40
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)=-5
anim=80183
scale=0.7,0.7
pos=24,-40-15
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;こだまですか？
[state ]
type=varset
trigger1=animelemtime(5)=-5
trigger1=prevstateno!=601
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(5)=-5
trigger1=prevstateno!=601
value=601
ignorehitpause=1



;攻撃本体。
[state ]
type=hitdef
trigger1=animelemtime(5)=0
attr=a,na
hitflag=maf
guardflag=a
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-8
guard.velocity=-8
air.velocity=-4,-2
airguard.velocity=-4,-2
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;ヒットスパーク。
[state ]
type=explod
trigger1=animelemtime(5)>=-5&&animelemtime(5)<=-5+13
anim=10033
scale=0.3,0.3
pos=63,-10
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483501
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=movecontact=1
trigger1=hitpausetime=[1,4]
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=63,-10
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483500
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;帰還、する。
[state ]
type=changestate
trigger1=animtime=0
value=50
ctrl=1
persistent=256
ignorehitpause=1

[statedef 601]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=11
value=600
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=10
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=var(1)
scale=0.4,0.4
pos=floor(24+(-75+25*var(0))*cos(pi*10/180.0)+3*cos(pi*10/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-40+(-75+25*var(0))*sin(pi*10/180.0)+3*sin(pi*10/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(pi*10/180.0+(-(var(55)%61)+30)/180.0),-3*sin(pi*10/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=11
value=stateno
persistent=256
ignorehitpause=1

[statedef 620]
type=a
movetype=a
physics=a
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1
[state ]
type=changeanim
trigger1=anim!=620
value=620
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(4)=0
trigger2=animelemtime(7)=0
value=s100,25
freqmul=1+0.08*cos(var(55))
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(4)=0
trigger2=animelemtime(7)=0
value=s300,1
freqmul=1+0.08*cos(var(55))
channel=2
ignorehitpause=1



;画面色レイヤー、上。
[state ]
type=explod
triggerall=var(56)=1
trigger1=animelemtime(4)=0
trigger2=animelemtime(7)=0
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(4)>=0&&animelemtime(4)<=13
time=2
freq=180
ampl=floor((4-4*sin((pi/2/14)*animelemtime(4)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(7)>=0&&animelemtime(7)<=13
time=2
freq=180
ampl=floor((4-4*sin((pi/2/14)*animelemtime(7)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;爪エフェクトの１。
[state ]
type=explod
trigger1=animelemtime(4)=-5
anim=80181
scale=0.7,0.7
pos=30-15,-37
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)=-5
anim=80181
scale=0.7,0.7
pos=30,-37
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)=-5
anim=80181
scale=0.7,0.7
pos=30+15,-37
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(4)=-5
trigger1=prevstateno!=621
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(4)=-5
trigger1=prevstateno!=621
value=621
ignorehitpause=1

;爪エフェクトの２。
[state ]
type=explod
trigger1=animelemtime(7)=-5
anim=80184
scale=0.7,0.7
pos=45-15,-40
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)=-5
anim=80184
scale=0.7,0.7
pos=45,-40
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)=-5
anim=80184
scale=0.7,0.7
pos=45+15,-40
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(7)=-5
trigger1=prevstateno!=622
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(7)=-5
trigger1=prevstateno!=622
value=622
ignorehitpause=1



;攻撃本体。
[state ]
type=hitdef
trigger1=animelemtime(4)=0
attr=a,na
hitflag=maf
guardflag=a
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-2,0
guard.velocity=-4
air.velocity=-2,0
airguard.velocity=-2,0
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1
[state ]
type=hitdef
trigger1=animelemtime(7)=0
attr=a,na
hitflag=maf
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=1,10
guard.velocity=-4
air.velocity=-2,10
airguard.velocity=-2,10
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;ヒットスパーク。
[state ]
type=explod
trigger1=animelemtime(4)>=-5&&animelemtime(4)<=-5+13
anim=10033
scale=0.3,0.3
pos=36,-46
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483501
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)<0
trigger1=movecontact=1
trigger1=hitpausetime=[1,4]
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=36,-46
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483500
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=-5&&animelemtime(7)<=-5+13
anim=10033
scale=0.3,0.3
pos=49,7
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483501
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=0
trigger1=movecontact=1
trigger1=hitpausetime=[1,4]
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=49,7
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483500
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;帰還、する。
[state ]
type=changestate
trigger1=animtime=0
value=50
ctrl=1
persistent=256
ignorehitpause=1

[statedef 621]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=11
value=620
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=10
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=var(1)
scale=0.4,0.4
pos=floor(30+(-75+25*var(0))*cos(-pi*70/180.0)+3*cos(-pi*70/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-37+(-75+25*var(0))*sin(-pi*70/180.0)+3*sin(-pi*70/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(-pi*70/180.0+(-(var(55)%61)+30)/180.0),-3*sin(-pi*70/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=11
value=stateno
persistent=256
ignorehitpause=1

[statedef 622]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=11
value=620
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=10
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=var(1)
scale=0.4,0.4
pos=floor(45+(-75+25*var(0))*cos(pi*80/180.0)+3*cos(pi*80/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-40+(-75+25*var(0))*sin(pi*80/180.0)+3*sin(pi*80/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(pi*80/180.0+(-(var(55)%61)+30)/180.0),-3*sin(pi*80/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=11
value=stateno
persistent=256
ignorehitpause=1



;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋
;┃†通常射撃。

[statedef 300]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=300
value=300
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(5)>=0&&animelemtime(5)<=14
trigger1=animelemtime(5)%2=0
value=s100,15
freqmul=1
channel=1
ignorehitpause=1



;画面色レイヤー、上。
[state ]
type=explod
triggerall=var(56)=1
trigger1=animelemtime(5)>=0&&animelemtime(5)<=14
trigger1=animelemtime(5)%4=0
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(5)>=0&&animelemtime(5)<=14
time=2
freq=180
ampl=floor((4-4*sin((pi/2/14)*animelemtime(5)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;柱！
[state ]
type=explod
trigger1=animelemtime(5)>=0&&animelemtime(5)<=19
anim=10100
trans=addalpha
alpha=floor(256*cos((pi/2/20)*animelemtime(5))),floor(256*sin((pi/2/20)*animelemtime(5)))
scale=0.11*0.6*sin((pi/2/20)*animelemtime(5)),0.11*2.4*sin((pi/2/20)*animelemtime(5))
pos=34+20,-47
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)>=0&&animelemtime(5)<=14
trigger1=animelemtime(5)%2=0
anim=10024
scale=0.6,0.6
pos=34+20,-47
vel=4+4*cos(var(55))*cos(random),6*sin(var(55))*cos(random)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)>=0&&animelemtime(5)<=14
trigger1=animelemtime(5)%2=1
anim=10034
scale=0.6,0.6
pos=34+20,-47
vel=4+4*cos(var(55))*cos(random),6*sin(var(55))*cos(random)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)>=0&&animelemtime(5)<=14
trigger1=prevstateno!=301
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(5)>=0&&animelemtime(5)<=14
trigger1=prevstateno!=301
value=301
ignorehitpause=1



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

[statedef 301]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=10
value=300
ignorehitpause=1



[state ]
type=projectile
trigger1=animelemtime(5)%2=0
trigger1=var(0)=0
projid=302
projanim=40150
projhitanim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
projremanim=-1
projscale=0.7-0.07*var(0),0.7-0.07*var(0)
offset=floor(34+20-(-6-6*cos(var(55))-0.9*var(0))*var(0)-0.5*0.9*var(0)*(var(0)+1)),floor(-47-6-6*sin(var(55))*var(0))
velocity=-6-6*cos(var(55))-0.9*var(0),6*sin(var(55))
accel=0.9,0
projremove=1
projremovetime=100
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=a,np
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=4,2
getpower=20,10
givepower=0,5
hitsound=s300,1
guardsound=s300,1
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(5)%2=1
trigger1=var(0)=0
projid=302
projanim=40150
projhitanim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
projremanim=-1
projscale=0.7-0.07*var(0),0.7-0.07*var(0)
offset=floor(34+20-(-6-6*cos(var(55))-0.9*var(0))*var(0)-0.5*0.9*var(0)*(var(0)+1)),floor(-47-6-6*sin(var(55))*var(0))
velocity=-6-6*cos(var(55))-0.9*var(0),6*sin(var(55))
accel=0.9,0
projremove=1
projremovetime=100
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=a,np
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=4,2
getpower=20,10
givepower=0,5
hitsound=s300,1
guardsound=s300,1
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=4
var(1)=10025+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=5&&var(0)<=9
var(1)=70020-5+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)%2=0
anim=var(1)
scale=0.7-0.07*var(0),0.7-0.07*var(0)
pos=floor(34+20-(-6-6*cos(var(55))-0.9*var(0))*var(0)-0.5*0.9*var(0)*(var(0)+1)),floor(-47-6-6*sin(var(55))*var(0))
vel=-6-6*cos(var(55))-0.9*var(0),6*sin(var(55))
accel=0.9,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=4
var(1)=10035+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=5&&var(0)<=9
var(1)=70030-5+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)%2=1
anim=var(1)
scale=0.7-0.07*var(0),0.7-0.07*var(0)
pos=floor(34+20-(-6-6*cos(var(55))-0.9*var(0))*var(0)-0.5*0.9*var(0)*(var(0)+1)),floor(-47-6-6*sin(var(55))*var(0))
vel=-6-6*cos(var(55))-0.9*var(0),6*sin(var(55))
accel=0.9,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=10
value=stateno
persistent=256
ignorehitpause=1

[statedef 302]
type=a
movetype=h
physics=n
anim=5030

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=hitvel x
y=hitvel y
ignorehitpause=1
[state ]
type=selfstate
trigger1=1
value=5020
persistent=256
ignorehitpause=1

[statedef 310]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=310
value=310
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,17
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(5)>=0&&animelemtime(5)<=29
trigger1=animelemtime(5)%2=0
value=s100,15
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(5)>=0&&animelemtime(5)<=29
trigger1=animelemtime(5)%2=0
value=s10000,14
channel=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(5)>=30&&animelemtime(5)<=59
trigger1=animelemtime(5)%7=2
value=s10000,15
channel=3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(5)>=30&&animelemtime(5)<=59
trigger1=animelemtime(5)%7=2
value=s10000,15
channel=4
ignorehitpause=1



;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(5)>=30&&animelemtime(5)<=49
anim=11000
trans=addalpha
alpha=256,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面色レイヤー、上。
[state ]
type=explod
triggerall=var(56)=1
trigger1=animelemtime(5)>=40&&animelemtime(5)<=49
trigger1=animelemtime(5)%3=1
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(5)>=0&&animelemtime(5)<=59
time=2
freq=180
ampl=floor(2*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;後光的な。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=49
anim=10350
scale=0.11*0.3*animelemtime(1),0.11*0.3*animelemtime(1)
pos=0,-44
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=null;explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=0,-44
random=10,10
vel=0,0
accel=0,0
removetime=-2
sprpriority=4
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;ごごごーっと闇から鎖出る演出的な。
[state ]
type=explod
trigger1=animelemtime(5)=0
trigger2=animelemtime(5)=5
trigger3=animelemtime(5)=10
trigger4=animelemtime(5)=15
trigger5=animelemtime(5)=20
trigger6=animelemtime(5)=25
anim=10310
scale=0.1,0.4
pos=40,-68
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)>=0&&animelemtime(5)<=29
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=0.3,0.7
pos=40,-68
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;var(0)....ループ用変数。
;var(1)....鎖の角度。
;var(2)....鎖の数。
;var(3)....鎖射出開始時間。
;var(4)....鎖射出終了時間。
;var(5)....鎖攻撃判定頻度。
;var(6)....射出終了演出終了時間。
;var(7)....射出終了演出頻度。
;var(8)....射出終了演出座標頻度。
;var(9)....鎖始点座標X。
;var(10)...鎖始点座標Y。
;fvar(0)...鎖サイズ。



;鎖射出座標。
[state ]
type=varset
trigger1=1
var(9)=40
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(10)=-68
ignorehitpause=1



;鎖。
[state ]
type=varset
trigger1=1
var(2)=5
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(3)=-10
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)=var(3)
trigger1=prevstateno!=311
var(0)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)=var(3)
trigger1=prevstateno!=311
var(1)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)=var(3)
trigger1=prevstateno!=311
fvar(0)=0.8
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(5)=var(3)
trigger1=prevstateno!=311
value=311
ignorehitpause=1



;攻撃判定。
[state ]
type=varset
trigger1=1
var(4)=20
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(5)=2
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)>=0&&animelemtime(5)<=var(4)-1
trigger1=animelemtime(5)%var(5)=0
trigger1=prevstateno!=312
var(0)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)>=0&&animelemtime(5)<=var(4)-1
trigger1=animelemtime(5)%var(5)=0
trigger1=prevstateno!=312
var(1)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)>=0&&animelemtime(5)<=var(4)-1
trigger1=animelemtime(5)%var(5)=0
trigger1=prevstateno!=312
var(7)=10
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(5)>=0&&animelemtime(5)<=var(4)-1
trigger1=animelemtime(5)%var(5)=0
trigger1=prevstateno!=312
value=312
ignorehitpause=1



;鎖消滅。
[state ]
type=varset
trigger1=1
var(6)=30
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(7)=2
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)>=var(4)&&animelemtime(5)<=var(4)+var(6)-1
trigger1=(animelemtime(5)-var(4))%var(7)=0
trigger1=prevstateno!=313
var(0)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)>=var(4)&&animelemtime(5)<=var(4)+var(6)-1
trigger1=(animelemtime(5)-var(4))%var(7)=0
trigger1=prevstateno!=313
var(1)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)>=var(4)&&animelemtime(5)<=var(4)+var(6)-1
trigger1=(animelemtime(5)-var(4))%var(7)=0
trigger1=prevstateno!=313
var(8)=15
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(5)>=var(4)&&animelemtime(5)<=var(4)+var(6)-1
trigger1=(animelemtime(5)-var(4))%var(7)=0
trigger1=prevstateno!=313
value=313
ignorehitpause=1



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

[statedef 311]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=var(2)
value=310
ignorehitpause=1



;way指定。
[state ]
type=varset
trigger1=1
var(1)=1-var(0)
ignorehitpause=1



;鎖。
[state ]
type=explod
trigger1=animelemtime(5)=-10
id=1000310
anim=10573-var(1)
scale=fvar(0),fvar(0)
pos=floor(var(9)+320*fvar(0)*cos(10*var(1)*pi/180)),floor(var(10)+320*fvar(0)*sin(10*var(1)*pi/180))
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)=-10
id=1000310
anim=10583-var(1)
scale=fvar(0),fvar(0)
pos=floor(var(9)+320*fvar(0)*cos(10*var(1)*pi/180)),floor(var(10)+320*fvar(0)*sin(10*var(1)*pi/180))
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=var(2)
value=stateno
persistent=256
ignorehitpause=1

[statedef 312]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=var(2)
value=310
ignorehitpause=1



;way指定。
[state ]
type=varset
trigger1=1
var(1)=1-var(0)
ignorehitpause=1



;飛び道具噴射。
[state ]
type=projectile
trigger1=1
projid=302
projanim=40150
projhitanim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
projremanim=-1
projscale=1,1
offset=var(9),var(10)
velocity=20*cos(10*var(1)*pi/180),20*sin(10*var(1)*pi/180)
accel=0,0
projremove=1
projremovetime=100
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=s,np
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=4,2
getpower=5,2
givepower=0,5
hitsound=s100,4
guardsound=s100,4
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;ランダム変数。
[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=var(2)
value=stateno
persistent=256
ignorehitpause=1

[statedef 313]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=var(2)
value=310
ignorehitpause=1



;way指定。
[state ]
type=varset
trigger1=1
var(1)=1-var(0)
ignorehitpause=1



;鎖消滅エフェクト。
[state ]
type=explod
trigger1=1
anim=10033
scale=0.5,0.5
pos=floor(var(9)+var(8)*(animelemtime(5)-var(4))*cos(10*var(1)*pi/180)),floor(var(10)+var(8)*(animelemtime(5)-var(4))*sin(10*var(1)*pi/180))
vel=-3*cos((10*var(1)-15+(var(55)%31))*pi/180.0),-3*sin((10*var(1)-15+(var(55)%31))*pi/180.0)
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=10311
scale=0.1,0.1
pos=floor(var(9)+var(8)*(animelemtime(5)-var(4))*cos(10*var(1)*pi/180)),floor(var(10)+var(8)*(animelemtime(5)-var(4))*sin(10*var(1)*pi/180))
vel=-3*cos((10*var(1)-15+(var(55)%31))*pi/180.0),-3*sin((10*var(1)-15+(var(55)%31))*pi/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;ランダム変数。
[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=var(2)
value=stateno
persistent=256
ignorehitpause=1

[statedef 320]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=320
value=320
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,17
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(6)=0
trigger2=animelemtime(6)=10
trigger3=animelemtime(6)=20
trigger4=animelemtime(6)=30
trigger5=animelemtime(6)=40
trigger6=animelemtime(6)=50
value=s206,8
channel=1
ignorehitpause=1



;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
time=2
freq=180
ampl=2*sin((pi/2/0.96954)*(gametime%1000))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=20&&animelemtime(1)<=34
time=2
freq=180
ampl=floor((48-48*sin((pi/2/15)*(animelemtime(1)-20)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;後光的な。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=49
anim=10350
scale=0.11*0.3*animelemtime(1),0.11*0.3*animelemtime(1)
pos=0,-44
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=10&&animelemtime(1)<=59
anim=10350
scale=0.11*0.3*(animelemtime(1)-10),0.11*0.3*(animelemtime(1)-10)
pos=0,-44
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=0,-44
random=10,10
vel=0,0
accel=0,0
removetime=-2
sprpriority=4
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;左右の手に赤の弾と青の弾があります。赤青弾拡大。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
anim=10004
scale=0.6*sin((pi/2/10)*animelemtime(1)),0.6*sin((pi/2/10)*animelemtime(1))
pos=-18,-52
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
anim=10004
scale=0.4*sin((pi/2/10)*animelemtime(1)),0.4*sin((pi/2/10)*animelemtime(1))
pos=-18,-52
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
anim=10014
scale=0.6*sin((pi/2/10)*animelemtime(1)),0.6*sin((pi/2/10)*animelemtime(1))
pos=23,-52
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
anim=10014
scale=0.4*sin((pi/2/10)*animelemtime(1)),0.4*sin((pi/2/10)*animelemtime(1))
pos=23,-52
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
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)>=10&&animelemtime(1)<=19
anim=10004
scale=0.6,0.6
pos=-18,-52
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=10&&animelemtime(1)<=19
anim=10004
scale=0.4,0.4
pos=-18,-52
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=10&&animelemtime(1)<=19
anim=10014
scale=0.6,0.6
pos=23,-52
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=10&&animelemtime(1)<=19
anim=10014
scale=0.4,0.4
pos=23,-52
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;赤青弾が合体して紫白弾ができます。
[state ]
type=explod
trigger1=animelemtime(1)>=20&&animelemtime(1)<=29
anim=10060
scale=0.123*(0.25*sin((pi/2/20)*(animelemtime(1)-20))+0.01*sin((pi/2/20)*(animelemtime(1)-20))*cos(random)),0.123*(0.25*sin((pi/2/20)*(animelemtime(1)-20))+0.01*sin((pi/2/20)*(animelemtime(1)-20))*cos(random))
pos=28,-48
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=30&&animelemtime(6)<=-1
anim=10060
scale=0.123*(0.25+0.01*cos(random)),0.123*(0.25+0.01*cos(random))
pos=28,-48
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;びぃむはじめ。
[state ]
type=explod
trigger1=animelemtime(6)=-10
anim=10940
scale=1.3,0.4
pos=28,-48
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)=-10
anim=10950
facing=floor(2*(0.5-(var(55)%2)))
vfacing=floor(2*(0.5-((var(55)**2)%2)))
scale=1,1
pos=28,-48
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)=-10
anim=10951
facing=floor(2*(0.5-(var(55)%2)))
vfacing=floor(2*(0.5-((var(55)**2)%2)))
scale=1.05,1.05
pos=28,-48
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;びぃむ周囲。
[state ]
type=explod
trigger1=animelemtime(6)=0
trigger2=animelemtime(6)=10
trigger3=animelemtime(6)=20
trigger4=animelemtime(6)=30
trigger5=animelemtime(6)=40
anim=10940
scale=1.3,0.4
pos=floor(28+(50+50*cos(var(1)**2))*cos(var(1))),floor(-48+100*cos(var(1)**2)*sin(var(1)))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)=0
trigger2=animelemtime(6)=10
trigger3=animelemtime(6)=20
trigger4=animelemtime(6)=30
trigger5=animelemtime(6)=40
anim=10950
facing=floor(2*(0.5-(var(55)%2)))
vfacing=floor(2*(0.5-((var(55)**2)%2)))
scale=1,1
pos=floor(28+(50+50*cos(var(1)**2))*cos(var(1))),floor(-48+100*cos(var(1)**2)*sin(var(1)))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)=0
trigger2=animelemtime(6)=10
trigger3=animelemtime(6)=20
trigger4=animelemtime(6)=30
trigger5=animelemtime(6)=40
anim=10951
facing=floor(2*(0.5-(var(55)%2)))
vfacing=floor(2*(0.5-((var(55)**2)%2)))
scale=1.05,1.05
pos=floor(28+(50+50*cos(var(1)**2))*cos(var(1))),floor(-48+100*cos(var(1)**2)*sin(var(1)))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;攻撃本体になります。
[state ]
type=projectile
trigger1=animelemtime(6)=-10
projanim=40160
projremanim=-1
projscale=1,1
offset=28,-48
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=s,np
hitflag=mafd
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=16,4
getpower=20,10
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-6,-4
guard.velocity=-6
air.velocity=-6,-4
airguard.velocity=-6,-4
fall=1
air.fall=1
kill=1
guard.kill=1
fall.kill=1
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(6)=0
trigger2=animelemtime(6)=10
trigger3=animelemtime(6)=20
trigger4=animelemtime(6)=30
trigger5=animelemtime(6)=40
projanim=40160
projremanim=-1
projscale=1,1
offset=floor(28+(50+50*cos(var(1)**2))*cos(var(1))),floor(-48+100*cos(var(1)**2)*sin(var(1)))
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=s,np
hitflag=mafd
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=16,4
getpower=20,10
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-6,-4
guard.velocity=-6
air.velocity=-6,-4
airguard.velocity=-6,-4
fall=1
air.fall=1
kill=1
guard.kill=1
fall.kill=1
ignorehitpause=1



;ランダム変数。
[state ]
type=varset
trigger1=1
var(1)=random
ignorehitpause=1



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

[statedef 500]
type=c
movetype=a
physics=c
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=520
value=520
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s300,0
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(4)=0
trigger2=animelemtime(4)=6
trigger3=animelemtime(4)=12
value=s300,1
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(4)=0
trigger2=animelemtime(4)=6
trigger3=animelemtime(4)=12
value=s10000,2
channel=2
ignorehitpause=1



;画面色レイヤー、上。
[state ]
type=explod
triggerall=var(56)=1
trigger1=animelemtime(4)=0
trigger2=animelemtime(4)=3
trigger3=animelemtime(4)=6
trigger4=animelemtime(4)=9
trigger5=animelemtime(4)=12
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(4)>=0&&animelemtime(4)<=13
time=2
freq=180
ampl=floor((4-4*sin((pi/2/14)*animelemtime(4)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;指先で衝撃波。
[state ]
type=explod
trigger1=animelemtime(4)>=-5&&animelemtime(4)<=-5+8
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=-4,-76
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+3&&animelemtime(4)<=-5+8+3
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=96,floor(-screenpos y)
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+6&&animelemtime(4)<=-5+8+6
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=146,floor(-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+9&&animelemtime(4)<=-5+8+9
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=196,floor(-screenpos y)
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+12&&animelemtime(4)<=-5+8+12
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=246,floor(-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;ヒットスパーク的な。
[state ]
type=explod
trigger1=animelemtime(4)>=-5&&animelemtime(4)<=-5+13
anim=10034
scale=0.5,0.5
pos=-4,-76
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+3&&animelemtime(4)<=-5+13+3
anim=10034
scale=0.5,0.5
pos=96,floor(-screenpos y)
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+6&&animelemtime(4)<=-5+13+6
anim=10034
scale=0.5,0.5
pos=146,floor(-screenpos y+240)
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+9&&animelemtime(4)<=-5+13+9
anim=10034
scale=0.5,0.5
pos=196,floor(-screenpos y)
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+12&&animelemtime(4)<=-5+13+12
anim=10034
scale=0.5,0.5
pos=246,floor(-screenpos y+240)
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;こだまですか？
[state ]
type=varset
trigger1=animelemtime(4)=-5
trigger1=prevstateno!=501
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(4)=-5
trigger1=prevstateno!=501
value=501
ignorehitpause=1



;柱いくぞオラァ！！！
[state ]
type=varset
trigger1=animelemtime(4)=-2
trigger1=prevstateno!=502
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(4)=-2
trigger1=prevstateno!=502
value=502
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(4)=1
trigger1=prevstateno!=503
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(4)=1
trigger1=prevstateno!=503
value=503
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(4)=4
trigger1=prevstateno!=504
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(4)=4
trigger1=prevstateno!=504
value=504
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(4)=7
trigger1=prevstateno!=505
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(4)=7
trigger1=prevstateno!=505
value=505
ignorehitpause=1



;攻撃本体になりますー。
[state ]
type=projectile
trigger1=animelemtime(4)=0
projanim=40080
projremanim=-1
projscale=1,1
offset=-4,floor(-screenpos y+240)
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=c,np
hitflag=mad
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
hitsound=s300,1
guardsound=s300,1
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-2,-8
guard.velocity=-4
air.velocity=-2,-8
airguard.velocity=-2,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(4)=3
projanim=40080
projremanim=-1
projscale=1,1
offset=96,floor(-screenpos y+240)
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=c,np
hitflag=mad
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
hitsound=s300,1
guardsound=s300,1
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-2,-8
guard.velocity=-4
air.velocity=-2,-8
airguard.velocity=-2,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(4)=6
projanim=40080
projremanim=-1
projscale=1,1
offset=146,floor(-screenpos y+240)
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=c,np
hitflag=mad
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
hitsound=s300,1
guardsound=s300,1
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-2,-8
guard.velocity=-4
air.velocity=-2,-8
airguard.velocity=-2,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(4)=9
projanim=40080
projremanim=-1
projscale=1,1
offset=196,floor(-screenpos y+240)
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=c,np
hitflag=mad
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
hitsound=s300,1
guardsound=s300,1
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-2,-8
guard.velocity=-4
air.velocity=-2,-8
airguard.velocity=-2,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(4)=12
projanim=40080
projremanim=-1
projscale=1,1
offset=246,floor(-screenpos y+240)
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=c,np
hitflag=mad
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
hitsound=s300,1
guardsound=s300,1
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-2,-8
guard.velocity=-4
air.velocity=-2,-8
airguard.velocity=-2,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;帰還、する。
[state ]
type=changestate
trigger1=animtime=0
value=11
ctrl=1
persistent=256
ignorehitpause=1

[statedef 501]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=15
value=500
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=14
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.4,0.4
pos=floor(-4+(-75+25*var(0))*cos(-pi*90/180.0)+3*cos(-pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-76+(-75+25*var(0))*sin(-pi*90/180.0)+3*sin(-pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(-pi*90/180.0+(-(var(55)%61)+30)/180.0),-3*sin(-pi*90/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10062+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70060-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.16-0.16*sin((pi/2/15)*var(0))),0.123*1000
pos=-4,-76
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10072+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70070-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.016-0.016*sin((pi/2/15)*var(0))),0.123*1000
pos=-4,-76
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=15
value=stateno
persistent=256
ignorehitpause=1

[statedef 502]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=15
value=500
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=14
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.4,0.4
pos=floor(96+(-75+25*var(0))*cos(-pi*90/180.0)+3*cos(-pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-screenpos y+240+(-75+25*var(0))*sin(-pi*90/180.0)+3*sin(-pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(-pi*90/180.0+(-(var(55)%61)+30)/180.0),-3*sin(-pi*90/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10062+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70060-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.16-0.16*sin((pi/2/15)*var(0))),0.123*1000
pos=96,floor(-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10072+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70070-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.016-0.016*sin((pi/2/15)*var(0))),0.123*1000
pos=96,floor(-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=15
value=stateno
persistent=256
ignorehitpause=1

[statedef 503]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=15
value=500
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=14
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.4,0.4
pos=floor(146+(-75+25*var(0))*cos(pi*90/180.0)+3*cos(pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-screenpos y+(-75+25*var(0))*sin(pi*90/180.0)+3*sin(pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(pi*90/180.0+(-(var(55)%61)+30)/180.0),-3*sin(pi*90/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10062+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70060-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.16-0.16*sin((pi/2/15)*var(0))),0.123*1000
pos=146,floor(-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10072+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70070-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.016-0.016*sin((pi/2/15)*var(0))),0.123*1000
pos=146,floor(-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=15
value=stateno
persistent=256
ignorehitpause=1

[statedef 504]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=15
value=500
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=14
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.4,0.4
pos=floor(196+(-75+25*var(0))*cos(-pi*90/180.0)+3*cos(-pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-screenpos y+240+(-75+25*var(0))*sin(-pi*90/180.0)+3*sin(-pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(-pi*90/180.0+(-(var(55)%61)+30)/180.0),-3*sin(-pi*90/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10062+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70060-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.16-0.16*sin((pi/2/15)*var(0))),0.123*1000
pos=196,floor(-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10072+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70070-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.016-0.016*sin((pi/2/15)*var(0))),0.123*1000
pos=196,floor(-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=15
value=stateno
persistent=256
ignorehitpause=1

[statedef 505]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=15
value=500
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=14
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.4,0.4
pos=floor(246+(-75+25*var(0))*cos(pi*90/180.0)+3*cos(pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-screenpos y+(-75+25*var(0))*sin(pi*90/180.0)+3*sin(pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(pi*90/180.0+(-(var(55)%61)+30)/180.0),-3*sin(pi*90/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10062+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70060-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.16-0.16*sin((pi/2/15)*var(0))),0.123*1000
pos=246,floor(-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10072+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70070-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.016-0.016*sin((pi/2/15)*var(0))),0.123*1000
pos=246,floor(-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=15
value=stateno
persistent=256
ignorehitpause=1

[statedef 520]
type=c
movetype=a
physics=c
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=520
value=520
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(4)=0
value=s300,0
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(4)=0
trigger2=animelemtime(4)=6
trigger3=animelemtime(4)=12
value=s300,1
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(4)=0
trigger2=animelemtime(4)=6
trigger3=animelemtime(4)=12
value=s10000,2
channel=2
ignorehitpause=1



;画面色レイヤー、上。
[state ]
type=explod
triggerall=var(56)=1
trigger1=animelemtime(4)=0
trigger2=animelemtime(4)=3
trigger3=animelemtime(4)=6
trigger4=animelemtime(4)=9
trigger5=animelemtime(4)=12
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(4)>=0&&animelemtime(4)<=13
time=2
freq=180
ampl=floor((4-4*sin((pi/2/14)*animelemtime(4)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;指先で衝撃波。
[state ]
type=explod
trigger1=animelemtime(4)>=-5&&animelemtime(4)<=-5+8
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=-4,-76
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+3&&animelemtime(4)<=-5+8+3
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=0,30
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+6&&animelemtime(4)<=-5+8+6
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=0,80
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+9&&animelemtime(4)<=-5+8+9
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=0,130
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+12&&animelemtime(4)<=-5+8+12
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=0,180
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;ヒットスパーク的な。
[state ]
type=explod
trigger1=animelemtime(4)>=-5&&animelemtime(4)<=-5+13
anim=10034
scale=0.5,0.5
pos=-4,-76
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+3&&animelemtime(4)<=-5+13+3
anim=10034
scale=0.5,0.5
pos=0,30
postype=back
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+6&&animelemtime(4)<=-5+13+6
anim=10034
scale=0.5,0.5
pos=0,80
postype=back
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+9&&animelemtime(4)<=-5+13+9
anim=10034
scale=0.5,0.5
pos=0,130
postype=back
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=-5+12&&animelemtime(4)<=-5+13+12
anim=10034
scale=0.5,0.5
pos=0,180
postype=back
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;こだまですか？
[state ]
type=varset
trigger1=animelemtime(4)=-5
trigger1=prevstateno!=521
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(4)=-5
trigger1=prevstateno!=521
value=521
ignorehitpause=1



;柱いくぞオラァ！！！
[state ]
type=varset
trigger1=animelemtime(4)=-2
trigger1=prevstateno!=522
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(4)=-2
trigger1=prevstateno!=522
value=522
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(4)=1
trigger1=prevstateno!=523
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(4)=1
trigger1=prevstateno!=523
value=523
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(4)=4
trigger1=prevstateno!=524
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(4)=4
trigger1=prevstateno!=524
value=524
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(4)=7
trigger1=prevstateno!=525
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(4)=7
trigger1=prevstateno!=525
value=525
ignorehitpause=1



;攻撃本体になりますー。
[state ]
type=projectile
trigger1=animelemtime(4)=0
projanim=40080
projremanim=-1
projscale=1,1
offset=-4,floor(-screenpos y+240)
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=c,np
hitflag=mad
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
hitsound=s300,1
guardsound=s300,1
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-2,-8
guard.velocity=-4
air.velocity=-2,-8
airguard.velocity=-2,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(4)=3
projanim=40160
projremanim=-1
projscale=1,1
offset=floor(ifelse(facing=1,-screenpos y-320,screenpos y-640)),floor(-screenpos y+30)
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=c,np
hitflag=mad
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
hitsound=s300,1
guardsound=s300,1
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-2,-8
guard.velocity=-4
air.velocity=-2,-8
airguard.velocity=-2,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(4)=6
projanim=40160
projremanim=-1
projscale=1,1
offset=floor(ifelse(facing=1,-screenpos y-320,screenpos y-640)),floor(-screenpos y+80)
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=c,np
hitflag=mad
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
hitsound=s300,1
guardsound=s300,1
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-2,-8
guard.velocity=-4
air.velocity=-2,-8
airguard.velocity=-2,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(4)=9
projanim=40160
projremanim=-1
projscale=1,1
offset=floor(ifelse(facing=1,-screenpos y-320,screenpos y-640)),floor(-screenpos y+130)
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=c,np
hitflag=mad
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
hitsound=s300,1
guardsound=s300,1
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-2,-8
guard.velocity=-4
air.velocity=-2,-8
airguard.velocity=-2,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(4)=12
projanim=40160
projremanim=-1
projscale=1,1
offset=floor(ifelse(facing=1,-screenpos y-320,screenpos y-640)),floor(-screenpos y+180)
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=c,np
hitflag=mad
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=18,2
getpower=20,10
givepower=0,5
hitsound=s300,1
guardsound=s300,1
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-2,-8
guard.velocity=-4
air.velocity=-2,-8
airguard.velocity=-2,-8
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;帰還、する。
[state ]
type=changestate
trigger1=animtime=0
value=11
ctrl=1
persistent=256
ignorehitpause=1

[statedef 521]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=15
value=520
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=14
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.4,0.4
pos=floor(-4+(-75+25*var(0))*cos(-pi*90/180.0)+3*cos(-pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-76+(-75+25*var(0))*sin(-pi*90/180.0)+3*sin(-pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(-pi*90/180.0+(-(var(55)%61)+30)/180.0),-3*sin(-pi*90/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10062+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70060-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.16-0.16*sin((pi/2/15)*var(0))),0.123*1000
pos=-4,-76
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10072+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70070-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.016-0.016*sin((pi/2/15)*var(0))),0.123*1000
pos=-4,-76
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=15
value=stateno
persistent=256
ignorehitpause=1

[statedef 522]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=15
value=520
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=14
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.4,0.4
pos=floor(0+(-75+34*var(0))*cos(0)+3*cos(0+(-(var(55)%61)+30)/180.0)*var(0)),floor(30+(-75+34*var(0))*sin(0)+3*sin(0+(-(var(55)%61)+30)/180.0)*var(0))
postype=back
vel=-3*cos(0+(-(var(55)%61)+30)/180.0),-3*sin(0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10062+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70060-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*1000,0.123*(0.16-0.16*sin((pi/2/15)*var(0)))
pos=0,floor(30)
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10072+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70070-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*1000,0.123*(0.016-0.016*sin((pi/2/15)*var(0)))
pos=0,floor(30)
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=15
value=stateno
persistent=256
ignorehitpause=1

[statedef 523]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=15
value=520
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=14
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.4,0.4
pos=floor(0+(-75+34*var(0))*cos(0)+3*cos(0+(-(var(55)%61)+30)/180.0)*var(0)),floor(80+(-75+34*var(0))*sin(0)+3*sin(0+(-(var(55)%61)+30)/180.0)*var(0))
postype=back
vel=-3*cos(0+(-(var(55)%61)+30)/180.0),-3*sin(0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10062+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70060-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*1000,0.123*(0.16-0.16*sin((pi/2/15)*var(0)))
pos=0,floor(80)
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10072+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70070-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*1000,0.123*(0.016-0.016*sin((pi/2/15)*var(0)))
pos=0,floor(80)
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=15
value=stateno
persistent=256
ignorehitpause=1

[statedef 524]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=15
value=520
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=14
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.4,0.4
pos=floor(0+(-75+34*var(0))*cos(0)+3*cos(0+(-(var(55)%61)+30)/180.0)*var(0)),floor(130+(-75+34*var(0))*sin(0)+3*sin(0+(-(var(55)%61)+30)/180.0)*var(0))
postype=back
vel=-3*cos(0+(-(var(55)%61)+30)/180.0),-3*sin(0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10062+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70060-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*1000,0.123*(0.16-0.16*sin((pi/2/15)*var(0)))
pos=0,floor(130)
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10072+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70070-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*1000,0.123*(0.016-0.016*sin((pi/2/15)*var(0)))
pos=0,floor(130)
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=15
value=stateno
persistent=256
ignorehitpause=1

[statedef 525]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=15
value=520
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=14
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.4,0.4
pos=floor(0+(-75+34*var(0))*cos(0)+3*cos(0+(-(var(55)%61)+30)/180.0)*var(0)),floor(180+(-75+34*var(0))*sin(0)+3*sin(0+(-(var(55)%61)+30)/180.0)*var(0))
postype=back
vel=-3*cos(0+(-(var(55)%61)+30)/180.0),-3*sin(0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10062+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70060-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*1000,0.123*(0.16-0.16*sin((pi/2/15)*var(0)))
pos=0,floor(180)
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10072+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70070-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*1000,0.123*(0.016-0.016*sin((pi/2/15)*var(0)))
pos=0,floor(180)
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=15
value=stateno
persistent=256
ignorehitpause=1

[statedef 700]
type=a
movetype=a
physics=a
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=700
value=700
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(5)>=0&&animelemtime(5)<=14
trigger1=animelemtime(5)%2=0
value=s100,15
freqmul=1
channel=1
ignorehitpause=1



;画面色レイヤー、上。
[state ]
type=explod
triggerall=var(56)=1
trigger1=animelemtime(5)>=0&&animelemtime(5)<=14
trigger1=animelemtime(5)%4=0
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(5)>=0&&animelemtime(5)<=14
time=2
freq=180
ampl=floor((4-4*sin((pi/2/14)*animelemtime(5)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;速度ですー。
[state ]
type=veladd
trigger1=animelemtime(4)=0
x=-6
ignorehitpause=1
[state ]
type=velset
trigger1=animelemtime(4)>=0&&animelemtime(4)<=14
y=-1
ignorehitpause=1



;飛び道具。
[state ]
type=explod
trigger1=animelemtime(5)>=0&&animelemtime(5)<=19
anim=10100
trans=addalpha
alpha=floor(256*cos((pi/2/20)*animelemtime(5))),floor(256*sin((pi/2/20)*animelemtime(5)))
scale=0.11*0.6*sin((pi/2/20)*animelemtime(5)),0.11*2.4*sin((pi/2/20)*animelemtime(5))
pos=34+20,-47
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)>=0&&animelemtime(5)<=14
trigger1=animelemtime(5)%2=0
anim=10024
scale=0.6,0.6
pos=34+20,-47
vel=4+4*cos(var(55))*cos(random),6*sin(var(55))*cos(random)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)>=0&&animelemtime(5)<=14
trigger1=animelemtime(5)%2=1
anim=10034
scale=0.6,0.6
pos=34+20,-47
vel=4+4*cos(var(55))*cos(random),6*sin(var(55))*cos(random)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)>=0&&animelemtime(5)<=14
trigger1=prevstateno!=701
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(5)>=0&&animelemtime(5)<=14
trigger1=prevstateno!=701
value=701
ignorehitpause=1

[statedef 701]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=10
value=700
ignorehitpause=1



[state ]
type=projectile
trigger1=animelemtime(5)%2=0
trigger1=var(0)=0
projid=302
projanim=40150
projhitanim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
projremanim=-1
projscale=0.7-0.07*var(0),0.7-0.07*var(0)
offset=floor(34+20-(-6-6*cos(var(55))-0.9*var(0))*var(0)-0.5*0.9*var(0)*(var(0)+1)),floor(-47-6-6*sin(var(55))*var(0))
velocity=-6-6*cos(var(55))-0.9*var(0),6*sin(var(55))
accel=0.9,0
projremove=1
projremovetime=100
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=a,np
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=4,2
getpower=20,10
givepower=0,5
hitsound=s300,1
guardsound=s300,1
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(5)%2=1
trigger1=var(0)=0
projid=302
projanim=40150
projhitanim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
projremanim=-1
projscale=0.7-0.07*var(0),0.7-0.07*var(0)
offset=floor(34+20-(-6-6*cos(var(55))-0.9*var(0))*var(0)-0.5*0.9*var(0)*(var(0)+1)),floor(-47-6-6*sin(var(55))*var(0))
velocity=-6-6*cos(var(55))-0.9*var(0),6*sin(var(55))
accel=0.9,0
projremove=1
projremovetime=100
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=a,np
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=4,2
getpower=20,10
givepower=0,5
hitsound=s300,1
guardsound=s300,1
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=4
var(1)=10025+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=5&&var(0)<=9
var(1)=70020-5+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)%2=0
anim=var(1)
scale=0.7-0.07*var(0),0.7-0.07*var(0)
pos=floor(34+20-(-6-6*cos(var(55))-0.9*var(0))*var(0)-0.5*0.9*var(0)*(var(0)+1)),floor(-47-6-6*sin(var(55))*var(0))
vel=-6-6*cos(var(55))-0.9*var(0),6*sin(var(55))
accel=0.9,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=4
var(1)=10035+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=5&&var(0)<=9
var(1)=70030-5+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)%2=1
anim=var(1)
scale=0.7-0.07*var(0),0.7-0.07*var(0)
pos=floor(34+20-(-6-6*cos(var(55))-0.9*var(0))*var(0)-0.5*0.9*var(0)*(var(0)+1)),floor(-47-6-6*sin(var(55))*var(0))
vel=-6-6*cos(var(55))-0.9*var(0),6*sin(var(55))
accel=0.9,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=10
value=stateno
persistent=256
ignorehitpause=1

[statedef 710]
type=a
movetype=a
physics=a
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=710
value=710
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(5)>=0&&animelemtime(5)<=14
trigger1=animelemtime(5)%2=0
value=s100,25
freqmul=1
channel=1
ignorehitpause=1



;画面色レイヤー、上。
[state ]
type=explod
triggerall=var(56)=1
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=animelemtime(1)%6=0
anim=11000
trans=addalpha
alpha=256,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
time=2
freq=180
ampl=floor((4-4*sin((pi/2/18)*animelemtime(1)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;速度ですー。
[state ]
type=veladd
trigger1=animelemtime(4)=0
x=-6
ignorehitpause=1
[state ]
type=velset
trigger1=animelemtime(1)>=0&&animelemtime(4)<=14
y=-1
ignorehitpause=1



;まるまるん１。
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
var(0)=(72*10-(18+24+3*animelemtime(1)))%72
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
anim=10024
scale=0.5,0.5
pos=floor(-9+71*cos(-pi*(5*var(0)+135)/180)),floor(-37+71*sin(-pi*(5*var(0)+135)/180))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;まるまるん２。
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
var(0)=(72*10-(18-12+3*animelemtime(1)))%72
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
anim=10024
scale=0.5,0.5
pos=floor(-9+71*cos(-pi*(5*var(0)+135)/180)),floor(-37+71*sin(-pi*(5*var(0)+135)/180))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;ナイフの１。
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
var(0)=(72*10-(18+24+3*animelemtime(1)))%72
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=0&&var(0)<=9
var(1)=10360+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=10&&var(0)<=19
var(1)=70360-10+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=20&&var(0)<=29
var(1)=80360-20+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=30&&var(0)<=39
var(1)=90360-30+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=40&&var(0)<=49
var(1)=100360-40+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=50&&var(0)<=59
var(1)=110360-50+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=60&&var(0)<=69
var(1)=120360-60+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=70&&var(0)<=71
var(1)=130360-70+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
anim=var(1)
scale=0.39,0.39
pos=floor(-9+71*cos(-pi*(5*var(0)+135)/180)),floor(-37+71*sin(-pi*(5*var(0)+135)/180))
vel=cos(-pi*5*var(0)/180),sin(-pi*5*var(0)/180)
accel=0.5*cos(-pi*5*var(0)/180),0.5*sin(-pi*5*var(0)/180)
removetime=100
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
anim=var(1)
scale=0.39,0.39
pos=floor(-9+71*cos(-pi*(5*var(0)+135)/180)),floor(-37+71*sin(-pi*(5*var(0)+135)/180))
vel=cos(-pi*5*var(0)/180),sin(-pi*5*var(0)/180)
accel=0.5*cos(-pi*5*var(0)/180),0.5*sin(-pi*5*var(0)/180)
removetime=100
bindtime=7
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
projid=302
projanim=40150
projremanim=-1
projscale=1,1
offset=floor(-9+71*cos(-pi*(5*var(0)+135)/180)),floor(-37+71*sin(-pi*(5*var(0)+135)/180))
velocity=2*cos(-pi*5*var(0)/180),2*sin(-pi*5*var(0)/180)
accel=0.5*cos(-pi*5*var(0)/180),0.5*sin(-pi*5*var(0)/180)
projremove=1
projremovetime=100
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=a,np
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=4,2
getpower=2,1
givepower=0,5
hitsound=s100,4
guardsound=s100,4
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1

;ナイフの２。
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
var(0)=(72*10-(18-12+3*animelemtime(1)))%72
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=0&&var(0)<=9
var(1)=10360+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=10&&var(0)<=19
var(1)=70360-10+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=20&&var(0)<=29
var(1)=80360-20+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=30&&var(0)<=39
var(1)=90360-30+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=40&&var(0)<=49
var(1)=100360-40+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=50&&var(0)<=59
var(1)=110360-50+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=60&&var(0)<=69
var(1)=120360-60+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
trigger1=var(0)>=70&&var(0)<=71
var(1)=130360-70+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
anim=var(1)
scale=0.39,0.39
pos=floor(-9+71*cos(-pi*(5*var(0)+135)/180)),floor(-37+71*sin(-pi*(5*var(0)+135)/180))
vel=cos(-pi*5*var(0)/180),sin(-pi*5*var(0)/180)
accel=0.5*cos(-pi*5*var(0)/180),0.5*sin(-pi*5*var(0)/180)
removetime=100
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
anim=var(1)
scale=0.39,0.39
pos=floor(-9+71*cos(-pi*(5*var(0)+135)/180)),floor(-37+71*sin(-pi*(5*var(0)+135)/180))
vel=cos(-pi*5*var(0)/180),sin(-pi*5*var(0)/180)
accel=0.5*cos(-pi*5*var(0)/180),0.5*sin(-pi*5*var(0)/180)
removetime=100
bindtime=7
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
projid=302
projanim=40150
projremanim=-1
projscale=1,1
offset=floor(-9+71*cos(-pi*(5*var(0)+135)/180)),floor(-37+71*sin(-pi*(5*var(0)+135)/180))
velocity=2*cos(-pi*5*var(0)/180),2*sin(-pi*5*var(0)/180)
accel=0.5*cos(-pi*5*var(0)/180),0.5*sin(-pi*5*var(0)/180)
projremove=1
projremovetime=100
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=a,np
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=4,2
getpower=2,1
givepower=0,5
hitsound=s100,4
guardsound=s100,4
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;後光ですよー。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=-9,-37
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=4
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
anim=10034
scale=0.6,0.6
pos=4,-40
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=17
anim=10034
scale=0.6,0.6
pos=4,-40
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

[statedef 720]
type=a
movetype=a
physics=n
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=720
value=720
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,17
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(6)=0
trigger2=animelemtime(6)=10
trigger3=animelemtime(6)=20
trigger4=animelemtime(6)=30
trigger5=animelemtime(6)=40
trigger6=animelemtime(6)=50
value=s206,8
channel=1
ignorehitpause=1



;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
time=2
freq=180
ampl=2*sin((pi/2/0.96954)*(gametime%1000))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=20&&animelemtime(1)<=34
time=2
freq=180
ampl=floor((48-48*sin((pi/2/15)*(animelemtime(1)-20)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;状態変化。
[state ]
type=statetypeset
trigger1=animelemtime(32)>=-1
physics=a
ignorehitpause=1



;速度。
[state ]
type=velmul
trigger1=animelemtime(1)=0
x=0.1
ignorehitpause=1
[state ]
type=velset
trigger1=animelemtime(1)=0
y=-0.4
ignorehitpause=1



;後光的な。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=49
anim=10350
scale=0.11*0.3*animelemtime(1),0.11*0.3*animelemtime(1)
pos=0,-44
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=10&&animelemtime(1)<=59
anim=10350
scale=0.11*0.3*(animelemtime(1)-10),0.11*0.3*(animelemtime(1)-10)
pos=0,-44
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=0,-44
random=10,10
vel=0,0
accel=0,0
removetime=-2
sprpriority=4
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;左右の手に赤の弾と青の弾があります。赤青弾拡大。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
anim=10004
scale=0.6*sin((pi/2/10)*animelemtime(1)),0.6*sin((pi/2/10)*animelemtime(1))
pos=-18,-52
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
anim=10004
scale=0.4*sin((pi/2/10)*animelemtime(1)),0.4*sin((pi/2/10)*animelemtime(1))
pos=-18,-52
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
anim=10014
scale=0.6*sin((pi/2/10)*animelemtime(1)),0.6*sin((pi/2/10)*animelemtime(1))
pos=23,-52
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
anim=10014
scale=0.4*sin((pi/2/10)*animelemtime(1)),0.4*sin((pi/2/10)*animelemtime(1))
pos=23,-52
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
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)>=10&&animelemtime(1)<=19
anim=10004
scale=0.6,0.6
pos=-18,-52
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=10&&animelemtime(1)<=19
anim=10004
scale=0.4,0.4
pos=-18,-52
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=10&&animelemtime(1)<=19
anim=10014
scale=0.6,0.6
pos=23,-52
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=10&&animelemtime(1)<=19
anim=10014
scale=0.4,0.4
pos=23,-52
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;赤青弾が合体して紫白弾ができます。
[state ]
type=explod
trigger1=animelemtime(1)>=20&&animelemtime(1)<=29
anim=10060
scale=0.123*(0.25*sin((pi/2/20)*(animelemtime(1)-20))+0.01*sin((pi/2/20)*(animelemtime(1)-20))*cos(random)),0.123*(0.25*sin((pi/2/20)*(animelemtime(1)-20))+0.01*sin((pi/2/20)*(animelemtime(1)-20))*cos(random))
pos=28,-48
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=30&&animelemtime(6)<=-1
anim=10060
scale=0.123*(0.25+0.01*cos(random)),0.123*(0.25+0.01*cos(random))
pos=28,-48
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;びぃむはじめ。
[state ]
type=explod
trigger1=animelemtime(6)=-10
anim=10940
scale=1.3,0.4
pos=28,-48
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)=-10
anim=10950
facing=floor(2*(0.5-(var(55)%2)))
vfacing=floor(2*(0.5-((var(55)**2)%2)))
scale=1,1
pos=28,-48
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)=-10
anim=10951
facing=floor(2*(0.5-(var(55)%2)))
vfacing=floor(2*(0.5-((var(55)**2)%2)))
scale=1.05,1.05
pos=28,-48
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;びぃむ周囲。
[state ]
type=explod
trigger1=animelemtime(6)=0
trigger2=animelemtime(6)=10
trigger3=animelemtime(6)=20
trigger4=animelemtime(6)=30
trigger5=animelemtime(6)=40
anim=10940
scale=1.3,0.4
pos=floor(28+(50+50*cos(var(1)**2))*cos(var(1))),floor(-48+100*cos(var(1)**2)*sin(var(1)))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)=0
trigger2=animelemtime(6)=10
trigger3=animelemtime(6)=20
trigger4=animelemtime(6)=30
trigger5=animelemtime(6)=40
anim=10950
facing=floor(2*(0.5-(var(55)%2)))
vfacing=floor(2*(0.5-((var(55)**2)%2)))
scale=1,1
pos=floor(28+(50+50*cos(var(1)**2))*cos(var(1))),floor(-48+100*cos(var(1)**2)*sin(var(1)))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)=0
trigger2=animelemtime(6)=10
trigger3=animelemtime(6)=20
trigger4=animelemtime(6)=30
trigger5=animelemtime(6)=40
anim=10951
facing=floor(2*(0.5-(var(55)%2)))
vfacing=floor(2*(0.5-((var(55)**2)%2)))
scale=1.05,1.05
pos=floor(28+(50+50*cos(var(1)**2))*cos(var(1))),floor(-48+100*cos(var(1)**2)*sin(var(1)))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;攻撃本体になります。
[state ]
type=projectile
trigger1=animelemtime(6)=-10
projanim=40160
projremanim=-1
projscale=1,1
offset=28,-48
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=s,np
hitflag=mafd
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=16,4
getpower=20,10
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-6,-4
guard.velocity=-6
air.velocity=-6,-4
airguard.velocity=-6,-4
fall=1
air.fall=1
kill=1
guard.kill=1
fall.kill=1
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(6)=0
trigger2=animelemtime(6)=10
trigger3=animelemtime(6)=20
trigger4=animelemtime(6)=30
trigger5=animelemtime(6)=40
projanim=40160
projremanim=-1
projscale=1,1
offset=floor(28+(50+50*cos(var(1)**2))*cos(var(1))),floor(-48+100*cos(var(1)**2)*sin(var(1)))
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
attr=s,np
hitflag=mafd
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=16,4
getpower=20,10
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-6,-4
guard.velocity=-6
air.velocity=-6,-4
airguard.velocity=-6,-4
fall=1
air.fall=1
kill=1
guard.kill=1
fall.kill=1
ignorehitpause=1



;ランダム変数。
[state ]
type=varset
trigger1=1
var(1)=random
ignorehitpause=1

[statedef 800]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=800
value=800
ignorehitpause=1



;攻撃本体。
[state ]
type=hitdef
trigger1=animelemtime(2)=0
attr=s,nt
hitflag=mafd
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=0,0
getpower=20,10
givepower=0,5
pausetime=0,0
guard.pausetime=0,0
ground.type=high
air.type=high
ground.slidetime=0
guard.slidetime=0
ground.hittime=0
air.hittime=0
guard.ctrltime=0
airguard.ctrltime=0
ground.velocity=0
guard.velocity=0
air.velocity=0,0
airguard.velocity=0,0
fall=1
air.fall=1
kill=0
guard.kill=0
fall.kill=0
p2facing=1
ignorehitpause=1



;まずはターゲット情報を清算。
[state ]
type=targetdrop
triggerall=numtarget>0
trigger1=1
excludeid=0
keepone=1
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget=1
trigger1=1
value=802
ignorehitpause=1
[state ]
type=changestate
triggerall=numtarget=1
trigger1=1
value=801
ignorehitpause=1

;投げ失敗、通常ステートへ移行する。
[state ]
type=changestate
trigger1=animtime=0
value=240
ignorehitpause=1

[statedef 801]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=801
value=801
ignorehitpause=1



;音響DEATH。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,6
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=40
trigger2=animelemtime(1)=45
trigger3=animelemtime(1)=50
trigger4=animelemtime(1)=55
trigger5=animelemtime(1)=60
value=s206,16
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=40
trigger2=animelemtime(1)=45
trigger3=animelemtime(1)=50
trigger4=animelemtime(1)=55
trigger5=animelemtime(1)=60
value=s10000,7
channel=2
ignorehitpause=1



;画面性質。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=20&&animelemtime(1)<=59
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)<=19
anim=11000
trans=addalpha
alpha=0,floor(256*cos((pi/2/20)*animelemtime(1)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=20&&animelemtime(1)<=59
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=89
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/30)*(animelemtime(1)-60)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面色レイヤー、上。
[state ]
type=explod
triggerall=var(56)=1
trigger1=animelemtime(1)=40
trigger2=animelemtime(1)=45
trigger3=animelemtime(1)=50
trigger4=animelemtime(1)=55
trigger5=animelemtime(1)=60
anim=11000
trans=addalpha
alpha=256,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺れ。
[state ]
type=envshake
trigger1=animelemtime(1)>=40&&animelemtime(1)<=59
time=2
freq=180
ampl=floor(12*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;画面端判定。
[state ]
type=width
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
value=floor(150*sin((pi/2/10)*animelemtime(1))),0
ignorehitpause=1
[state ]
type=width
trigger1=animelemtime(1)>=10&&animelemtime(1)<=59
value=150,0
ignorehitpause=1



;赤の弾、と青の弾。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=29
anim=10004
scale=0.4,0.4
pos=-18,-52
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=29
anim=10014
scale=0.4,0.4
pos=23,-52
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=29
anim=10004
scale=0.4,0.4
pos=-18,-52
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=29
anim=10014
scale=0.4,0.4
pos=23,-52
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;赤の弾、と青の弾が衝突。
[state ]
type=explod
trigger1=animelemtime(1)>=30&&animelemtime(1)<=39
anim=10004
scale=0.4,0.4
pos=floor(-18+(150-(-18))*sin((pi/2/10)*(animelemtime(1)-30))),floor(-52+(-98-(-52))*sin((pi/2/10)*(animelemtime(1)-30)))
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=30&&animelemtime(1)<=39
anim=10014
scale=0.4,0.4
pos=floor(23+(150-23)*sin((pi/2/10)*(animelemtime(1)-30))),floor(-52+(-98-(-52))*sin((pi/2/10)*(animelemtime(1)-30)))
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=30&&animelemtime(1)<=39
anim=10004
scale=0.4,0.4
pos=floor(23+(150-23)*sin((pi/2/10)*(animelemtime(1)-30))),floor(-52+(-98-(-52))*sin((pi/2/10)*(animelemtime(1)-30)))
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=30&&animelemtime(1)<=39
anim=10014
scale=0.4,0.4
pos=floor(23+(150-23)*sin((pi/2/10)*(animelemtime(1)-30))),floor(-52+(-98-(-52))*sin((pi/2/10)*(animelemtime(1)-30)))
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
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)>=40&&animelemtime(1)<=69
anim=10200
trans=addalpha
alpha=floor(256-12.8*(animelemtime(1)-40)),floor(12.8*(animelemtime(1)-40))
scale=0.5*0.215*(animelemtime(1)-40),0.5*0.215*(animelemtime(1)-40)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-14
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=45&&animelemtime(1)<=64
anim=10210
trans=addalpha
alpha=floor(256-12.8*(animelemtime(1)-45)),floor(12.8*(animelemtime(1)-45))
scale=0.5*0.215*(animelemtime(1)-45),0.5*0.215*(animelemtime(1)-45)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-13
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=50&&animelemtime(1)<=69
anim=10200
facing=-1
trans=addalpha
alpha=floor(256-12.8*(animelemtime(1)-50)),floor(12.8*(animelemtime(1)-50))
scale=0.5*0.215*(animelemtime(1)-50),0.5*0.215*(animelemtime(1)-50)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-12
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=55&&animelemtime(1)<=74
anim=10210
facing=-1
trans=addalpha
alpha=floor(256-12.8*(animelemtime(1)-55)),floor(12.8*(animelemtime(1)-55))
scale=0.5*0.215*(animelemtime(1)-55),0.5*0.215*(animelemtime(1)-55)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-11
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=79
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(1)-60)),floor(12.8*(animelemtime(1)-60))
scale=0.11*0.215*(animelemtime(1)-60),0.11*0.215*(animelemtime(1)-60)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-10
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=79
anim=10200
trans=addalpha
alpha=floor(256-12.8*(animelemtime(1)-60)),floor(12.8*(animelemtime(1)-60))
scale=0.5*0.215*(animelemtime(1)-60),0.5*0.215*(animelemtime(1)-60)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=79
anim=10210
trans=addalpha
alpha=floor(256-12.8*(animelemtime(1)-60)),floor(12.8*(animelemtime(1)-60))
scale=0.5*0.215*(animelemtime(1)-60),0.5*0.215*(animelemtime(1)-60)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;なんか紫白の弾。
[state ]
type=explod
trigger1=animelemtime(1)>=40&&animelemtime(1)<=59
anim=10060
scale=0.123*0.6,0.123*0.6
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=79
anim=10060
scale=0.123*(0.6-0.03*(animelemtime(1)-60)),0.123*(0.6-0.03*(animelemtime(1)-60))
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animtime<=-1
anim=10101
scale=0.11*0.3*(animelemtime(1)-60),0.11*0.3*(animelemtime(1)-60)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=40&&animelemtime(1)<=79
anim=10024
scale=0.6,0.6
pos=150,-98
vel=(12+12*cos(random))*cos(var(55)),(6+6*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=40&&animelemtime(1)<=79
anim=10024
scale=0.6,0.6
pos=150,-98
vel=(12+12*cos(random))*cos(var(55)),(6+6*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;ターゲットを固定、します。
[state ]
type=targetlifeadd
triggerall=numtarget>0
trigger1=animelemtime(1)=40
trigger2=animelemtime(1)=45
trigger3=animelemtime(1)=50
trigger4=animelemtime(1)=55
value=-14
kill=0
ignorehitpause=1
[state ]
type=targetlifeadd
triggerall=numtarget>0
trigger1=animelemtime(1)=60
value=-21
kill=1
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget>0
trigger1=animelemtime(1)>=0&&animelemtime(1)<=59
value=802
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget>0
trigger1=animelemtime(1)=0
pos=facing*(target,screenpos x-screenpos x),target,const(size.mid.pos.y)+(target,screenpos y-screenpos y)
time=1
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget>0
trigger1=animelemtime(1)>=1&&animelemtime(1)<=29
pos=facing*(target,screenpos x-screenpos x)+0.1*(160-facing*(target,screenpos x-screenpos x)),(target,screenpos y-screenpos y)+0.1*(-108-(target,screenpos y-screenpos y))
time=1
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget>0
trigger1=animelemtime(1)>=30&&animelemtime(1)<=59
pos=150,-98
time=1
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget>0
trigger1=animelemtime(1)=60
pos=150,-98-target,const(size.mid.pos.y)
ignorehitpause=1



;投げ失敗、通常ステートへ移行する。
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 802]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=changeanim2
trigger1=time=0
value=802
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[state ]
type=changestate
trigger1=time>0
value=803
ignorehitpause=1

[statedef 803]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=changeanim2
trigger1=time=0
value=803
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=1
[state ]
type=velset
trigger1=time=0
x=-1
y=-8
ignorehitpause=1
[state ]
type=veladd
trigger1=animelemtime(3)>=0
y=.39
ignorehitpause=1
[state ]
type=selfstate
trigger1=vel y>=0
trigger1=pos y>=0
value=5100
persistent=256
ignorehitpause=1



;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋
;┃†超必殺技。

[statedef 3000]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=3000
value=3000
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡超必演出。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1



;ポーズ。
[state ]
type=superpause
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
anim=-1
darken=0
movetime=2
time=2
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-2000
ignorehitpause=1


;
;フェードアウト用画面設定。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/10)*animelemtime(1)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=20&&animelemtime(1)<=29
anim=11000
trans=addalpha
alpha=0,floor(256*cos((pi/2/10)*(animelemtime(1)-20)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

;元絵フェードアウト。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=14
anim=12002
trans=addalpha
alpha=256,128
scale=0.333,0.333
pos=floor(160+120*(-1+sin((pi/2/30)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=14
anim=12010
scale=0.333,0.333
pos=floor(160+120*(-1+sin((pi/2/30)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=14
anim=12020
scale=0.333,0.333
pos=floor(160+120*(-1+sin((pi/2/30)*animelemtime(1))**0.6)),120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)>=15&&animelemtime(1)<=29
anim=12002
trans=addalpha
alpha=256,128
scale=0.333,0.333
pos=floor(160+120*(-1+sin((pi/2/30)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=15&&animelemtime(1)<=29
anim=12010
scale=0.333,0.333
pos=floor(160+120*(-1+sin((pi/2/30)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=15&&animelemtime(1)<=29
anim=12020
scale=0.333,0.333
pos=floor(160+120*(-1+sin((pi/2/30)*animelemtime(1))**0.6)),120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

;陰影。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=26
anim=12032
trans=addalpha
alpha=floor(256*cos((pi/2/27)*(animelemtime(1)-0))),floor(256*sin((pi/2/27)*(animelemtime(1)-0)))
scale=0.333,0.333
pos=floor(160+120*(-1+1.35*sin((pi/2/30)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-10
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡その後。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(5)=0
value=s100,20
ignorehitpause=1



;画面性質。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(8)<=-1
flag=nobardisplay
flag2=nofg
flag3=globalnoshadow
ignorehitpause=1

;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(8)<=-1
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(8)>=0&&animelemtime(8)<=7
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/8)*animelemtime(8)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1



;速度。
[state ]
type=velset
trigger1=animelemtime(5)=0
x=60
ignorehitpause=1



;攻撃本体。
[state ]
type=hitdef
trigger1=animelemtime(7)=0
attr=s,ha
hitflag=mafd
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=0,0
getpower=0,0
givepower=0,5
pausetime=0,0
guard.pausetime=0,0
ground.type=high
air.type=high
ground.slidetime=0
guard.slidetime=0
ground.hittime=0
air.hittime=0
guard.ctrltime=0
airguard.ctrltime=0
ground.velocity=0
guard.velocity=0
air.velocity=0,0
airguard.velocity=0,0
fall=1
air.fall=1
kill=0
guard.kill=0
fall.kill=0
p2facing=1
ignorehitpause=1



;まずはターゲット情報を清算。
[state ]
type=targetdrop
triggerall=numtarget>0
trigger1=animelemtime(1)=0
ignorehitpause=1
[state ]
type=targetdrop
triggerall=numtarget>0
trigger1=1
excludeid=0
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget>0
trigger1=1
value=802
ignorehitpause=1
[state ]
type=changestate
triggerall=numtarget>0
trigger1=1
value=3001
ignorehitpause=1

;投げ失敗、通常ステートへ移行する。
[state ]
type=changestate
trigger1=animtime=0
value=50
ctrl=1
persistent=256
ignorehitpause=1

[statedef 3001]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=3001
value=3001
ignorehitpause=1



;音響DEATH。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,6
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,9
freqmul=2.3
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,9
freqmul=2.3
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,9
freqmul=2.3
volume=255
channel=3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=40
value=s10000,8
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=70
trigger2=animelemtime(1)=75
trigger3=animelemtime(1)=80
trigger4=animelemtime(1)=85
trigger5=animelemtime(1)=90
trigger6=animelemtime(1)=95
trigger7=animelemtime(1)=100
trigger8=animelemtime(1)=105
trigger9=animelemtime(1)=110
trigger10=animelemtime(1)=115
trigger11=animelemtime(1)=120
trigger12=animelemtime(1)=125
trigger13=animelemtime(1)=130
trigger14=animelemtime(1)=135
trigger15=animelemtime(1)=140
trigger16=animelemtime(1)=145
trigger17=animelemtime(1)=150
trigger18=animelemtime(1)=155
trigger19=animelemtime(1)=160
trigger20=animelemtime(1)=165
trigger21=animelemtime(1)=170
trigger22=animelemtime(1)=175
trigger23=animelemtime(1)=180
trigger24=animelemtime(1)=185
value=s206,16
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=70
value=s10000,4
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=70
trigger2=animelemtime(1)=75
trigger3=animelemtime(1)=80
trigger4=animelemtime(1)=85
trigger5=animelemtime(1)=90
trigger6=animelemtime(1)=95
trigger7=animelemtime(1)=100
trigger8=animelemtime(1)=105
trigger9=animelemtime(1)=110
trigger10=animelemtime(1)=115
trigger11=animelemtime(1)=120
trigger12=animelemtime(1)=125
trigger13=animelemtime(1)=130
trigger14=animelemtime(1)=135
trigger15=animelemtime(1)=140
trigger16=animelemtime(1)=145
trigger17=animelemtime(1)=150
trigger18=animelemtime(1)=155
trigger19=animelemtime(1)=160
trigger20=animelemtime(1)=165
trigger21=animelemtime(1)=170
trigger22=animelemtime(1)=175
trigger23=animelemtime(1)=180
trigger24=animelemtime(1)=185
value=s10000,7
channel=3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=185
value=s10000,10
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=242
value=s206,7
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=242
value=s100,26
volume=255
ignorehitpause=1



;画面性質。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(1)<=239
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)<=184
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=185&&animelemtime(1)<=239
anim=11000
trans=addalpha
alpha=256,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=240&&animelemtime(1)<=259
anim=11000
trans=addalpha
alpha=floor(256*cos((pi/2/20)*(animelemtime(1)-240))),floor(256*sin((pi/2/20)*(animelemtime(1)-240)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面色レイヤー、上。
[state ]
type=explod
trigger1=animelemtime(1)=70
trigger2=animelemtime(1)=75
trigger3=animelemtime(1)=80
trigger4=animelemtime(1)=85
trigger5=animelemtime(1)=90
trigger6=animelemtime(1)=95
trigger7=animelemtime(1)=100
trigger8=animelemtime(1)=105
trigger9=animelemtime(1)=110
trigger10=animelemtime(1)=115
trigger11=animelemtime(1)=120
trigger12=animelemtime(1)=125
trigger13=animelemtime(1)=130
trigger14=animelemtime(1)=135
trigger15=animelemtime(1)=140
trigger16=animelemtime(1)=145
trigger17=animelemtime(1)=150
trigger18=animelemtime(1)=155
trigger19=animelemtime(1)=160
trigger20=animelemtime(1)=165
trigger21=animelemtime(1)=170
trigger22=animelemtime(1)=175
trigger23=animelemtime(1)=180
trigger24=animelemtime(1)=185
anim=11000
trans=addalpha
alpha=256,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=185&&animelemtime(1)<=194
anim=11000
trans=addalpha
alpha=floor(256*cos((pi/2/10)*(animelemtime(1)-185))),floor(256*sin((pi/2/10)*(animelemtime(1)-185)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺れ。
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=69
time=2
freq=180
ampl=floor((6-6*cos((pi/2/70)*animelemtime(1)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=70&&animelemtime(1)<=184
time=2
freq=180
ampl=floor(12*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=185&&animelemtime(1)<=239
time=2
freq=180
ampl=floor((24-24*sin((pi/2/55)*(animelemtime(1)-185)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;画面端判定。
[state ]
type=width
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
value=floor(200*sin((pi/2/10)*animelemtime(1))),0
ignorehitpause=1
[state ]
type=width
trigger1=animelemtime(1)>=10&&animelemtime(1)<=184
value=200,0
ignorehitpause=1



;とらんす。
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(1)>=185&&animelemtime(1)<=239
trans=addalpha
alpha=0,0
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(1)>=240&&animelemtime(1)<=259
trans=addalpha
alpha=floor(256*sin((pi/2/20)*(animelemtime(1)-240))),0
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(1)>=185&&animelemtime(1)<=239
trans=addalpha
alpha=0,0
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(1)>=240&&animelemtime(1)<=259
trans=addalpha
alpha=floor(256*sin((pi/2/20)*(animelemtime(1)-240))),0
id=256006000
ignorehitpause=1



;赤の弾、と青の弾。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=59
anim=10004
scale=0.4,0.4
pos=-18,-52
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=59
anim=10014
scale=0.4,0.4
pos=23,-52
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=59
anim=10004
scale=0.4,0.4
pos=-18,-52
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=59
anim=10014
scale=0.4,0.4
pos=23,-52
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;赤の弾、と青の弾が衝突。
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=69
anim=10004
scale=0.4,0.4
pos=floor(-18+(150-(-18))*sin((pi/2/10)*(animelemtime(1)-60))),floor(-52+(-98-(-52))*sin((pi/2/10)*(animelemtime(1)-60)))
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=69
anim=10014
scale=0.4,0.4
pos=floor(23+(150-23)*sin((pi/2/10)*(animelemtime(1)-60))),floor(-52+(-98-(-52))*sin((pi/2/10)*(animelemtime(1)-60)))
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=69
anim=10004
scale=0.4,0.4
pos=floor(23+(150-23)*sin((pi/2/10)*(animelemtime(1)-60))),floor(-52+(-98-(-52))*sin((pi/2/10)*(animelemtime(1)-60)))
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=60&&animelemtime(1)<=69
anim=10014
scale=0.4,0.4
pos=floor(23+(150-23)*sin((pi/2/10)*(animelemtime(1)-60))),floor(-52+(-98-(-52))*sin((pi/2/10)*(animelemtime(1)-60)))
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
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)>=70&&animelemtime(1)<=89
anim=10200
trans=addalpha
alpha=floor(256-12.8*(animelemtime(1)-70)),floor(12.8*(animelemtime(1)-70))
scale=0.5*0.215*(animelemtime(1)-70),0.5*0.215*(animelemtime(1)-70)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-38
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=75&&animelemtime(1)<=94
anim=10210
trans=addalpha
alpha=floor(256-12.8*(animelemtime(1)-75)),floor(12.8*(animelemtime(1)-75))
scale=0.5*0.215*(animelemtime(1)-75),0.5*0.215*(animelemtime(1)-75)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-37
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=80&&animelemtime(1)<=99
anim=10200
facing=-1
trans=addalpha
alpha=floor(256-12.8*(animelemtime(1)-80)),floor(12.8*(animelemtime(1)-80))
scale=0.5*0.215*(animelemtime(1)-80),0.5*0.215*(animelemtime(1)-80)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-36
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=85&&animelemtime(1)<=104
anim=10210
facing=-1
trans=addalpha
alpha=floor(256-12.8*(animelemtime(1)-85)),floor(12.8*(animelemtime(1)-85))
scale=0.5*0.215*(animelemtime(1)-85),0.5*0.215*(animelemtime(1)-85)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-35
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-20)>=70&&(animelemtime(1)-20)<=89
anim=10200
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-20)-70)),floor(12.8*((animelemtime(1)-20)-70))
scale=0.5*0.215*((animelemtime(1)-20)-70),0.5*0.215*((animelemtime(1)-20)-70)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-34
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-20)>=75&&(animelemtime(1)-20)<=94
anim=10210
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-20)-75)),floor(12.8*((animelemtime(1)-20)-75))
scale=0.5*0.215*((animelemtime(1)-20)-75),0.5*0.215*((animelemtime(1)-20)-75)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-33
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-20)>=80&&(animelemtime(1)-20)<=99
anim=10200
facing=-1
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-20)-80)),floor(12.8*((animelemtime(1)-20)-80))
scale=0.5*0.215*((animelemtime(1)-20)-80),0.5*0.215*((animelemtime(1)-20)-80)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-32
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-20)>=85&&(animelemtime(1)-20)<=104
anim=10210
facing=-1
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-20)-85)),floor(12.8*((animelemtime(1)-20)-85))
scale=0.5*0.215*((animelemtime(1)-20)-85),0.5*0.215*((animelemtime(1)-20)-85)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-31
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-40)>=70&&(animelemtime(1)-40)<=89
anim=10200
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-40)-70)),floor(12.8*((animelemtime(1)-40)-70))
scale=0.5*0.215*((animelemtime(1)-40)-70),0.5*0.215*((animelemtime(1)-40)-70)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-30
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-40)>=75&&(animelemtime(1)-40)<=94
anim=10210
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-40)-75)),floor(12.8*((animelemtime(1)-40)-75))
scale=0.5*0.215*((animelemtime(1)-40)-75),0.5*0.215*((animelemtime(1)-40)-75)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-29
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-40)>=80&&(animelemtime(1)-40)<=99
anim=10200
facing=-1
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-40)-80)),floor(12.8*((animelemtime(1)-40)-80))
scale=0.5*0.215*((animelemtime(1)-40)-80),0.5*0.215*((animelemtime(1)-40)-80)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-28
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-40)>=85&&(animelemtime(1)-40)<=104
anim=10210
facing=-1
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-40)-85)),floor(12.8*((animelemtime(1)-40)-85))
scale=0.5*0.215*((animelemtime(1)-40)-85),0.5*0.215*((animelemtime(1)-40)-85)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-27
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-60)>=70&&(animelemtime(1)-60)<=89
anim=10200
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-60)-70)),floor(12.8*((animelemtime(1)-60)-70))
scale=0.5*0.215*((animelemtime(1)-60)-70),0.5*0.215*((animelemtime(1)-60)-70)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-26
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-60)>=75&&(animelemtime(1)-60)<=94
anim=10210
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-60)-75)),floor(12.8*((animelemtime(1)-60)-75))
scale=0.5*0.215*((animelemtime(1)-60)-75),0.5*0.215*((animelemtime(1)-60)-75)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-25
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-60)>=80&&(animelemtime(1)-60)<=99
anim=10200
facing=-1
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-60)-80)),floor(12.8*((animelemtime(1)-60)-80))
scale=0.5*0.215*((animelemtime(1)-60)-80),0.5*0.215*((animelemtime(1)-60)-80)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-24
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-60)>=85&&(animelemtime(1)-60)<=104
anim=10210
facing=-1
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-60)-85)),floor(12.8*((animelemtime(1)-60)-85))
scale=0.5*0.215*((animelemtime(1)-60)-85),0.5*0.215*((animelemtime(1)-60)-85)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-23
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-80)>=70&&(animelemtime(1)-80)<=89
anim=10200
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-80)-70)),floor(12.8*((animelemtime(1)-80)-70))
scale=0.5*0.215*((animelemtime(1)-80)-70),0.5*0.215*((animelemtime(1)-80)-70)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-22
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-80)>=75&&(animelemtime(1)-80)<=94
anim=10210
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-80)-75)),floor(12.8*((animelemtime(1)-80)-75))
scale=0.5*0.215*((animelemtime(1)-80)-75),0.5*0.215*((animelemtime(1)-80)-75)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-21
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-80)>=80&&(animelemtime(1)-80)<=99
anim=10200
facing=-1
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-80)-80)),floor(12.8*((animelemtime(1)-80)-80))
scale=0.5*0.215*((animelemtime(1)-80)-80),0.5*0.215*((animelemtime(1)-80)-80)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-20
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-80)>=85&&(animelemtime(1)-80)<=104
anim=10210
facing=-1
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-80)-85)),floor(12.8*((animelemtime(1)-80)-85))
scale=0.5*0.215*((animelemtime(1)-80)-85),0.5*0.215*((animelemtime(1)-80)-85)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-19
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-100)>=70&&(animelemtime(1)-100)<=89
anim=10200
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-100)-70)),floor(12.8*((animelemtime(1)-100)-70))
scale=0.5*0.215*((animelemtime(1)-100)-70),0.5*0.215*((animelemtime(1)-100)-70)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-18
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-100)>=75&&(animelemtime(1)-100)<=94
anim=10210
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-100)-75)),floor(12.8*((animelemtime(1)-100)-75))
scale=0.5*0.215*((animelemtime(1)-100)-75),0.5*0.215*((animelemtime(1)-100)-75)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-17
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-100)>=80&&(animelemtime(1)-100)<=99
anim=10200
facing=-1
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-100)-80)),floor(12.8*((animelemtime(1)-100)-80))
scale=0.5*0.215*((animelemtime(1)-100)-80),0.5*0.215*((animelemtime(1)-100)-80)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-16
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-100)>=85&&(animelemtime(1)-100)<=104
anim=10100
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-100)-85)),floor(12.8*((animelemtime(1)-100)-85))
scale=0.11*0.215*((animelemtime(1)-100)-85),0.11*0.215*((animelemtime(1)-100)-85)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-15
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-100)>=85&&(animelemtime(1)-100)<=104
anim=10200
facing=-1
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-100)-85)),floor(12.8*((animelemtime(1)-100)-85))
scale=0.5*0.215*((animelemtime(1)-100)-85),0.5*0.215*((animelemtime(1)-100)-85)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-14
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=(animelemtime(1)-100)>=85&&(animelemtime(1)-100)<=104
anim=10210
facing=-1
trans=addalpha
alpha=floor(256-12.8*((animelemtime(1)-100)-85)),floor(12.8*((animelemtime(1)-100)-85))
scale=0.5*0.215*((animelemtime(1)-100)-85),0.5*0.215*((animelemtime(1)-100)-85)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-13
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;なんか紫白の弾。
[state ]
type=explod
trigger1=animelemtime(1)>=70&&animelemtime(1)<=184
anim=10060
scale=0.123*0.6,0.123*0.6
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-12
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=85&&animelemtime(1)<=104+10
anim=10490
scale=0.11*0.215*(animelemtime(1)-85),0.11*0.215*(animelemtime(1)-85)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-11
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=105&&animelemtime(1)<=114+10
anim=10490
scale=0.11*0.215*(animelemtime(1)-105),0.11*0.215*(animelemtime(1)-105)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-10
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=125&&animelemtime(1)<=144+10
anim=10490
scale=0.11*0.215*(animelemtime(1)-125),0.11*0.215*(animelemtime(1)-125)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=145&&animelemtime(1)<=164+10
anim=10490
scale=0.11*0.215*(animelemtime(1)-145),0.11*0.215*(animelemtime(1)-145)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=165&&animelemtime(1)<=184+10
anim=10490
scale=0.11*0.215*(animelemtime(1)-165),0.11*0.215*(animelemtime(1)-165)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=185&&animelemtime(1)<=204+10
anim=10490
scale=0.11*0.215*(animelemtime(1)-185),0.11*0.215*(animelemtime(1)-185)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=70&&animelemtime(1)<=184
anim=10024
scale=0.6,0.6
pos=150,-98
vel=(12+12*cos(random))*cos(var(55)),(6+6*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=70&&animelemtime(1)<=184
anim=10024
scale=0.6,0.6
pos=150,-98
vel=(12+12*cos(random))*cos(var(55)),(6+6*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;紫黒の弾。
[state ]
type=explod
trigger1=animelemtime(1)>=185&&animelemtime(1)<=219
anim=10070
scale=0.123*(0.8+0.3*sin((pi/2/35)*(animelemtime(1)-185))),0.123*(0.8+0.3*sin((pi/2/35)*(animelemtime(1)-185)))
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=220&&animelemtime(1)<=239
anim=10070
scale=0.123*1.1*cos((pi/2/20)*(animelemtime(1)-220)),0.123*1.1*cos((pi/2/20)*(animelemtime(1)-220))
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;紫黒の柱縦。
[state ]
type=explod
trigger1=animelemtime(1)>=185&&animelemtime(1)<=219
anim=10070
scale=0.123*(0.5+0.1*sin((pi/2/35)*(animelemtime(1)-185))),0.123*1000
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=220&&animelemtime(1)<=239
anim=10070
scale=0.123*0.6*cos((pi/2/20)*(animelemtime(1)-220)),0.123*1000
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;紫黒の柱横。
[state ]
type=explod
trigger1=animelemtime(1)>=185&&animelemtime(1)<=219
anim=10070
scale=0.123*1000,0.123*(0.5+0.1*sin((pi/2/35)*(animelemtime(1)-185)))
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=220&&animelemtime(1)<=239
anim=10070
scale=0.123*1000,0.123*0.6*cos((pi/2/20)*(animelemtime(1)-220))
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;十字の中心からカスが。
[state ]
type=explod
trigger1=animelemtime(1)>=185&&animelemtime(1)<=239
anim=10034
scale=0.6,0.6
pos=150,-98
vel=(12+12*cos(random))*cos(var(55)),(6+6*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=185&&animelemtime(1)<=239
anim=10034
scale=0.6,0.6
pos=150,-98
vel=(12+12*cos(random))*cos(var(55)),(6+6*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;紫黒衝撃波。
[state ]
type=explod
trigger1=animelemtime(1)>=185&&animelemtime(1)<=204+10
anim=10350
scale=0.11*0.215*(animelemtime(1)-185),0.11*0.215*(animelemtime(1)-185)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=195&&animelemtime(1)<=214+10
anim=10350
scale=0.11*0.215*(animelemtime(1)-195),0.11*0.215*(animelemtime(1)-195)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=205&&animelemtime(1)<=224+10
anim=10350
scale=0.11*0.215*(animelemtime(1)-205),0.11*0.215*(animelemtime(1)-205)
pos=150,-98
vel=0,0
accel=0,0
removetime=-2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;ターゲットを固定、します。
[state ]
type=targetlifeadd
triggerall=numtarget>0
trigger1=animelemtime(1)=70
trigger2=animelemtime(1)=75
trigger3=animelemtime(1)=80
trigger4=animelemtime(1)=85
trigger5=animelemtime(1)=90
trigger6=animelemtime(1)=95
trigger7=animelemtime(1)=100
trigger8=animelemtime(1)=105
trigger9=animelemtime(1)=110
trigger10=animelemtime(1)=115
trigger11=animelemtime(1)=120
trigger12=animelemtime(1)=125
trigger13=animelemtime(1)=130
trigger14=animelemtime(1)=135
trigger15=animelemtime(1)=140
trigger16=animelemtime(1)=145
trigger17=animelemtime(1)=150
trigger18=animelemtime(1)=155
trigger19=animelemtime(1)=160
trigger20=animelemtime(1)=165
trigger21=animelemtime(1)=170
trigger22=animelemtime(1)=175
trigger23=animelemtime(1)=180
value=-5
kill=0
ignorehitpause=1
[state ]
type=targetlifeadd
triggerall=numtarget>0
trigger1=animelemtime(1)=185
value=-86
kill=1
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget>0
trigger1=animelemtime(1)>=0&&animelemtime(1)<=184
value=802
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget>0
trigger1=animelemtime(1)=0
pos=facing*(target,screenpos x-screenpos x),target,const(size.mid.pos.y)+(target,screenpos y-screenpos y)
time=1
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget>0
trigger1=animelemtime(1)>=1&&animelemtime(1)<=29
pos=facing*(target,screenpos x-screenpos x)+0.1*(160-facing*(target,screenpos x-screenpos x)),(target,screenpos y-screenpos y)+0.1*(-108-(target,screenpos y-screenpos y))
time=1
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget>0
trigger1=animelemtime(1)>=30&&animelemtime(1)<=184
pos=150,-98
time=1
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget>0
trigger1=animelemtime(1)=185
pos=150,-98-target,const(size.mid.pos.y)
ignorehitpause=1



;投げ失敗、通常ステートへ移行する。
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 3100]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=3100
value=3100
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡超必演出。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1



;ポーズ。
[state ]
type=superpause
trigger1=animelemtime(1)>=0&&animelemtime(1)<=59
anim=-1
darken=0
movetime=2
time=2
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=1



;フェードアウト用画面設定。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=24
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/25)*animelemtime(1)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=45&&animelemtime(1)<=64
anim=11000
trans=addalpha
alpha=0,floor(256*cos((pi/2/20)*(animelemtime(1)-45)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1

;元絵フェードアウト。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=24
anim=12002
scale=0.333,0.333
pos=floor(160-120+1.2*animelemtime(1)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=24
anim=12010
scale=0.333,0.333
pos=floor(160-120+1.2*animelemtime(1)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=24
anim=12020
scale=0.333,0.333
pos=floor(160-120+1.2*animelemtime(1)),120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)>=25&&animelemtime(1)<=64
anim=12002
scale=0.333*(1+2.6*sin((pi/2/40)*(animelemtime(1)-25))),0.333*(1+2.6*sin((pi/2/40)*(animelemtime(1)-25)))
pos=floor(160-120+1.2*animelemtime(1)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=25&&animelemtime(1)<=64
anim=12010
scale=0.333*(1+2.6*sin((pi/2/40)*(animelemtime(1)-25))),0.333*(1+2.6*sin((pi/2/40)*(animelemtime(1)-25)))
pos=floor(160-120+1.2*animelemtime(1)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=25&&animelemtime(1)<=64
anim=12020
scale=0.333*(1+2.6*sin((pi/2/40)*(animelemtime(1)-25))),0.333*(1+2.6*sin((pi/2/40)*(animelemtime(1)-25)))
pos=floor(160-120+1.2*animelemtime(1)),120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡その後。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=20
value=s10000,0
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(6)=0
value=s10000,1
ignorehitpause=1



;画面せーしつ。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animelemtime(12)<=-1
flag=nobardisplay
flag2=nofg
flag3=globalnoshadow
ignorehitpause=1

;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(12)<=-1
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(12)>=0&&animtime<=-1
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/30)*(animelemtime(12))))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1

;画面揺れ。
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(3)<=-1
time=2
freq=180
ampl=floor(3*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(3)>=0&&animelemtime(6)<=-1
time=2
freq=180
ampl=floor(8*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(6)>=0&&animelemtime(12)<=-1
time=2
freq=180
ampl=floor(17*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(12)>=0&&animelemtime(13)<=-1
time=2
freq=180
ampl=floor(2*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;たまたま飛来。
[state ]
type=explod
trigger1=animelemtime(3)>=0&&animelemtime(3)<=34
anim=10370
scale=0.6*sin((pi/2/35)*animelemtime(3)),0.6*sin((pi/2/35)*animelemtime(3))
pos=0,40
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=0&&animelemtime(6)<=39
anim=10370
scale=0.6,0.6
pos=0+32*animelemtime(6),20+16*animelemtime(6)
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
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(3)>=0&&animelemtime(6)<=89
anim=10024
scale=0.6,0.6
pos=floor(80*cos(var(55))),floor(20+80*sin(var(55)))
postype=back
vel=8+8*cos(random)*cos(var(55)),4+4*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1



;攻撃本体になります。
[state ]
type=projectile
trigger1=animelemtime(6)=10
projid=3101
projanim=40140
projremanim=-1
projscale=1,1
offset=floor(ifelse(facing=1,-screenpos x,-screenpos x+320)),floor(-screenpos y+20)
velocity=32,16
accel=0,0
projremove=1
projremovetime=40
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
attr=s,hp
hitflag=mafdp
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=201,50
numhits=7
getpower=0,0
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=0,0
guard.velocity=0
air.velocity=0,0
airguard.velocity=0,0
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
p2facing=1
ignorehitpause=1



;投げ失敗、通常ステートへ移行する。
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 3101]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=changeanim2
trigger1=1
value=3101
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=0,0
ignorehitpause=1
[state ]
type=width
trigger1=1
edge=0,-99999
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=-20
y=0
ignorehitpause=1
[state ]
type=changestate
trigger1=backedgedist<0
value=3102
persistent=256
ignorehitpause=1

[statedef 3102]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=0,0
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=-99999
y=0
ignorehitpause=1
[state ]
type=offset
trigger1=1
x=1-random%3
y=1-random%3
ignorehitpause=1
[state ]
type=explod
trigger1=time=0
anim=f72
pos=const(size.mid.pos.x),0
removetime=-2
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=changestate
trigger1=time>=20
value=3103
persistent=256
ignorehitpause=1

[statedef 3103]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=changeanim2
trigger1=time=0
value=803
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=1
[state ]
type=turn
trigger1=time=0
ignorehitpause=1
[state ]
type=velset
trigger1=time=0
x=-0.4
y=-10
ignorehitpause=1
[state ]
type=veladd
trigger1=time>=1
y=.39
ignorehitpause=1
[state ]
type=selfstate
trigger1=vel y>=0
trigger1=pos y>=0
value=5100
persistent=256
ignorehitpause=1

[statedef 3200]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=3200
value=3200
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡超必演出。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1



;ポーズ。
[state ]
type=superpause
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
anim=-1
darken=0
movetime=2
time=2
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-2000
ignorehitpause=1



;フェードアウト用画面設定。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/10)*animelemtime(1)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=16&&animelemtime(1)<=25
anim=11000
trans=addalpha
alpha=0,floor(256*cos((pi/2/10)*(animelemtime(1)-16)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

;元絵フェードアウト。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=14
anim=12002
trans=addalpha
alpha=256,128
scale=0.333,0.333
pos=floor(160+120*(-1+sin((pi/2/26)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=14
anim=12010
scale=0.333,0.333
pos=floor(160+120*(-1+sin((pi/2/26)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=14
anim=12020
scale=0.333,0.333
pos=floor(160+120*(-1+sin((pi/2/26)*animelemtime(1))**0.6)),120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)>=15&&animelemtime(1)<=25
anim=12002
trans=addalpha
alpha=256,128
scale=0.333,0.333
pos=floor(160+120*(-1+sin((pi/2/26)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=15&&animelemtime(1)<=25
anim=12010
scale=0.333,0.333
pos=floor(160+120*(-1+sin((pi/2/26)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=15&&animelemtime(1)<=25
anim=12020
scale=0.333,0.333
pos=floor(160+120*(-1+sin((pi/2/26)*animelemtime(1))**0.6)),120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

;陰影。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=22
anim=12032
trans=addalpha
alpha=floor(256*cos((pi/2/21)*(animelemtime(1)-0))),floor(256*sin((pi/2/21)*(animelemtime(1)-0)))
scale=0.333,0.333
pos=floor(160+120*(-1+1.35*sin((pi/2/26)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-10
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡その後。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s100,25
freqmul=1+0.08*cos(var(55))
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(3)=0
value=s300,1
freqmul=1+0.08*cos(var(55))
channel=2
ignorehitpause=1



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

;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(4)<=-1
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=0&&animelemtime(4)<=14
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/15)*animelemtime(4)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

;画面色レイヤー、上。
[state ]
type=explod
trigger1=animelemtime(3)=0
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=1
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(3)>=0&&animelemtime(3)<=13
time=2
freq=180
ampl=floor((4-4*sin((pi/2/14)*animelemtime(3)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;ぽっすーと。
[state ]
type=velset
trigger1=animelemtime(3)=0
x=20
ignorehitpause=1



;爪エフェクト。
[state ]
type=explod
trigger1=animelemtime(3)=-5
anim=80180
scale=0.7,0.7
pos=45,-47+15
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=-5
anim=80180
scale=0.7,0.7
pos=45,-47
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=-5
anim=80180
scale=0.7,0.7
pos=45,-47-15
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(3)=-5
trigger1=prevstateno!=3201
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(3)=-5
trigger1=prevstateno!=3201
value=3201
ignorehitpause=1



;攻撃本体。
[state ]
type=hitdef
trigger1=animelemtime(3)=0
attr=s,ht
hitflag=mafd
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=0,0
getpower=0,0
givepower=0,5
pausetime=0,0
guard.pausetime=0,0
ground.type=high
air.type=high
ground.slidetime=0
guard.slidetime=0
ground.hittime=0
air.hittime=0
guard.ctrltime=0
airguard.ctrltime=0
ground.velocity=0
guard.velocity=0
air.velocity=0,0
airguard.velocity=0,0
fall=1
air.fall=1
kill=0
guard.kill=0
fall.kill=0
p2facing=1
ignorehitpause=1



;まずはターゲット情報を清算。
[state ]
type=targetdrop
triggerall=numtarget>0
trigger1=animelemtime(1)=0
ignorehitpause=1
[state ]
type=targetdrop
triggerall=numtarget>0
trigger1=1
excludeid=0
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget>0
trigger1=1
value=3205
ignorehitpause=1
[state ]
type=changestate
triggerall=numtarget>0
trigger1=1
value=3202
ignorehitpause=1



;ヒットスパーク。
[state ]
type=explod
trigger1=animelemtime(3)>=-5&&animelemtime(3)<=-5+13
anim=10033
scale=0.3,0.3
pos=83,-56
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483501
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1



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

[statedef 3201]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=11
value=3200
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=10
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=var(1)
scale=0.4,0.4
pos=floor(45+(-75+25*var(0))*cos(-pi*20/180.0)+3*cos(-pi*20/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-47+(-75+25*var(0))*sin(-pi*20/180.0)+3*sin(-pi*20/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(-pi*20/180.0+(-(var(55)%61)+30)/180.0),-3*sin(-pi*20/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=11
value=stateno
persistent=256
ignorehitpause=1

[statedef 3202]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=3202
value=3202
ignorehitpause=1



;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s10000,10
channel=5
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(3)=0
trigger2=animelemtime(6)=0
trigger3=animelemtime(9)=0
trigger4=animelemtime(12)=0
trigger5=animelemtime(15)=0
trigger6=animelemtime(18)=0
trigger7=animelemtime(21)=0
trigger8=animelemtime(24)=0
trigger9=animelemtime(27)=0
trigger10=animelemtime(30)=0
value=s100,25
freqmul=1+0.08*cos(var(55))
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(3)=0
trigger2=animelemtime(6)=0
trigger3=animelemtime(9)=0
trigger4=animelemtime(12)=0
trigger5=animelemtime(15)=0
trigger6=animelemtime(18)=0
trigger7=animelemtime(21)=0
trigger8=animelemtime(24)=0
trigger9=animelemtime(27)=0
trigger10=animelemtime(30)=0
value=s300,1
freqmul=1+0.08*cos(var(55))
channel=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(3)=0
trigger2=animelemtime(6)=0
trigger3=animelemtime(9)=0
trigger4=animelemtime(12)=0
trigger5=animelemtime(15)=0
trigger6=animelemtime(18)=0
trigger7=animelemtime(21)=0
trigger8=animelemtime(24)=0
trigger9=animelemtime(27)=0
trigger10=animelemtime(30)=0
trigger11=animelemtime(30)=70
trigger12=animelemtime(30)=75
trigger13=animelemtime(30)=80
trigger14=animelemtime(30)=85
trigger15=animelemtime(30)=90
trigger16=animelemtime(30)=95
trigger17=animelemtime(30)=100
trigger18=animelemtime(30)=105
trigger19=animelemtime(30)=110
trigger20=animelemtime(30)=115
trigger21=animelemtime(30)=120
trigger22=animelemtime(30)=125
trigger23=animelemtime(30)=130
trigger24=animelemtime(30)=135
trigger25=animelemtime(30)=140
trigger26=animelemtime(30)=145
value=s10000,12
channel=3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(30)=0
value=s10000,9
freqmul=2
volume=255
channel=4
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(30)=0
value=s10000,9
freqmul=2
volume=255
channel=5
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(30)=70
trigger2=animelemtime(30)=75
trigger3=animelemtime(30)=80
trigger4=animelemtime(30)=85
trigger5=animelemtime(30)=90
trigger6=animelemtime(30)=95
trigger7=animelemtime(30)=100
trigger8=animelemtime(30)=105
trigger9=animelemtime(30)=110
trigger10=animelemtime(30)=115
trigger11=animelemtime(30)=120
trigger12=animelemtime(30)=125
trigger13=animelemtime(30)=130
trigger14=animelemtime(30)=135
trigger15=animelemtime(30)=140
trigger16=animelemtime(30)=145
value=s100,27
freqmul=1+0.08*cos(var(55))
channel=4
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(30)=70
trigger2=animelemtime(30)=75
trigger3=animelemtime(30)=80
trigger4=animelemtime(30)=85
trigger5=animelemtime(30)=90
trigger6=animelemtime(30)=95
trigger7=animelemtime(30)=100
trigger8=animelemtime(30)=105
trigger9=animelemtime(30)=110
trigger10=animelemtime(30)=115
trigger11=animelemtime(30)=120
trigger12=animelemtime(30)=125
trigger13=animelemtime(30)=130
trigger14=animelemtime(30)=135
trigger15=animelemtime(30)=140
trigger16=animelemtime(30)=145
value=s300,1
freqmul=1+0.08*cos(var(55))
channel=5
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(30)=145
value=s100,30
freqmul=0.8
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(30)=145
value=s100,30
freqmul=1.2
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(30)=145
value=s10000,10
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(30)=205
value=s206,7
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(30)=205
value=s100,26
volume=255
ignorehitpause=1



;画面性質。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=95&&animelemtime(33)<=144
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)<=94
anim=11000
trans=addalpha
alpha=floor(256*sin((pi/2/95)*animelemtime(1))),0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=95&&animelemtime(33)<=174
anim=11000
trans=addalpha
alpha=256,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=175&&animelemtime(33)<=204
anim=11000
trans=addalpha
alpha=floor(256*cos((pi/2/30)*(animelemtime(33)-175))),floor(256*sin((pi/2/30)*(animelemtime(33)-175)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面色レイヤー、上。
[state ]
type=explod
trigger1=animelemtime(1)=0
trigger2=animelemtime(3)=0
trigger3=animelemtime(6)=0
trigger4=animelemtime(9)=0
trigger5=animelemtime(12)=0
trigger6=animelemtime(15)=0
trigger7=animelemtime(18)=0
trigger8=animelemtime(21)=0
trigger9=animelemtime(24)=0
trigger10=animelemtime(27)=0
trigger11=animelemtime(30)=0
trigger12=animelemtime(30)=70
trigger13=animelemtime(30)=75
trigger14=animelemtime(30)=80
trigger15=animelemtime(30)=85
trigger16=animelemtime(30)=90
trigger17=animelemtime(30)=95
trigger18=animelemtime(30)=100
trigger19=animelemtime(30)=105
trigger20=animelemtime(30)=110
trigger21=animelemtime(30)=115
trigger22=animelemtime(30)=120
trigger23=animelemtime(30)=125
trigger24=animelemtime(30)=130
trigger25=animelemtime(30)=135
trigger26=animelemtime(30)=140
trigger27=animelemtime(30)=145
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=1
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(1)>=0&&animelemtime(1)<=13
trigger2=animelemtime(3)>=0&&animelemtime(3)<=13
trigger3=animelemtime(6)>=0&&animelemtime(6)<=13
trigger4=animelemtime(9)>=0&&animelemtime(9)<=13
trigger5=animelemtime(12)>=0&&animelemtime(12)<=13
trigger6=animelemtime(15)>=0&&animelemtime(15)<=13
trigger7=animelemtime(18)>=0&&animelemtime(18)<=13
trigger8=animelemtime(21)>=0&&animelemtime(21)<=13
trigger9=animelemtime(24)>=0&&animelemtime(24)<=13
trigger10=animelemtime(27)>=0&&animelemtime(27)<=13
trigger11=animelemtime(30)>=0&&animelemtime(30)<=13
time=2
freq=180
ampl=floor(4*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(30)>=70&&animelemtime(30)<=158
time=2
freq=180
ampl=floor(12*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;ぽす。
[state ]
type=width
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
value=floor(100*sin((pi/2/10)*animelemtime(1))),0
ignorehitpause=1
[state ]
type=width
trigger1=animelemtime(1)>=10&&animelemtime(33)<=144
value=100,0
ignorehitpause=1

[state ]
type=turn
triggerall=!ishelper
trigger1=animelemtime(30)=145
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=animelemtime(30)=145
sysfvar(3)=(2*60*2*2)*floor(floor(sysfvar(3))/(2*60*2*2))+floor(sysfvar(3))%(2*60*2)+(2*60*2)*((floor((floor(sysfvar(3))%(2*60*2*2))/(2*60*2))+1)%2)
ignorehitpause=1

[state ]
type=posadd
trigger1=animelemtime(30)=145
x=-99999
ignorehitpause=1
[state ]
type=posadd
trigger1=(animelemtime(3)+5)=1
trigger2=(animelemtime(6)+5)=1
trigger3=(animelemtime(9)+5)=1
trigger4=(animelemtime(12)+5)=1
trigger5=(animelemtime(15)+5)=1
trigger6=(animelemtime(18)+5)=1
trigger7=(animelemtime(21)+5)=1
trigger8=(animelemtime(24)+5)=1
trigger9=(animelemtime(27)+5)=1
trigger10=(animelemtime(30)+5)=1
x=10
ignorehitpause=1
[state ]
type=velset
trigger1=animelemtime(1)=0
x=0
ignorehitpause=1



;透過。
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(33)>=-20&&animelemtime(33)<=-1
trans=addalpha
alpha=floor(256*cos((pi/2/20)*(animelemtime(33)+20))),floor(256*sin((pi/2/20)*(animelemtime(33)+20)))
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(33)>=0&&animelemtime(33)<=144
trans=addalpha
alpha=0,256
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(33)>=145&&animelemtime(33)<=174
trans=addalpha
alpha=0,floor(256*cos((pi/2/30)*(animelemtime(33)-145)))
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(33)>=175&&animelemtime(33)<=204
trans=addalpha
alpha=floor(256*sin((pi/2/30)*(animelemtime(33)-175))),0
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(33)>=-20&&animelemtime(33)<=-1
trans=addalpha
alpha=floor(256*cos((pi/2/20)*(animelemtime(33)+20))),floor(256*sin((pi/2/20)*(animelemtime(33)+20)))
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(33)>=0&&animelemtime(33)<=144
trans=addalpha
alpha=0,256
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(33)>=145&&animelemtime(33)<=174
trans=addalpha
alpha=0,floor(256*cos((pi/2/30)*(animelemtime(33)-145)))
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(33)>=175&&animelemtime(33)<=204
trans=addalpha
alpha=floor(256*sin((pi/2/30)*(animelemtime(33)-175))),0
id=256006000
ignorehitpause=1



;爪エフェクト１。
[state ]
type=explod
trigger1=animelemtime(3)=-5
trigger2=animelemtime(9)=-5
trigger3=animelemtime(15)=-5
trigger4=animelemtime(21)=-5
trigger5=animelemtime(27)=-5
anim=70189
scale=0.7,0.7
pos=16,-48+15
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=-5
trigger2=animelemtime(9)=-5
trigger3=animelemtime(15)=-5
trigger4=animelemtime(21)=-5
trigger5=animelemtime(27)=-5
anim=70189
scale=0.7,0.7
pos=16,-48
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)=-5
trigger2=animelemtime(9)=-5
trigger3=animelemtime(15)=-5
trigger4=animelemtime(21)=-5
trigger5=animelemtime(27)=-5
anim=70189
scale=0.7,0.7
pos=16,-48-15
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
triggerall=prevstateno!=3203
trigger1=animelemtime(3)=-5
trigger2=animelemtime(9)=-5
trigger3=animelemtime(15)=-5
trigger4=animelemtime(21)=-5
trigger5=animelemtime(27)=-5
var(0)=0
ignorehitpause=1
[state ]
type=changestate
triggerall=prevstateno!=3203
trigger1=animelemtime(3)=-5
trigger2=animelemtime(9)=-5
trigger3=animelemtime(15)=-5
trigger4=animelemtime(21)=-5
trigger5=animelemtime(27)=-5
value=3203
ignorehitpause=1

;爪エフェクト２。
[state ]
type=explod
trigger1=animelemtime(6)=-5
trigger2=animelemtime(12)=-5
trigger3=animelemtime(18)=-5
trigger4=animelemtime(24)=-5
trigger5=animelemtime(30)=-5
anim=80180
scale=0.7,0.7
pos=45,-47+15
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)=-5
trigger2=animelemtime(12)=-5
trigger3=animelemtime(18)=-5
trigger4=animelemtime(24)=-5
trigger5=animelemtime(30)=-5
anim=80180
scale=0.7,0.7
pos=45,-47
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)=-5
trigger2=animelemtime(12)=-5
trigger3=animelemtime(18)=-5
trigger4=animelemtime(24)=-5
trigger5=animelemtime(30)=-5
anim=80180
scale=0.7,0.7
pos=45,-47-15
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
triggerall=prevstateno!=3204
trigger1=animelemtime(6)=-5
trigger2=animelemtime(12)=-5
trigger3=animelemtime(18)=-5
trigger4=animelemtime(24)=-5
trigger5=animelemtime(30)=-5
var(0)=0
ignorehitpause=1
[state ]
type=changestate
triggerall=prevstateno!=3204
trigger1=animelemtime(6)=-4
trigger2=animelemtime(12)=-4
trigger3=animelemtime(18)=-4
trigger4=animelemtime(24)=-4
trigger5=animelemtime(30)=-4
value=3204
ignorehitpause=1



;ヒットスパーク。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=13
anim=10033
scale=0.3,0.3
pos=83,-56
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483501
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=4
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=11+30+20,-54
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483500
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)>=-5&&animelemtime(3)<=-5+13
trigger2=animelemtime(9)>=-5&&animelemtime(9)<=-5+13
trigger3=animelemtime(15)>=-5&&animelemtime(15)<=-5+13
trigger4=animelemtime(21)>=-5&&animelemtime(21)<=-5+13
trigger5=animelemtime(27)>=-5&&animelemtime(27)<=-5+13
anim=10033
scale=0.3,0.3
pos=54,-26
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483501
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(3)>=0&&animelemtime(3)<=3
trigger2=animelemtime(9)>=0&&animelemtime(9)<=3
trigger3=animelemtime(15)>=0&&animelemtime(15)<=3
trigger4=animelemtime(21)>=0&&animelemtime(21)<=3
trigger5=animelemtime(27)>=0&&animelemtime(27)<=3
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=54,-26
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483500
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=-5&&animelemtime(6)<=-5+13
trigger2=animelemtime(12)>=-5&&animelemtime(12)<=-5+13
trigger3=animelemtime(18)>=-5&&animelemtime(18)<=-5+13
trigger4=animelemtime(24)>=-5&&animelemtime(24)<=-5+13
trigger5=animelemtime(30)>=-5&&animelemtime(30)<=-5+13
anim=10033
scale=0.3,0.3
pos=83,-56
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483501
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=0&&animelemtime(6)<=3
trigger2=animelemtime(12)>=0&&animelemtime(12)<=3
trigger3=animelemtime(18)>=0&&animelemtime(18)<=3
trigger4=animelemtime(24)>=0&&animelemtime(24)<=3
trigger5=animelemtime(30)>=0&&animelemtime(30)<=3
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=1,1
pos=83,-56
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483500
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(30)>=70&&animelemtime(30)<=153
anim=10034
scale=0.6,0.6
pos=160,120
postype=back
vel=(3+3*cos(random))*cos(var(55)),(3+3*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483501
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



;爪エフェクト闇。
[state ]
type=varset
trigger1=animelemtime(30)>=-2+70&&animelemtime(30)<=-1+70
trigger2=animelemtime(30)>=-2+75&&animelemtime(30)<=-1+75
trigger3=animelemtime(30)>=-2+80&&animelemtime(30)<=-1+80
trigger4=animelemtime(30)>=-2+85&&animelemtime(30)<=-1+85
trigger5=animelemtime(30)>=-2+90&&animelemtime(30)<=-1+90
trigger6=animelemtime(30)>=-2+95&&animelemtime(30)<=-1+95
trigger7=animelemtime(30)>=-2+100&&animelemtime(30)<=-1+100
trigger8=animelemtime(30)>=-2+105&&animelemtime(30)<=-1+105
trigger9=animelemtime(30)>=-2+110&&animelemtime(30)<=-1+110
trigger10=animelemtime(30)>=-2+115&&animelemtime(30)<=-1+115
trigger11=animelemtime(30)>=-2+120&&animelemtime(30)<=-1+120
trigger12=animelemtime(30)>=-2+125&&animelemtime(30)<=-1+125
trigger13=animelemtime(30)>=-2+130&&animelemtime(30)<=-1+130
trigger14=animelemtime(30)>=-2+135&&animelemtime(30)<=-1+135
trigger15=animelemtime(30)>=-2+140&&animelemtime(30)<=-1+140
var(4)=75-random%151
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(30)>=-2+145&&animelemtime(30)<=-1+145
var(4)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(30)>=-2+70&&animelemtime(30)<=-1+70
trigger2=animelemtime(30)>=-2+75&&animelemtime(30)<=-1+75
trigger3=animelemtime(30)>=-2+80&&animelemtime(30)<=-1+80
trigger4=animelemtime(30)>=-2+85&&animelemtime(30)<=-1+85
trigger5=animelemtime(30)>=-2+90&&animelemtime(30)<=-1+90
trigger6=animelemtime(30)>=-2+95&&animelemtime(30)<=-1+95
trigger7=animelemtime(30)>=-2+100&&animelemtime(30)<=-1+100
trigger8=animelemtime(30)>=-2+105&&animelemtime(30)<=-1+105
trigger9=animelemtime(30)>=-2+110&&animelemtime(30)<=-1+110
trigger10=animelemtime(30)>=-2+115&&animelemtime(30)<=-1+115
trigger11=animelemtime(30)>=-2+120&&animelemtime(30)<=-1+120
trigger12=animelemtime(30)>=-2+125&&animelemtime(30)<=-1+125
trigger13=animelemtime(30)>=-2+130&&animelemtime(30)<=-1+130
trigger14=animelemtime(30)>=-2+135&&animelemtime(30)<=-1+135
trigger15=animelemtime(30)>=-2+140&&animelemtime(30)<=-1+140
var(5)=75-random%151
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(30)>=-2+145&&animelemtime(30)<=-1+145
var(5)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(30)>=-2+70&&animelemtime(30)<=-1+70
trigger2=animelemtime(30)>=-2+75&&animelemtime(30)<=-1+75
trigger3=animelemtime(30)>=-2+80&&animelemtime(30)<=-1+80
trigger4=animelemtime(30)>=-2+85&&animelemtime(30)<=-1+85
trigger5=animelemtime(30)>=-2+90&&animelemtime(30)<=-1+90
trigger6=animelemtime(30)>=-2+95&&animelemtime(30)<=-1+95
trigger7=animelemtime(30)>=-2+100&&animelemtime(30)<=-1+100
trigger8=animelemtime(30)>=-2+105&&animelemtime(30)<=-1+105
trigger9=animelemtime(30)>=-2+110&&animelemtime(30)<=-1+110
trigger10=animelemtime(30)>=-2+115&&animelemtime(30)<=-1+115
trigger11=animelemtime(30)>=-2+120&&animelemtime(30)<=-1+120
trigger12=animelemtime(30)>=-2+125&&animelemtime(30)<=-1+125
trigger13=animelemtime(30)>=-2+130&&animelemtime(30)<=-1+130
trigger14=animelemtime(30)>=-2+135&&animelemtime(30)<=-1+135
trigger15=animelemtime(30)>=-2+140&&animelemtime(30)<=-1+140
var(55)=145-animelemtime(30)+15+2-random%5
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(30)>=-2+145&&animelemtime(30)<=-1+145
var(55)=145-animelemtime(30)+15
ignorehitpause=1
[state ]
type=varset
triggerall=var(55)%18>=0&&var(55)%18<=1
trigger1=animelemtime(30)>=-2+70&&animelemtime(30)<=-1+70
trigger2=animelemtime(30)>=-2+75&&animelemtime(30)<=-1+75
trigger3=animelemtime(30)>=-2+80&&animelemtime(30)<=-1+80
trigger4=animelemtime(30)>=-2+85&&animelemtime(30)<=-1+85
trigger5=animelemtime(30)>=-2+90&&animelemtime(30)<=-1+90
trigger6=animelemtime(30)>=-2+95&&animelemtime(30)<=-1+95
trigger7=animelemtime(30)>=-2+100&&animelemtime(30)<=-1+100
trigger8=animelemtime(30)>=-2+105&&animelemtime(30)<=-1+105
trigger9=animelemtime(30)>=-2+110&&animelemtime(30)<=-1+110
trigger10=animelemtime(30)>=-2+115&&animelemtime(30)<=-1+115
trigger11=animelemtime(30)>=-2+120&&animelemtime(30)<=-1+120
trigger12=animelemtime(30)>=-2+125&&animelemtime(30)<=-1+125
trigger13=animelemtime(30)>=-2+130&&animelemtime(30)<=-1+130
trigger14=animelemtime(30)>=-2+135&&animelemtime(30)<=-1+135
trigger15=animelemtime(30)>=-2+140&&animelemtime(30)<=-1+140
trigger16=animelemtime(30)>=-2+145&&animelemtime(30)<=-1+145
var(1)=70198+var(55)%18
ignorehitpause=1
[state ]
type=varset
triggerall=var(55)%18>=2&&var(55)%18<=11
trigger1=animelemtime(30)>=-2+70&&animelemtime(30)<=-1+70
trigger2=animelemtime(30)>=-2+75&&animelemtime(30)<=-1+75
trigger3=animelemtime(30)>=-2+80&&animelemtime(30)<=-1+80
trigger4=animelemtime(30)>=-2+85&&animelemtime(30)<=-1+85
trigger5=animelemtime(30)>=-2+90&&animelemtime(30)<=-1+90
trigger6=animelemtime(30)>=-2+95&&animelemtime(30)<=-1+95
trigger7=animelemtime(30)>=-2+100&&animelemtime(30)<=-1+100
trigger8=animelemtime(30)>=-2+105&&animelemtime(30)<=-1+105
trigger9=animelemtime(30)>=-2+110&&animelemtime(30)<=-1+110
trigger10=animelemtime(30)>=-2+115&&animelemtime(30)<=-1+115
trigger11=animelemtime(30)>=-2+120&&animelemtime(30)<=-1+120
trigger12=animelemtime(30)>=-2+125&&animelemtime(30)<=-1+125
trigger13=animelemtime(30)>=-2+130&&animelemtime(30)<=-1+130
trigger14=animelemtime(30)>=-2+135&&animelemtime(30)<=-1+135
trigger15=animelemtime(30)>=-2+140&&animelemtime(30)<=-1+140
trigger16=animelemtime(30)>=-2+145&&animelemtime(30)<=-1+145
var(1)=80190-2+var(55)%18
ignorehitpause=1
[state ]
type=varset
triggerall=var(55)%18>=12&&var(55)%18<=17
trigger1=animelemtime(30)>=-2+70&&animelemtime(30)<=-1+70
trigger2=animelemtime(30)>=-2+75&&animelemtime(30)<=-1+75
trigger3=animelemtime(30)>=-2+80&&animelemtime(30)<=-1+80
trigger4=animelemtime(30)>=-2+85&&animelemtime(30)<=-1+85
trigger5=animelemtime(30)>=-2+90&&animelemtime(30)<=-1+90
trigger6=animelemtime(30)>=-2+95&&animelemtime(30)<=-1+95
trigger7=animelemtime(30)>=-2+100&&animelemtime(30)<=-1+100
trigger8=animelemtime(30)>=-2+105&&animelemtime(30)<=-1+105
trigger9=animelemtime(30)>=-2+110&&animelemtime(30)<=-1+110
trigger10=animelemtime(30)>=-2+115&&animelemtime(30)<=-1+115
trigger11=animelemtime(30)>=-2+120&&animelemtime(30)<=-1+120
trigger12=animelemtime(30)>=-2+125&&animelemtime(30)<=-1+125
trigger13=animelemtime(30)>=-2+130&&animelemtime(30)<=-1+130
trigger14=animelemtime(30)>=-2+135&&animelemtime(30)<=-1+135
trigger15=animelemtime(30)>=-2+140&&animelemtime(30)<=-1+140
trigger16=animelemtime(30)>=-2+145&&animelemtime(30)<=-1+145
var(1)=90190-12+var(55)%18
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(30)>=-2+70&&animelemtime(30)<=-1+70
trigger2=animelemtime(30)>=-2+75&&animelemtime(30)<=-1+75
trigger3=animelemtime(30)>=-2+80&&animelemtime(30)<=-1+80
trigger4=animelemtime(30)>=-2+85&&animelemtime(30)<=-1+85
trigger5=animelemtime(30)>=-2+90&&animelemtime(30)<=-1+90
trigger6=animelemtime(30)>=-2+95&&animelemtime(30)<=-1+95
trigger7=animelemtime(30)>=-2+100&&animelemtime(30)<=-1+100
trigger8=animelemtime(30)>=-2+105&&animelemtime(30)<=-1+105
trigger9=animelemtime(30)>=-2+110&&animelemtime(30)<=-1+110
trigger10=animelemtime(30)>=-2+115&&animelemtime(30)<=-1+115
trigger11=animelemtime(30)>=-2+120&&animelemtime(30)<=-1+120
trigger12=animelemtime(30)>=-2+125&&animelemtime(30)<=-1+125
trigger13=animelemtime(30)>=-2+130&&animelemtime(30)<=-1+130
trigger14=animelemtime(30)>=-2+135&&animelemtime(30)<=-1+135
trigger15=animelemtime(30)>=-2+140&&animelemtime(30)<=-1+140
trigger16=animelemtime(30)>=-2+145&&animelemtime(30)<=-1+145
anim=var(1)
scale=0.7,0.7
pos=floor(160+15*cos(pi/2+pi*10*(var(55)%18)/180.0)+var(4)),floor(120+15*sin(pi/2+pi*10*(var(55)%18)/180.0)+var(5))
postype=back
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(30)>=-2+70&&animelemtime(30)<=-1+70
trigger2=animelemtime(30)>=-2+75&&animelemtime(30)<=-1+75
trigger3=animelemtime(30)>=-2+80&&animelemtime(30)<=-1+80
trigger4=animelemtime(30)>=-2+85&&animelemtime(30)<=-1+85
trigger5=animelemtime(30)>=-2+90&&animelemtime(30)<=-1+90
trigger6=animelemtime(30)>=-2+95&&animelemtime(30)<=-1+95
trigger7=animelemtime(30)>=-2+100&&animelemtime(30)<=-1+100
trigger8=animelemtime(30)>=-2+105&&animelemtime(30)<=-1+105
trigger9=animelemtime(30)>=-2+110&&animelemtime(30)<=-1+110
trigger10=animelemtime(30)>=-2+115&&animelemtime(30)<=-1+115
trigger11=animelemtime(30)>=-2+120&&animelemtime(30)<=-1+120
trigger12=animelemtime(30)>=-2+125&&animelemtime(30)<=-1+125
trigger13=animelemtime(30)>=-2+130&&animelemtime(30)<=-1+130
trigger14=animelemtime(30)>=-2+135&&animelemtime(30)<=-1+135
trigger15=animelemtime(30)>=-2+140&&animelemtime(30)<=-1+140
trigger16=animelemtime(30)>=-2+145&&animelemtime(30)<=-1+145
anim=var(1)
scale=0.7,0.7
pos=160+var(4),120+var(5)
postype=back
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(30)>=-2+70&&animelemtime(30)<=-1+70
trigger2=animelemtime(30)>=-2+75&&animelemtime(30)<=-1+75
trigger3=animelemtime(30)>=-2+80&&animelemtime(30)<=-1+80
trigger4=animelemtime(30)>=-2+85&&animelemtime(30)<=-1+85
trigger5=animelemtime(30)>=-2+90&&animelemtime(30)<=-1+90
trigger6=animelemtime(30)>=-2+95&&animelemtime(30)<=-1+95
trigger7=animelemtime(30)>=-2+100&&animelemtime(30)<=-1+100
trigger8=animelemtime(30)>=-2+105&&animelemtime(30)<=-1+105
trigger9=animelemtime(30)>=-2+110&&animelemtime(30)<=-1+110
trigger10=animelemtime(30)>=-2+115&&animelemtime(30)<=-1+115
trigger11=animelemtime(30)>=-2+120&&animelemtime(30)<=-1+120
trigger12=animelemtime(30)>=-2+125&&animelemtime(30)<=-1+125
trigger13=animelemtime(30)>=-2+130&&animelemtime(30)<=-1+130
trigger14=animelemtime(30)>=-2+135&&animelemtime(30)<=-1+135
trigger15=animelemtime(30)>=-2+140&&animelemtime(30)<=-1+140
trigger16=animelemtime(30)>=-2+145&&animelemtime(30)<=-1+145
anim=var(1)
scale=0.7,0.7
pos=floor(160-15*cos(pi/2+pi*10*(var(55)%18)/180.0)+var(4)),floor(120-15*sin(pi/2+pi*10*(var(55)%18)/180.0)+var(5))
postype=back
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=varset
triggerall=prevstateno!=3211
trigger1=animelemtime(30)>=-2+70&&animelemtime(30)<=-1+70
trigger2=animelemtime(30)>=-2+75&&animelemtime(30)<=-1+75
trigger3=animelemtime(30)>=-2+80&&animelemtime(30)<=-1+80
trigger4=animelemtime(30)>=-2+85&&animelemtime(30)<=-1+85
trigger5=animelemtime(30)>=-2+90&&animelemtime(30)<=-1+90
trigger6=animelemtime(30)>=-2+95&&animelemtime(30)<=-1+95
trigger7=animelemtime(30)>=-2+100&&animelemtime(30)<=-1+100
trigger8=animelemtime(30)>=-2+105&&animelemtime(30)<=-1+105
trigger9=animelemtime(30)>=-2+110&&animelemtime(30)<=-1+110
trigger10=animelemtime(30)>=-2+115&&animelemtime(30)<=-1+115
trigger11=animelemtime(30)>=-2+120&&animelemtime(30)<=-1+120
trigger12=animelemtime(30)>=-2+125&&animelemtime(30)<=-1+125
trigger13=animelemtime(30)>=-2+130&&animelemtime(30)<=-1+130
trigger14=animelemtime(30)>=-2+135&&animelemtime(30)<=-1+135
trigger15=animelemtime(30)>=-2+140&&animelemtime(30)<=-1+140
trigger16=animelemtime(30)>=-2+145&&animelemtime(30)<=-1+145
var(0)=0
ignorehitpause=1
[state ]
type=changestate
triggerall=prevstateno!=3211
trigger1=animelemtime(30)>=-2+70&&animelemtime(30)<=-1+70
trigger2=animelemtime(30)>=-2+75&&animelemtime(30)<=-1+75
trigger3=animelemtime(30)>=-2+80&&animelemtime(30)<=-1+80
trigger4=animelemtime(30)>=-2+85&&animelemtime(30)<=-1+85
trigger5=animelemtime(30)>=-2+90&&animelemtime(30)<=-1+90
trigger6=animelemtime(30)>=-2+95&&animelemtime(30)<=-1+95
trigger7=animelemtime(30)>=-2+100&&animelemtime(30)<=-1+100
trigger8=animelemtime(30)>=-2+105&&animelemtime(30)<=-1+105
trigger9=animelemtime(30)>=-2+110&&animelemtime(30)<=-1+110
trigger10=animelemtime(30)>=-2+115&&animelemtime(30)<=-1+115
trigger11=animelemtime(30)>=-2+120&&animelemtime(30)<=-1+120
trigger12=animelemtime(30)>=-2+125&&animelemtime(30)<=-1+125
trigger13=animelemtime(30)>=-2+130&&animelemtime(30)<=-1+130
trigger14=animelemtime(30)>=-2+135&&animelemtime(30)<=-1+135
trigger15=animelemtime(30)>=-2+140&&animelemtime(30)<=-1+140
trigger16=animelemtime(30)>=-2+145&&animelemtime(30)<=-1+145
value=3211
ignorehitpause=1



;ターゲットを操ります。
[state ]
type=targetbind
triggerall=numtarget>0
trigger1=animelemtime(1)=0
trigger2=animelemtime(3)=0
trigger3=animelemtime(6)=0
trigger4=animelemtime(9)=0
trigger5=animelemtime(12)=0
trigger6=animelemtime(15)=0
trigger7=animelemtime(18)=0
trigger8=animelemtime(21)=0
trigger9=animelemtime(24)=0
trigger10=animelemtime(27)=0
pos=100,0
time=1
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget>0
trigger1=animelemtime(30)>=70&&animelemtime(30)<=144
pos=ifelse(facing=1,-screenpos x+160,screenpos x-320+160),-screenpos y+120-target,const(size.mid.pos.y)
time=1
ignorehitpause=1
[state ]
type=targetlifeadd
triggerall=numtarget>0
trigger1=animelemtime(3)=0
trigger2=animelemtime(9)=0
trigger3=animelemtime(15)=0
trigger4=animelemtime(21)=0
trigger5=animelemtime(27)=0
trigger6=animelemtime(30)=0
value=-5
kill=0
ignorehitpause=1
[state ]
type=targetlifeadd
triggerall=numtarget>0
trigger1=animelemtime(30)=70
trigger2=animelemtime(30)=75
trigger3=animelemtime(30)=80
trigger4=animelemtime(30)=85
trigger5=animelemtime(30)=90
trigger6=animelemtime(30)=95
trigger7=animelemtime(30)=100
trigger8=animelemtime(30)=105
trigger9=animelemtime(30)=110
trigger10=animelemtime(30)=115
trigger11=animelemtime(30)=120
trigger12=animelemtime(30)=125
trigger13=animelemtime(30)=130
trigger14=animelemtime(30)=135
trigger15=animelemtime(30)=140
value=-10
kill=0
ignorehitpause=1
[state ]
type=targetlifeadd
triggerall=numtarget>0
trigger1=animelemtime(30)=150
value=-81
kill=1
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget>0
trigger1=animelemtime(3)=0
trigger2=animelemtime(9)=0
trigger3=animelemtime(15)=0
trigger4=animelemtime(21)=0
trigger5=animelemtime(27)=0
value=3206
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget>0
trigger1=animelemtime(6)=0
trigger2=animelemtime(12)=0
trigger3=animelemtime(18)=0
trigger4=animelemtime(24)=0
value=3207
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget>0
trigger1=animelemtime(30)=0
value=3208
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget>0
trigger1=animelemtime(30)=70
trigger2=animelemtime(30)=75
trigger3=animelemtime(30)=80
trigger4=animelemtime(30)=85
trigger5=animelemtime(30)=90
trigger6=animelemtime(30)=95
trigger7=animelemtime(30)=100
trigger8=animelemtime(30)=105
trigger9=animelemtime(30)=110
trigger10=animelemtime(30)=115
trigger11=animelemtime(30)=120
trigger12=animelemtime(30)=125
trigger13=animelemtime(30)=130
trigger14=animelemtime(30)=135
trigger15=animelemtime(30)=140
value=3212+(random%2)
ignorehitpause=1
[state ]
type=targetstate
triggerall=numtarget>0
trigger1=animelemtime(30)=145
value=3214
ignorehitpause=1



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

[statedef 3203]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=11
value=3202
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=10
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=var(1)
scale=0.4,0.4
pos=floor(16+(-75+25*var(0))*cos(pi*30/180.0)+3*cos(pi*30/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-48+(-75+25*var(0))*sin(pi*30/180.0)+3*sin(pi*30/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(pi*30/180.0+(-(var(55)%61)+30)/180.0),-3*sin(pi*30/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=11
value=stateno
persistent=256
ignorehitpause=1

[statedef 3204]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=11
value=3202
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=10
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=var(1)
scale=0.4,0.4
pos=floor(45+(-75+25*var(0))*cos(-pi*20/180.0)+3*cos(pi*0/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-47+(-75+25*var(0))*sin(pi*0/180.0)+3*sin(-pi*20/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(-pi*20/180.0+(-(var(55)%61)+30)/180.0),-3*sin(-pi*20/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=11
value=stateno
persistent=256
ignorehitpause=1

[statedef 3205]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=changeanim2
trigger1=time=0
value=3205
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[state ]
type=selfstate
trigger1=time>=35
value=5020
persistent=256
ignorehitpause=1

[statedef 3206]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=changeanim2
trigger1=time=0
value=3206
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[state ]
type=selfstate
trigger1=time>=16
value=5020
persistent=256
ignorehitpause=1

[statedef 3207]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=changeanim2
trigger1=time=0
value=3207
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[state ]
type=selfstate
trigger1=time>=16
value=5020
persistent=256
ignorehitpause=1

[statedef 3208]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=changeanim2
trigger1=1
value=3101
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=0,0
ignorehitpause=1
[state ]
type=width
trigger1=1
edge=0,-99999
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=-20
y=0
ignorehitpause=1
[state ]
type=changestate
trigger1=backedgedist<0
value=3209
persistent=256
ignorehitpause=1

[statedef 3209]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=0,0
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=-99999
y=0
ignorehitpause=1
[state ]
type=offset
trigger1=1
x=1-random%3
y=1-random%3
ignorehitpause=1
[state ]
type=explod
trigger1=time=0
anim=f72
trans=sub
pos=const(size.mid.pos.x),0
removetime=-2
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=changestate
trigger1=time>=20
value=3210
persistent=256
ignorehitpause=1

[statedef 3210]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=changeanim2
trigger1=time=0
value=803
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=0,0
ignorehitpause=1
[state ]
type=turn
trigger1=time=0
ignorehitpause=1
[state ]
type=velset
trigger1=time=0
x=-3.2
y=-10+0.02*(-screenpos y+120-const(size.mid.pos.y))
ignorehitpause=1
[state ]
type=veladd
trigger1=time>=0
y=.4
ignorehitpause=1
[state ]
type=selfstate
trigger1=vel y>=0
trigger1=pos y>=0
value=5100
persistent=256
ignorehitpause=1

[statedef 3211]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=11
value=3202
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(2)=10033
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=4
var(2)=70036-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=5&&var(0)<=11
var(2)=80030-5+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(6)=floor(160+var(4)+(-75+25*var(0))*cos(pi*10*(var(55)%18)/180.0))
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(7)=floor(120+var(5)+(-75+25*var(0))*sin(pi*10*(var(55)%18)/180.0))
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=var(2)
scale=0.4,0.4
pos=var(6),var(7)
postype=back
vel=-3*cos(pi*10*(var(55)%18)/180.0+(-(var(3)%61)+30)/180.0),-3*sin(pi*10*(var(55)%18)/180.0+(-((var(3)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=3
anim=ifelse(var(3)%18>=0&&var(3)%18<=9,10190+var(3)%18,70190-10+var(3)%18)
scale=1,1
pos=160+var(4),120+var(5)
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483500
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=2147483647*var(54)
ignorehitpause=1



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



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=11
value=stateno
persistent=256
ignorehitpause=1

[statedef 3212]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=changeanim2
trigger1=time=0
value=3206
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=0,0
ignorehitpause=1
[state ]
type=posfreeze
trigger1=1
value=1
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[state ]
type=selfstate
trigger1=time>=15
value=5020
persistent=256
ignorehitpause=1

[statedef 3213]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=changeanim2
trigger1=time=0
value=3207
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=0,0
ignorehitpause=1
[state ]
type=posfreeze
trigger1=1
value=1
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[state ]
type=selfstate
trigger1=time>=15
value=5020
persistent=256
ignorehitpause=1

[statedef 3214]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=0,0
ignorehitpause=1
[state ]
type=posfreeze
trigger1=1
value=1
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=0
y=0
ignorehitpause=1
[state ]
type=offset
trigger1=1
x=1-random%3
y=1-random%3
ignorehitpause=1
[state ]
type=changestate
trigger1=time>=10
value=3215
persistent=256
ignorehitpause=1

[statedef 3215]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=changeanim2
trigger1=1
value=3101
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=0,0
ignorehitpause=1
[state ]
type=width
trigger1=1
edge=0,-99999
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=-20
y=0
ignorehitpause=1
[state ]
type=changestate
trigger1=backedgedist<0
value=3216
persistent=256
ignorehitpause=1

[statedef 3216]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=0,0
ignorehitpause=1
[state ]
type=velset
trigger1=1
x=-99999
y=0
ignorehitpause=1
[state ]
type=offset
trigger1=1
x=1-random%3
y=1-random%3
ignorehitpause=1
[state ]
type=explod
trigger1=time=0
anim=f72
trans=sub
pos=const(size.mid.pos.x),0
removetime=-2
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=changestate
trigger1=alive
trigger1=time>=15
trigger2=alive=0
trigger2=time>=8
value=3217
persistent=256
ignorehitpause=1

[statedef 3217]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=changeanim2
trigger1=time=0
value=803
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=0,0
ignorehitpause=1
[state ]
type=turn
trigger1=time=0
ignorehitpause=1
[state ]
type=velset
trigger1=time=0
x=-3.2
y=-10+0.02*(-screenpos y+120-const(size.mid.pos.y))
ignorehitpause=1
[state ]
type=veladd
trigger1=time>=0
y=.4
ignorehitpause=1
[state ]
type=selfstate
trigger1=vel y>=0
trigger1=pos y>=0
value=5100
persistent=256
ignorehitpause=1

[statedef 3300]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=3300
value=3300
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡超必演出。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1



;ポーズ。
[state ]
type=superpause
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
anim=-1
darken=0
movetime=2
time=2
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=1



;フェードアウト用画面設定。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=9
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/10)*animelemtime(1)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=20&&animelemtime(1)<=39
anim=11000
trans=addalpha
alpha=0,floor(256*cos((pi/2/20)*(animelemtime(1)-20)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

;元絵フェードアウト。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=14
anim=12002
scale=0.333,0.333
pos=floor(160-40+1.3*animelemtime(1)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=14
anim=12010
scale=0.333,0.333
pos=floor(160-40+1.3*animelemtime(1)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=14
anim=12020
scale=0.333,0.333
pos=floor(160-40+1.3*animelemtime(1)),120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(1)>=15&&animelemtime(1)<=39
anim=12002
scale=0.333,0.333
pos=floor(160-40+1.3*animelemtime(1)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=15&&animelemtime(1)<=39
anim=12010
scale=0.333,0.333
pos=floor(160-40+1.3*animelemtime(1)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=15&&animelemtime(1)<=39
anim=12020
scale=0.333,0.333
pos=floor(160-40+1.3*animelemtime(1)),120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡その後。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(6)=0
value=s300,0
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(6)=0
trigger2=animelemtime(6)=6
trigger3=animelemtime(6)=12
trigger4=animelemtime(6)=18
trigger5=animelemtime(6)=24
value=s300,1
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(6)=0
trigger2=animelemtime(6)=6
trigger3=animelemtime(6)=12
trigger4=animelemtime(6)=18
trigger5=animelemtime(6)=24
value=s10000,2
channel=2
ignorehitpause=1



;画面せーしつ。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=0&&animtime<=-21
flag=nobardisplay
flag2=nofg
flag3=globalnoshadow
ignorehitpause=1

;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animtime<=-21
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animtime>=-20&&animtime<=-1
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/20)*(animtime+20)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

;画面色レイヤー、上。
[state ]
type=explod
trigger1=animelemtime(6)=0
trigger2=animelemtime(6)=6
trigger3=animelemtime(6)=12
trigger4=animelemtime(6)=18
trigger5=animelemtime(6)=24
anim=11000
trans=addalpha
alpha=256,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=1
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

;画面揺れ。
[state ]
type=envshake
trigger1=animelemtime(6)>=0&&animelemtime(6)<=24+10
time=2
freq=180
ampl=floor(2*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;指先で衝撃波。
[state ]
type=explod
trigger1=animelemtime(6)>=-5&&animelemtime(6)<=-5+8
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=-3,-92
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=-2&&animelemtime(6)<=-2+8
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=1&&animelemtime(6)<=1+8
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=40,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=4&&animelemtime(6)<=4+8
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=80,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=7&&animelemtime(6)<=7+8
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=120,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=10&&animelemtime(6)<=10+8
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=160,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=13&&animelemtime(6)<=13+8
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=200,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=16&&animelemtime(6)<=16+8
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=240,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=19&&animelemtime(6)<=19+8
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=280,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=22&&animelemtime(6)<=22+8
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10180+var(55)%18,70180-10+var(55)%18)
scale=0.5,0.5
pos=320,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

;ヒットスパーク的な。
[state ]
type=explod
trigger1=animelemtime(6)>=-5&&animelemtime(6)<=-5+13
anim=10034
scale=0.5,0.5
pos=-3,-92
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=-2&&animelemtime(6)<=-2+13
anim=10034
scale=0.5,0.5
pos=0,0
postype=back
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=1&&animelemtime(6)<=1+13
anim=10034
scale=0.5,0.5
pos=40,0
postype=back
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=4&&animelemtime(6)<=4+13
anim=10034
scale=0.5,0.5
pos=80,0
postype=back
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=7&&animelemtime(6)<=7+13
anim=10034
scale=0.5,0.5
pos=120,0
postype=back
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=10&&animelemtime(6)<=10+13
anim=10034
scale=0.5,0.5
pos=160,0
postype=back
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=13&&animelemtime(6)<=13+13
anim=10034
scale=0.5,0.5
pos=200,0
postype=back
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=16&&animelemtime(6)<=16+13
anim=10034
scale=0.5,0.5
pos=240,0
postype=back
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=19&&animelemtime(6)<=19+13
anim=10034
scale=0.5,0.5
pos=280,0
postype=back
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(6)>=22&&animelemtime(6)<=22+13
anim=10034
scale=0.5,0.5
pos=320,0
postype=back
vel=(4+4*cos(random))*cos(var(55)),(4+4*cos(random))*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1



;こだまですか？
[state ]
type=varset
trigger1=animelemtime(6)=-5
trigger1=prevstateno!=3301
var(0)=0
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(6)=-5
trigger1=prevstateno!=3301
value=3301
ignorehitpause=1

;いいえ、ケフィアです。
[state ]
type=varset
triggerall=prevstateno!=3302
trigger1=animelemtime(6)=-2
trigger2=animelemtime(6)=1
trigger3=animelemtime(6)=4
trigger4=animelemtime(6)=7
trigger5=animelemtime(6)=10
trigger6=animelemtime(6)=13
trigger7=animelemtime(6)=16
trigger8=animelemtime(6)=19
trigger9=animelemtime(6)=22
var(2)=floor((40/3.0)*(animelemtime(6)+2))
ignorehitpause=1
[state ]
type=varset
triggerall=prevstateno!=3302
trigger1=animelemtime(6)=-2
trigger2=animelemtime(6)=1
trigger3=animelemtime(6)=4
trigger4=animelemtime(6)=7
trigger5=animelemtime(6)=10
trigger6=animelemtime(6)=13
trigger7=animelemtime(6)=16
trigger8=animelemtime(6)=19
trigger9=animelemtime(6)=22
var(0)=0
ignorehitpause=1
[state ]
type=changestate
triggerall=prevstateno!=3302
trigger1=animelemtime(6)=-2
trigger2=animelemtime(6)=1
trigger3=animelemtime(6)=4
trigger4=animelemtime(6)=7
trigger5=animelemtime(6)=10
trigger6=animelemtime(6)=13
trigger7=animelemtime(6)=16
trigger8=animelemtime(6)=19
trigger9=animelemtime(6)=22
value=3302
ignorehitpause=1



;攻撃本体になります。
[state ]
type=projectile
trigger1=animelemtime(6)=0
projanim=40080
projremanim=-1
projscale=1,1
offset=-3,-92
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
attr=s,hp
hitflag=mad
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=108,12
getpower=0,0
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-2,-7
guard.velocity=-2
air.velocity=-2,-7
airguard.velocity=-2,-7
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(6)=3
trigger2=animelemtime(6)=6
trigger3=animelemtime(6)=9
trigger4=animelemtime(6)=12
trigger5=animelemtime(6)=15
trigger6=animelemtime(6)=18
trigger7=animelemtime(6)=21
trigger8=animelemtime(6)=24
trigger9=animelemtime(6)=27
projanim=40080
projremanim=-1
projscale=1,1
offset=floor((40/3.0)*(animelemtime(6)-3)),240
postype=back
velocity=0,0
accel=0,0
projremove=1
projremovetime=10
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
attr=s,hp
hitflag=mafd
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=64,12
getpower=0,0
givepower=0,5
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-2,-7
guard.velocity=-2
air.velocity=-2,-7
airguard.velocity=-2,-7
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;ステート戻り。
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
persistent=256
ignorehitpause=1

[statedef 3301]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=15
value=3300
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=14
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.4,0.4
pos=floor(-3+(-75+25*var(0))*cos(-pi*90/180.0)+3*cos(-pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor(-92+(-75+25*var(0))*sin(-pi*90/180.0)+3*sin(-pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0))
vel=-3*cos(-pi*90/180.0+(-(var(55)%61)+30)/180.0),-3*sin(-pi*90/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10062+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70060-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.16-0.16*sin((pi/2/15)*var(0))),0.123*1000
pos=-3,-92
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10072+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70070-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.016-0.016*sin((pi/2/15)*var(0))),0.123*1000
pos=-3,-92
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=15
value=stateno
persistent=256
ignorehitpause=1

[statedef 3302]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=15
value=3300
ignorehitpause=1



[state ]
type=varset
trigger1=var(0)=0
var(1)=10023
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=1&&var(0)<=5
var(1)=70025-1+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=6&&var(0)<=14
var(1)=80020-6+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.4,0.4
pos=floor(var(2)+(-75+25*var(0))*cos(pi*90/180.0)+3*cos(pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0)),floor((-75+25*var(0))*sin(pi*90/180.0)+3*sin(pi*90/180.0+(-(var(55)%61)+30)/180.0)*var(0))
postype=back
vel=-3*cos(pi*90/180.0+(-(var(55)%61)+30)/180.0),-3*sin(pi*90/180.0+(-((var(55)**2)%61)+30)/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10062+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70060-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.16-0.16*sin((pi/2/15)*var(0))),0.123*1000
pos=var(2),0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1

[state ]
type=varset
trigger1=var(0)>=0&&var(0)<=7
var(1)=10072+var(0)
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)>=8&&var(0)<=14
var(1)=70070-8+var(0)
ignorehitpause=1
[state ]
type=explod
trigger1=var(0)>=0&&var(0)<=14
anim=var(1)
scale=0.123*(0.016-0.016*sin((pi/2/15)*var(0))),0.123*1000
pos=var(2),0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+20)
ignorehitpause=1



[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=15
value=stateno
persistent=256
ignorehitpause=1

[statedef 3400]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=3400
value=3400
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡超必演出。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1



;ポーズ。
[state ]
type=superpause
trigger1=animelemtime(1)>=0&&animelemtime(1)<=59
anim=-1
darken=0
movetime=2
time=2
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-1000
ignorehitpause=1



;元絵フェードアウト。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(5)<=9
anim=12002
scale=0.333,0.333
pos=floor(-50+160+80*(-1+sin((pi/2/85)*(animelemtime(5)+14))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(5)<=9
anim=12010
scale=0.333,0.333
pos=floor(-50+160+80*(-1+sin((pi/2/85)*(animelemtime(5)+14))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(5)<=9
anim=12020
scale=0.333,0.333
pos=floor(-50+160+80*(-1+sin((pi/2/85)*(animelemtime(5)+14))**0.6)),120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1

[state ]
type=explod
trigger1=animelemtime(5)>=10&&animelemtime(5)<=55
anim=12002
trans=addalpha
alpha=floor(256*cos((pi/2/46)*(animelemtime(5)-10))),floor(256*sin((pi/2/46)*(animelemtime(5)-10)))
scale=0.333,0.333
pos=floor(-50+160+80*(-1+sin((pi/2/85)*(animelemtime(5)+14))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)>=10&&animelemtime(5)<=55
anim=12010
trans=addalpha
alpha=floor(256*cos((pi/2/46)*(animelemtime(5)-10))),256
scale=0.333,0.333
pos=floor(-50+160+80*(-1+sin((pi/2/85)*(animelemtime(5)+14))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)>=10&&animelemtime(5)<=55
anim=12020
trans=addalpha
alpha=floor(256*cos((pi/2/46)*(animelemtime(5)-10))),256
scale=0.333,0.333
pos=floor(-50+160+80*(-1+sin((pi/2/85)*(animelemtime(5)+14))**0.6)),120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1



;陰影。
[state ]
type=explod
trigger1=animelemtime(5)>=10&&animelemtime(5)<=55
anim=12032
trans=addalpha
alpha=floor(256*sin((pi/2/46)*(animelemtime(5)-10))),floor(256*cos((pi/2/46)*(animelemtime(5)-10)))
scale=0.333,0.333
pos=floor(-50+160+80*(-1+sin((pi/2/85)*(animelemtime(5)+14))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)>=56&&animelemtime(5)<=70
anim=12032
trans=addalpha
alpha=256,0
scale=0.333*(1+1.2*sin((pi/2/40)*(animelemtime(5)-56))),0.333*(1+1.2*sin((pi/2/40)*(animelemtime(5)-56)))
pos=floor(-50+160+80*(-1+sin((pi/2/85)*(animelemtime(5)+14))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)>=71&&animelemtime(5)<=56+39
anim=12032
trans=addalpha
alpha=floor(256*cos((pi/2/25)*(animelemtime(5)-71))),floor(256*sin((pi/2/25)*(animelemtime(5)-71)))
scale=0.333*(1+1.2*sin((pi/2/40)*(animelemtime(5)-56))),0.333*(1+1.2*sin((pi/2/40)*(animelemtime(5)-56)))
pos=-50+160,120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡その後。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(5)>=0&&animelemtime(5)<=49
trigger1=animelemtime(5)%2=0
value=s100,15
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(5)>=0&&animelemtime(5)<=49
trigger1=animelemtime(5)%2=0
value=s10000,14
channel=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(11)>=0&&animelemtime(11)<=69
trigger1=animelemtime(11)%8=0
value=s10000,15
channel=3
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(11)>=0&&animelemtime(11)<=69
trigger1=animelemtime(11)%8=4
value=s10000,15
channel=4
ignorehitpause=1



;画面性質。
[state ]
type=assertspecial
trigger1=animelemtime(5)>=50&&animelemtime(11)<=39
flag=nobardisplay
flag2=nofg
flag3=globalnoshadow
ignorehitpause=1

;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(5)<=9
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)>=10&&animelemtime(5)<=55
anim=11000
trans=addalpha
alpha=floor(256*sin((pi/2/46)*(animelemtime(5)-10))),0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)>=56&&animelemtime(11)<=59
anim=11000
trans=addalpha
alpha=256,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(11)>=60&&animelemtime(11)<=69
anim=11000
trans=addalpha
alpha=floor(256*cos((pi/2/10)*(animelemtime(11)-60))),floor(256*sin((pi/2/10)*(animelemtime(11)-60)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1

;画面色レイヤー、上。
[state ]
type=explod
trigger1=animelemtime(11)>=50&&animelemtime(11)<=59
trigger1=animelemtime(11)%3=2
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=1
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(11)>=0&&animelemtime(11)<=69
time=2
freq=180
ampl=floor(2*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;ごごごーっと闇から鎖出る演出的な。
[state ]
type=explod
trigger1=animelemtime(5)=0
trigger2=animelemtime(5)=5
trigger3=animelemtime(5)=10
trigger4=animelemtime(5)=15
trigger5=animelemtime(5)=20
trigger6=animelemtime(5)=25
anim=10310
scale=0.1,0.4
pos=-40,-24
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(5)>=0&&animelemtime(5)<=29
anim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
scale=0.3,0.7
pos=-40,-24
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1

;var(0)....ループ用変数。
;var(1)....鎖の角度。
;var(2)....鎖の数。
;var(3)....鎖射出開始時間。
;var(4)....鎖射出終了時間。
;var(5)....鎖攻撃判定頻度。
;var(6)....射出終了演出終了時間。
;var(7)....射出終了演出頻度。
;var(8)....射出終了演出座標頻度。
;var(9)....鎖始点座標X。
;var(10)...鎖始点座標Y。
;fvar(0)...鎖サイズ。



;鎖。
[state ]
type=varset
trigger1=1
var(2)=5
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(3)=-10
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(9)=-40
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(10)=-24
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)=var(3)
trigger1=prevstateno!=3401
var(0)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)=var(3)
trigger1=prevstateno!=3401
var(1)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)=var(3)
trigger1=prevstateno!=3401
fvar(0)=0.8
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(5)=var(3)
trigger1=prevstateno!=3401
value=3401
ignorehitpause=1

;攻撃判定。
[state ]
type=varset
trigger1=1
var(4)=20
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(5)=2
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)>=0&&animelemtime(5)<=var(4)-1
trigger1=animelemtime(5)%var(5)=0
trigger1=prevstateno!=3402
var(0)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)>=0&&animelemtime(5)<=var(4)-1
trigger1=animelemtime(5)%var(5)=0
trigger1=prevstateno!=3402
var(1)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)>=0&&animelemtime(5)<=var(4)-1
trigger1=animelemtime(5)%var(5)=0
trigger1=prevstateno!=3402
var(7)=10
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(5)>=0&&animelemtime(5)<=var(4)-1
trigger1=animelemtime(5)%var(5)=0
trigger1=prevstateno!=3402
value=3402
ignorehitpause=1

;鎖消滅。
[state ]
type=varset
trigger1=1
var(6)=16
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(7)=2
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)>=var(4)&&animelemtime(5)<=var(4)+var(6)-1
trigger1=(animelemtime(5)-var(4))%var(7)=0
trigger1=prevstateno!=3403
var(0)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)>=var(4)&&animelemtime(5)<=var(4)+var(6)-1
trigger1=(animelemtime(5)-var(4))%var(7)=0
trigger1=prevstateno!=3403
var(1)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(5)>=var(4)&&animelemtime(5)<=var(4)+var(6)-1
trigger1=(animelemtime(5)-var(4))%var(7)=0
trigger1=prevstateno!=3403
var(8)=15
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(5)>=var(4)&&animelemtime(5)<=var(4)+var(6)-1
trigger1=(animelemtime(5)-var(4))%var(7)=0
trigger1=prevstateno!=3403
value=3403
ignorehitpause=1



;鎖。
[state ]
type=varset
trigger1=1
var(2)=8
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(3)=-10
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(11)=var(3)
trigger1=prevstateno!=3404
var(0)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(11)=var(3)
trigger1=prevstateno!=3404
var(1)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(11)=var(3)
trigger1=prevstateno!=3404
fvar(0)=0.8
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(11)=var(3)
trigger1=prevstateno!=3404
value=3404
ignorehitpause=1

;攻撃判定。
[state ]
type=varset
trigger1=1
var(4)=40
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(5)=2
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(11)>=0&&animelemtime(11)<=var(4)-1
trigger1=animelemtime(11)%var(5)=0
trigger1=prevstateno!=3405
var(0)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(11)>=0&&animelemtime(11)<=var(4)-1
trigger1=animelemtime(11)%var(5)=0
trigger1=prevstateno!=3405
var(1)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(11)>=0&&animelemtime(11)<=var(4)-1
trigger1=animelemtime(11)%var(5)=0
trigger1=prevstateno!=3405
var(7)=10
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(11)>=0&&animelemtime(11)<=var(4)-1
trigger1=animelemtime(11)%var(5)=0
trigger1=prevstateno!=3405
value=3405
ignorehitpause=1

;鎖消滅。
[state ]
type=varset
trigger1=1
var(6)=15
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(7)=1
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(11)>=var(4)&&animelemtime(11)<=var(4)+var(6)-1
trigger1=(animelemtime(11)-var(4))%var(7)=0
trigger1=prevstateno!=3406
var(0)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(11)>=var(4)&&animelemtime(11)<=var(4)+var(6)-1
trigger1=(animelemtime(11)-var(4))%var(7)=0
trigger1=prevstateno!=3406
var(1)=0
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(11)>=var(4)&&animelemtime(11)<=var(4)+var(6)-1
trigger1=(animelemtime(11)-var(4))%var(7)=0
trigger1=prevstateno!=3406
var(8)=30
ignorehitpause=1
[state ]
type=changestate
trigger1=animelemtime(11)>=var(4)&&animelemtime(11)<=var(4)+var(6)-1
trigger1=(animelemtime(11)-var(4))%var(7)=0
trigger1=prevstateno!=3406
value=3406
ignorehitpause=1



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

[statedef 3401]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=var(2)
value=3400
ignorehitpause=1



;way指定。
[state ]
type=varset
trigger1=1
var(1)=1-var(0)
ignorehitpause=1



;鎖。
[state ]
type=explod
trigger1=1
id=1003400
anim=10573-var(1)
facing=-1
scale=fvar(0),fvar(0)
pos=floor(var(9)-320*fvar(0)*cos(10*var(1)*pi/180)),floor(var(10)+320*fvar(0)*sin(10*var(1)*pi/180))
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483544
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=1
id=1003400
anim=10583-var(1)
facing=-1
scale=fvar(0),fvar(0)
pos=floor(var(9)-320*fvar(0)*cos(10*var(1)*pi/180)),floor(var(10)+320*fvar(0)*sin(10*var(1)*pi/180))
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=var(2)
value=stateno
persistent=256
ignorehitpause=1

[statedef 3402]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=var(2)
value=3400
ignorehitpause=1



;way指定。
[state ]
type=varset
trigger1=1
var(1)=1-var(0)
ignorehitpause=1



;飛び道具噴射。
[state ]
type=projectile
trigger1=1
projid=302
projanim=40150
projhitanim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
projremanim=-1
projscale=1,1
offset=var(9),var(10)
velocity=-20*cos(10*var(1)*pi/180),20*sin(10*var(1)*pi/180)
accel=0,0
projremove=1
projremovetime=100
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
attr=s,np
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=4,2
getpower=5,2
givepower=0,5
hitsound=s100,4
guardsound=s100,4
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;ランダム変数。
[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=var(2)
value=stateno
persistent=256
ignorehitpause=1

[statedef 3403]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=var(2)
value=3400
ignorehitpause=1



;way指定。
[state ]
type=varset
trigger1=1
var(1)=1-var(0)
ignorehitpause=1



;鎖消滅エフェクト。
[state ]
type=explod
trigger1=1
anim=10033
scale=0.5,0.5
pos=floor(var(9)-var(8)*(animelemtime(5)-var(4))*cos(10*var(1)*pi/180)),floor(var(10)+var(8)*(animelemtime(5)-var(4))*sin(10*var(1)*pi/180))
vel=-3*cos((10*var(1)-15+(var(55)%31))*pi/180.0),-3*sin((10*var(1)-15+(var(55)%31))*pi/180.0)
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=10311
scale=0.1,0.1
pos=floor(var(9)-var(8)*(animelemtime(5)-var(4))*cos(10*var(1)*pi/180)),floor(var(10)+var(8)*(animelemtime(5)-var(4))*sin(10*var(1)*pi/180))
vel=-3*cos((10*var(1)-15+(var(55)%31))*pi/180.0),-3*sin((10*var(1)-15+(var(55)%31))*pi/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1



;ランダム変数。
[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=var(2)
value=stateno
persistent=256
ignorehitpause=1

[statedef 3404]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=var(2)
value=3400
ignorehitpause=1



;way指定。
[state ]
type=varset
trigger1=1
var(1)=-1+floor(0.4*var(0))
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)=0
var(1)=-2
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)=5
var(1)=0
ignorehitpause=1



;鎖。
[state ]
type=explod
trigger1=1
id=1003400
anim=10583-var(1)
scale=fvar(0),fvar(0)
pos=floor(320*fvar(0)*cos(10*var(1)*pi/180)),floor(80+185*cos(0.3*var(0))+320*fvar(0)*sin(10*var(1)*pi/180))
postype=back
vel=0,0
accel=0,0
removetime=-2
bindtime=-1
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=var(2)
value=stateno
persistent=256
ignorehitpause=1

[statedef 3405]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=var(2)
value=3400
ignorehitpause=1



;way指定。
[state ]
type=varset
trigger1=1
var(1)=-1+floor(0.4*var(0))
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)=0
var(1)=-2
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)=5
var(1)=0
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(9)=floor(ifelse(facing=1,-screenpos x,screenpos x-320))
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(10)=floor(-screenpos y+80+185*cos(0.3*var(0)))
ignorehitpause=1



;飛び道具噴射。
[state ]
type=projectile
trigger1=1
projid=302
projanim=40150
projhitanim=ifelse(var(55)%18>=0&&var(55)%18<=9,10190+var(55)%18,70190-10+var(55)%18)
projremanim=-1
projscale=1,1
offset=var(9),var(10)
velocity=20*cos(10*var(1)*pi/180),20*sin(10*var(1)*pi/180)
accel=0,0
projremove=1
projremovetime=100
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
attr=s,np
hitflag=mafd
guardflag=m
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=8,2
getpower=5,2
givepower=0,5
hitsound=s100,4
guardsound=s100,4
pausetime=5,10
guard.pausetime=5,10
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=-4
guard.velocity=-4
air.velocity=-4,-3.5
airguard.velocity=-4,-3.5
fall=0
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



;ランダム変数。
[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=var(2)
value=stateno
persistent=256
ignorehitpause=1

[statedef 3406]

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changestate
trigger1=var(0)<=-1
trigger2=var(0)>=var(2)
value=3400
ignorehitpause=1



;way指定。
[state ]
type=varset
trigger1=1
var(1)=-1+floor(0.4*var(0))
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)=0
var(1)=-2
ignorehitpause=1
[state ]
type=varset
trigger1=var(0)=5
var(1)=0
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(9)=floor(ifelse(facing=1,-screenpos x,screenpos x-320))
ignorehitpause=1
[state ]
type=varset
trigger1=1
var(10)=floor(-screenpos y+80+185*cos(0.3*var(0)))
ignorehitpause=1



;鎖消滅エフェクト。
[state ]
type=explod
trigger1=1
anim=10033
scale=0.5,0.5
pos=floor(var(9)+var(8)*(animelemtime(11)-var(4))*cos(10*var(1)*pi/180)),floor(var(10)+var(8)*(animelemtime(11)-var(4))*sin(10*var(1)*pi/180))
vel=-3*cos((10*var(1)-15+(var(55)%31))*pi/180.0),-3*sin((10*var(1)-15+(var(55)%31))*pi/180.0)
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1
[state ]
type=explod
trigger1=1
anim=10311
scale=0.1,0.1
pos=floor(var(9)+var(8)*(animelemtime(11)-var(4))*cos(10*var(1)*pi/180)),floor(var(10)+var(8)*(animelemtime(11)-var(4))*sin(10*var(1)*pi/180))
vel=-3*cos((10*var(1)-15+(var(55)%31))*pi/180.0),-3*sin((10*var(1)-15+(var(55)%31))*pi/180.0)
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+60)
ignorehitpause=1



;ランダム変数。
[state ]
type=varset
trigger1=1
var(55)=random
ignorehitpause=1



;たいむ。
[state ]
type=varadd
trigger1=1
var(0)=1
ignorehitpause=1
[state ]
type=changestate
trigger1=var(0)>=1&&var(0)<=var(2)
value=stateno
persistent=256
ignorehitpause=1

[statedef 4000]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=4000
value=4000
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡超必演出。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=30
value=s202,3
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=30
value=s202,3
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)>=40&&animelemtime(7)<=80
value=s10000,3
freqmul=0.5+0.02*(animelemtime(7)-40)
volume=-100
ignorehitpause=1
[state ]
type=stopsnd
trigger1=animelemtime(7)=80
channel=-1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=80
value=s201,1
freqmul=1.6
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=80
value=s10000,3
freqmul=1.5
volume=-100
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=80
value=s10000,3
freqmul=3.5
volume=-100
ignorehitpause=1



;ポーズ。
[state ]
type=superpause
trigger1=animelemtime(1)>=0&&animelemtime(1)<=69
anim=-1
darken=0
movetime=2
time=2
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-3000
ignorehitpause=1



;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
anim=11000
trans=addalpha
alpha=0,floor(256*cos((pi/2/20)*(animelemtime(1))))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(7)<=69
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;画面色レイヤー、上。
[state ]
type=explod
trigger1=animelemtime(7)>=70&&animelemtime(7)<=89
anim=11000
trans=addalpha
alpha=floor(256*cos((pi/2/20)*(animelemtime(7)-70))),floor(256*sin((pi/2/20)*(animelemtime(7)-70)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=1
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(7)>=30&&animelemtime(7)<=49
time=2
freq=180
ampl=floor((32-32*sin((pi/2/20)*(animelemtime(7)-30)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;フェードアウト用画面設定。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=29
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/30)*animelemtime(1)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=30&&animelemtime(7)<=69
anim=11000
trans=addalpha
alpha=0,256
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;元絵フェードアウト。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=18+29
anim=12000
trans=addalpha
alpha=floor(256*sin((pi/2/48)*animelemtime(1))),floor(256*cos((pi/2/48)*animelemtime(1)))
scale=0.333,0.333
pos=floor(160+80*(-1+sin((pi/2/48)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-10
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=18+29
anim=12010
scale=0.333,0.333
pos=floor(160+80*(-1+sin((pi/2/48)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=18+29
anim=12020
scale=0.333,0.333
pos=floor(160+80*(-1+sin((pi/2/48)*animelemtime(1))**0.6)),120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=18+29
anim=12032
scale=0.333,0.333
pos=floor(160+80*(1-sin((pi/2/48)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-11
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=18+29+1&&animelemtime(7)<=69
anim=12000
trans=addalpha
alpha=256,128
scale=0.333,0.333
pos=160,120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-10
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=18+29+1&&animelemtime(7)<=69
anim=12010
scale=0.333,0.333
pos=160,120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=18+29+1&&animelemtime(7)<=69
anim=12020
scale=0.333,0.333
pos=160,120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;どくんどくん。
[state ]
type=explod
trigger1=animelemtime(7)>=30&&animelemtime(7)<=59
anim=12032
trans=addalpha
alpha=floor(256*cos((pi/2/30)*(animelemtime(7)-30))),floor(256*sin((pi/2/30)*(animelemtime(7)-30)))
scale=0.333*(1+0.7*sin((pi/2/30)*(animelemtime(7)-30))),0.333*(1+0.7*sin((pi/2/30)*(animelemtime(7)-30)))
pos=160,120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;紫白弾が手の内でじゅーじゅー。
[state ]
type=explod
trigger1=animelemtime(7)>=0&&animelemtime(7)<=19
anim=10024
scale=0.4,0.4
pos=-47,-19
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=0&&animelemtime(7)<=19
anim=10024
scale=0.4,0.4
pos=-47,-19
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;紫白弾がすぱこーん！の１。
[state ]
type=explod
trigger1=animelemtime(7)>=20&&animelemtime(7)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(animelemtime(7)-20)+0.5*1.64*(animelemtime(7)-20)*(animelemtime(7)-20)),floor(-19-44.3*(animelemtime(7)-20)+0.5*9.24*(animelemtime(7)-20)*(animelemtime(7)-20))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=20&&animelemtime(7)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(animelemtime(7)-20)+0.5*1.64*(animelemtime(7)-20)*(animelemtime(7)-20)),floor(-19-44.3*(animelemtime(7)-20)+0.5*9.24*(animelemtime(7)-20)*(animelemtime(7)-20))
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;紫白弾がすぱこーん！の２。
[state ]
type=explod
trigger1=animelemtime(7)>=20&&animelemtime(7)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(0.5+(animelemtime(7)-20))+0.5*1.64*(0.5+(animelemtime(7)-20))*(0.5+(animelemtime(7)-20))),floor(-19-44.3*(0.5+(animelemtime(7)-20))+0.5*9.24*(0.5+(animelemtime(7)-20))*(0.5+(animelemtime(7)-20)))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=20&&animelemtime(7)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(0.5+(animelemtime(7)-20))+0.5*1.64*(0.5+(animelemtime(7)-20))*(0.5+(animelemtime(7)-20))),floor(-19-44.3*(0.5+(animelemtime(7)-20))+0.5*9.24*(0.5+(animelemtime(7)-20))*(0.5+(animelemtime(7)-20)))
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;紫白弾が地面で破裂。
[state ]
type=explod
trigger1=animelemtime(7)>=30&&animelemtime(7)<=39
anim=10060
scale=0.123*0.3*sin((pi/2/10)*(animelemtime(7)-30)),0.123*0.3*sin((pi/2/10)*(animelemtime(7)-30))
pos=88,0
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=40&&animelemtime(7)<=49
anim=10060
scale=0.123*(0.3+0.01*(animelemtime(7)-40)),0.123*(0.3+0.01*(animelemtime(7)-40))
pos=88,0
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=50&&animelemtime(7)<=69
anim=10060
scale=0.123*(0.4+4.6*(1-cos((pi/2/20)*(animelemtime(7)-50)))),0.123*(0.4+4.6*(1-cos((pi/2/20)*(animelemtime(7)-50))))
pos=88,0
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡その後。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(7)>=80&&animelemtime(7)<=159
trigger1=animelemtime(7)%5=1
value=s10000,4
volume=255
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)>=80&&animelemtime(7)<=159
trigger1=animelemtime(7)%5=1
value=s10000,11
volume=255
channel=2
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=160
value=s100,30
freqmul=0.8
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=160
value=s100,30
freqmul=1.2
ignorehitpause=1



;画面せーしつ。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=20&&animelemtime(7)<=179
flag=nobardisplay
flag2=nofg
flag3=globalnoshadow
ignorehitpause=1

;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(7)>=70&&animelemtime(7)<=179
anim=11000
trans=addalpha
alpha=256,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=180&&animelemtime(7)<=229
anim=11000
trans=addalpha
alpha=floor(256*cos((pi/2/50)*(animelemtime(7)-180))),floor(256*sin((pi/2/50)*(animelemtime(7)-180)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;画面色レイヤー、上。
[state ]
type=explod
trigger1=animelemtime(7)>=80&&animelemtime(7)<=159
trigger1=animelemtime(7)%5=1
anim=11000
trans=addalpha
alpha=floor(256*cos((pi/2/20)*(animelemtime(7)-70))),floor(256*sin((pi/2/20)*(animelemtime(7)-70)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=1
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(7)>=80&&animelemtime(7)<=159
time=2
freq=180
ampl=floor(12*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;座標。
[state ]
type=posset
trigger1=animelemtime(7)=70
x=-facing*160
ignorehitpause=1



;透過。
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(7)>=70&&animelemtime(7)<=79
trans=addalpha
alpha=0,256
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(7)>=80&&animelemtime(7)<=99
trans=addalpha
alpha=0,floor(256*cos((pi/2/20)*(animelemtime(7)-80)))
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(7)>=100&&animelemtime(7)<=179
trans=addalpha
alpha=0,0
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(7)>=180&&animelemtime(7)<=229
trans=addalpha
alpha=floor(256*sin((pi/2/50)*(animelemtime(7)-180))),0
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(7)>=70&&animelemtime(7)<=79
trans=addalpha
alpha=0,256
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(7)>=80&&animelemtime(7)<=99
trans=addalpha
alpha=0,floor(256*cos((pi/2/20)*(animelemtime(7)-80)))
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(7)>=100&&animelemtime(7)<=179
trans=addalpha
alpha=0,0
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(7)>=180&&animelemtime(7)<=229
trans=addalpha
alpha=floor(256*sin((pi/2/50)*(animelemtime(7)-180))),0
id=256006000
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+0+0+0+0)&&animelemtime(7)<=(79+0+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*8),floor(-30-screenpos y+24*(animelemtime(7)-(70+0+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+0+0+0+0)&&animelemtime(7)<=(89+0+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+0+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+0+0+0+0))))
pos=floor(-facing*pos x-160+20*8),floor(-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+0+0+0+0)&&animelemtime(7)<=(99+0+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+0+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+0+0+0+0)))
pos=floor(-facing*pos x-160+20*8),floor(-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+0+0+0+0)&&animelemtime(7)<=(99+0+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+0+0+0+0))),2
pos=floor(-facing*pos x-160+20*8),floor(-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+0+0+0+0)&&animelemtime(7)<=(99+0+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+0+0+0+0))),floor(12.8*(animelemtime(7)-(80+0+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+0+0+0+0)),0.11*0.04*(animelemtime(7)-(80+0+0+0+0))
pos=floor(-facing*pos x-160+20*8),floor(-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+0+0+0+0)&&animelemtime(7)<=(79+0+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*8),floor(-30-screenpos y+24*(animelemtime(7)-(70+0+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+0+0+0+0)&&animelemtime(7)<=(79+0+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*8),floor(-30-screenpos y+24*(animelemtime(7)-(70+0+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+0+0+0+0)&&animelemtime(7)<=(79+0+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*8),floor(-30-screenpos y+24*(animelemtime(7)-(70+0+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+5+0+0+0)&&animelemtime(7)<=(79+5+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*2),floor(20-30-screenpos y+24*(animelemtime(7)-(70+5+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+5+0+0+0)&&animelemtime(7)<=(89+5+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+5+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+5+0+0+0))))
pos=floor(-facing*pos x-160+20*2),floor(20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+5+0+0+0)&&animelemtime(7)<=(99+5+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+5+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+5+0+0+0)))
pos=floor(-facing*pos x-160+20*2),floor(20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+5+0+0+0)&&animelemtime(7)<=(99+5+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+5+0+0+0))),2
pos=floor(-facing*pos x-160+20*2),floor(20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+5+0+0+0)&&animelemtime(7)<=(99+5+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+5+0+0+0))),floor(12.8*(animelemtime(7)-(80+5+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+5+0+0+0)),0.11*0.04*(animelemtime(7)-(80+5+0+0+0))
pos=floor(-facing*pos x-160+20*2),floor(20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+5+0+0+0)&&animelemtime(7)<=(79+5+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*2),floor(20-30-screenpos y+24*(animelemtime(7)-(70+5+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+5+0+0+0)&&animelemtime(7)<=(79+5+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*2),floor(20-30-screenpos y+24*(animelemtime(7)-(70+5+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+5+0+0+0)&&animelemtime(7)<=(79+5+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*2),floor(20-30-screenpos y+24*(animelemtime(7)-(70+5+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+10+0+0+0)&&animelemtime(7)<=(79+10+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*1),floor(-15-30-screenpos y+24*(animelemtime(7)-(70+10+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+10+0+0+0)&&animelemtime(7)<=(89+10+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+10+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+10+0+0+0))))
pos=floor(-facing*pos x-160+20*1),floor(-15-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+10+0+0+0)&&animelemtime(7)<=(99+10+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+10+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+10+0+0+0)))
pos=floor(-facing*pos x-160+20*1),floor(-15-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+10+0+0+0)&&animelemtime(7)<=(99+10+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+10+0+0+0))),2
pos=floor(-facing*pos x-160+20*1),floor(-15-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+10+0+0+0)&&animelemtime(7)<=(99+10+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+10+0+0+0))),floor(12.8*(animelemtime(7)-(80+10+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+10+0+0+0)),0.11*0.04*(animelemtime(7)-(80+10+0+0+0))
pos=floor(-facing*pos x-160+20*1),floor(-15-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+10+0+0+0)&&animelemtime(7)<=(79+10+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*1),floor(-15-30-screenpos y+24*(animelemtime(7)-(70+10+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+10+0+0+0)&&animelemtime(7)<=(79+10+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*1),floor(-15-30-screenpos y+24*(animelemtime(7)-(70+10+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+10+0+0+0)&&animelemtime(7)<=(79+10+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*1),floor(-15-30-screenpos y+24*(animelemtime(7)-(70+10+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+15+0+0+0)&&animelemtime(7)<=(79+15+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*13),floor(-25-30-screenpos y+24*(animelemtime(7)-(70+15+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+15+0+0+0)&&animelemtime(7)<=(89+15+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+15+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+15+0+0+0))))
pos=floor(-facing*pos x-160+20*13),floor(-25-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+15+0+0+0)&&animelemtime(7)<=(99+15+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+15+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+15+0+0+0)))
pos=floor(-facing*pos x-160+20*13),floor(-25-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+15+0+0+0)&&animelemtime(7)<=(99+15+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+15+0+0+0))),2
pos=floor(-facing*pos x-160+20*13),floor(-25-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+15+0+0+0)&&animelemtime(7)<=(99+15+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+15+0+0+0))),floor(12.8*(animelemtime(7)-(80+15+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+15+0+0+0)),0.11*0.04*(animelemtime(7)-(80+15+0+0+0))
pos=floor(-facing*pos x-160+20*13),floor(-25-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+15+0+0+0)&&animelemtime(7)<=(79+15+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*13),floor(-25-30-screenpos y+24*(animelemtime(7)-(70+15+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+15+0+0+0)&&animelemtime(7)<=(79+15+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*13),floor(-25-30-screenpos y+24*(animelemtime(7)-(70+15+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+15+0+0+0)&&animelemtime(7)<=(79+15+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*13),floor(-25-30-screenpos y+24*(animelemtime(7)-(70+15+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+20+0+0+0)&&animelemtime(7)<=(79+20+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*9),floor(50-30-screenpos y+24*(animelemtime(7)-(70+20+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+20+0+0+0)&&animelemtime(7)<=(89+20+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+20+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+20+0+0+0))))
pos=floor(-facing*pos x-160+20*9),floor(50-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+20+0+0+0)&&animelemtime(7)<=(99+20+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+20+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+20+0+0+0)))
pos=floor(-facing*pos x-160+20*9),floor(50-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+20+0+0+0)&&animelemtime(7)<=(99+20+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+20+0+0+0))),2
pos=floor(-facing*pos x-160+20*9),floor(50-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+20+0+0+0)&&animelemtime(7)<=(99+20+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+20+0+0+0))),floor(12.8*(animelemtime(7)-(80+20+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+20+0+0+0)),0.11*0.04*(animelemtime(7)-(80+20+0+0+0))
pos=floor(-facing*pos x-160+20*9),floor(50-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+20+0+0+0)&&animelemtime(7)<=(79+20+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*9),floor(50-30-screenpos y+24*(animelemtime(7)-(70+20+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+20+0+0+0)&&animelemtime(7)<=(79+20+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*9),floor(50-30-screenpos y+24*(animelemtime(7)-(70+20+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+20+0+0+0)&&animelemtime(7)<=(79+20+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*9),floor(50-30-screenpos y+24*(animelemtime(7)-(70+20+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+25+0+0+0)&&animelemtime(7)<=(79+25+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*6),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+25+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+25+0+0+0)&&animelemtime(7)<=(89+25+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+25+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+25+0+0+0))))
pos=floor(-facing*pos x-160+20*6),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+25+0+0+0)&&animelemtime(7)<=(99+25+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+25+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+25+0+0+0)))
pos=floor(-facing*pos x-160+20*6),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+25+0+0+0)&&animelemtime(7)<=(99+25+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+25+0+0+0))),2
pos=floor(-facing*pos x-160+20*6),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+25+0+0+0)&&animelemtime(7)<=(99+25+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+25+0+0+0))),floor(12.8*(animelemtime(7)-(80+25+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+25+0+0+0)),0.11*0.04*(animelemtime(7)-(80+25+0+0+0))
pos=floor(-facing*pos x-160+20*6),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+25+0+0+0)&&animelemtime(7)<=(79+25+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*6),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+25+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+25+0+0+0)&&animelemtime(7)<=(79+25+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*6),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+25+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+25+0+0+0)&&animelemtime(7)<=(79+25+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*6),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+25+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+30+0+0+0)&&animelemtime(7)<=(79+30+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*4),floor(-30-30-screenpos y+24*(animelemtime(7)-(70+30+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+30+0+0+0)&&animelemtime(7)<=(89+30+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+30+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+30+0+0+0))))
pos=floor(-facing*pos x-160+20*4),floor(-30-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+30+0+0+0)&&animelemtime(7)<=(99+30+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+30+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+30+0+0+0)))
pos=floor(-facing*pos x-160+20*4),floor(-30-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+30+0+0+0)&&animelemtime(7)<=(99+30+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+30+0+0+0))),2
pos=floor(-facing*pos x-160+20*4),floor(-30-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+30+0+0+0)&&animelemtime(7)<=(99+30+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+30+0+0+0))),floor(12.8*(animelemtime(7)-(80+30+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+30+0+0+0)),0.11*0.04*(animelemtime(7)-(80+30+0+0+0))
pos=floor(-facing*pos x-160+20*4),floor(-30-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+30+0+0+0)&&animelemtime(7)<=(79+30+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*4),floor(-30-30-screenpos y+24*(animelemtime(7)-(70+30+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+30+0+0+0)&&animelemtime(7)<=(79+30+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*4),floor(-30-30-screenpos y+24*(animelemtime(7)-(70+30+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+30+0+0+0)&&animelemtime(7)<=(79+30+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*4),floor(-30-30-screenpos y+24*(animelemtime(7)-(70+30+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+35+0+0+0)&&animelemtime(7)<=(79+35+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*10),floor(10-30-screenpos y+24*(animelemtime(7)-(70+35+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+35+0+0+0)&&animelemtime(7)<=(89+35+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+35+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+35+0+0+0))))
pos=floor(-facing*pos x-160+20*10),floor(10-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+35+0+0+0)&&animelemtime(7)<=(99+35+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+35+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+35+0+0+0)))
pos=floor(-facing*pos x-160+20*10),floor(10-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+35+0+0+0)&&animelemtime(7)<=(99+35+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+35+0+0+0))),2
pos=floor(-facing*pos x-160+20*10),floor(10-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+35+0+0+0)&&animelemtime(7)<=(99+35+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+35+0+0+0))),floor(12.8*(animelemtime(7)-(80+35+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+35+0+0+0)),0.11*0.04*(animelemtime(7)-(80+35+0+0+0))
pos=floor(-facing*pos x-160+20*10),floor(10-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+35+0+0+0)&&animelemtime(7)<=(79+35+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*10),floor(10-30-screenpos y+24*(animelemtime(7)-(70+35+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+35+0+0+0)&&animelemtime(7)<=(79+35+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*10),floor(10-30-screenpos y+24*(animelemtime(7)-(70+35+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+35+0+0+0)&&animelemtime(7)<=(79+35+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*10),floor(10-30-screenpos y+24*(animelemtime(7)-(70+35+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+40+0+0+0)&&animelemtime(7)<=(79+40+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*5),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+40+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+40+0+0+0)&&animelemtime(7)<=(89+40+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+40+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+40+0+0+0))))
pos=floor(-facing*pos x-160+20*5),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+40+0+0+0)&&animelemtime(7)<=(99+40+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+40+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+40+0+0+0)))
pos=floor(-facing*pos x-160+20*5),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+40+0+0+0)&&animelemtime(7)<=(99+40+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+40+0+0+0))),2
pos=floor(-facing*pos x-160+20*5),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+40+0+0+0)&&animelemtime(7)<=(99+40+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+40+0+0+0))),floor(12.8*(animelemtime(7)-(80+40+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+40+0+0+0)),0.11*0.04*(animelemtime(7)-(80+40+0+0+0))
pos=floor(-facing*pos x-160+20*5),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+40+0+0+0)&&animelemtime(7)<=(79+40+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*5),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+40+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+40+0+0+0)&&animelemtime(7)<=(79+40+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*5),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+40+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+40+0+0+0)&&animelemtime(7)<=(79+40+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*5),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+40+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+45+0+0+0)&&animelemtime(7)<=(79+45+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*14),floor(40-30-screenpos y+24*(animelemtime(7)-(70+45+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+45+0+0+0)&&animelemtime(7)<=(89+45+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+45+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+45+0+0+0))))
pos=floor(-facing*pos x-160+20*14),floor(40-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+45+0+0+0)&&animelemtime(7)<=(99+45+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+45+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+45+0+0+0)))
pos=floor(-facing*pos x-160+20*14),floor(40-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+45+0+0+0)&&animelemtime(7)<=(99+45+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+45+0+0+0))),2
pos=floor(-facing*pos x-160+20*14),floor(40-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+45+0+0+0)&&animelemtime(7)<=(99+45+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+45+0+0+0))),floor(12.8*(animelemtime(7)-(80+45+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+45+0+0+0)),0.11*0.04*(animelemtime(7)-(80+45+0+0+0))
pos=floor(-facing*pos x-160+20*14),floor(40-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+45+0+0+0)&&animelemtime(7)<=(79+45+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*14),floor(40-30-screenpos y+24*(animelemtime(7)-(70+45+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+45+0+0+0)&&animelemtime(7)<=(79+45+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*14),floor(40-30-screenpos y+24*(animelemtime(7)-(70+45+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+45+0+0+0)&&animelemtime(7)<=(79+45+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*14),floor(40-30-screenpos y+24*(animelemtime(7)-(70+45+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+50+0+0+0)&&animelemtime(7)<=(79+50+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*12),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+50+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+50+0+0+0)&&animelemtime(7)<=(89+50+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+50+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+50+0+0+0))))
pos=floor(-facing*pos x-160+20*12),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+50+0+0+0)&&animelemtime(7)<=(99+50+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+50+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+50+0+0+0)))
pos=floor(-facing*pos x-160+20*12),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+50+0+0+0)&&animelemtime(7)<=(99+50+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+50+0+0+0))),2
pos=floor(-facing*pos x-160+20*12),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+50+0+0+0)&&animelemtime(7)<=(99+50+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+50+0+0+0))),floor(12.8*(animelemtime(7)-(80+50+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+50+0+0+0)),0.11*0.04*(animelemtime(7)-(80+50+0+0+0))
pos=floor(-facing*pos x-160+20*12),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+50+0+0+0)&&animelemtime(7)<=(79+50+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*12),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+50+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+50+0+0+0)&&animelemtime(7)<=(79+50+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*12),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+50+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+50+0+0+0)&&animelemtime(7)<=(79+50+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*12),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+50+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+55+0+0+0)&&animelemtime(7)<=(79+55+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*11),floor(40-30-screenpos y+24*(animelemtime(7)-(70+55+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+55+0+0+0)&&animelemtime(7)<=(89+55+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+55+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+55+0+0+0))))
pos=floor(-facing*pos x-160+20*11),floor(40-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+55+0+0+0)&&animelemtime(7)<=(99+55+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+55+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+55+0+0+0)))
pos=floor(-facing*pos x-160+20*11),floor(40-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+55+0+0+0)&&animelemtime(7)<=(99+55+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+55+0+0+0))),2
pos=floor(-facing*pos x-160+20*11),floor(40-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+55+0+0+0)&&animelemtime(7)<=(99+55+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+55+0+0+0))),floor(12.8*(animelemtime(7)-(80+55+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+55+0+0+0)),0.11*0.04*(animelemtime(7)-(80+55+0+0+0))
pos=floor(-facing*pos x-160+20*11),floor(40-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+55+0+0+0)&&animelemtime(7)<=(79+55+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*11),floor(40-30-screenpos y+24*(animelemtime(7)-(70+55+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+55+0+0+0)&&animelemtime(7)<=(79+55+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*11),floor(40-30-screenpos y+24*(animelemtime(7)-(70+55+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+55+0+0+0)&&animelemtime(7)<=(79+55+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*11),floor(40-30-screenpos y+24*(animelemtime(7)-(70+55+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+60+0+0+0)&&animelemtime(7)<=(79+60+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*7),floor(10-30-screenpos y+24*(animelemtime(7)-(70+60+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+60+0+0+0)&&animelemtime(7)<=(89+60+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+60+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+60+0+0+0))))
pos=floor(-facing*pos x-160+20*7),floor(10-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+60+0+0+0)&&animelemtime(7)<=(99+60+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+60+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+60+0+0+0)))
pos=floor(-facing*pos x-160+20*7),floor(10-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+60+0+0+0)&&animelemtime(7)<=(99+60+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+60+0+0+0))),2
pos=floor(-facing*pos x-160+20*7),floor(10-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+60+0+0+0)&&animelemtime(7)<=(99+60+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+60+0+0+0))),floor(12.8*(animelemtime(7)-(80+60+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+60+0+0+0)),0.11*0.04*(animelemtime(7)-(80+60+0+0+0))
pos=floor(-facing*pos x-160+20*7),floor(10-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+60+0+0+0)&&animelemtime(7)<=(79+60+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*7),floor(10-30-screenpos y+24*(animelemtime(7)-(70+60+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+60+0+0+0)&&animelemtime(7)<=(79+60+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*7),floor(10-30-screenpos y+24*(animelemtime(7)-(70+60+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+60+0+0+0)&&animelemtime(7)<=(79+60+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*7),floor(10-30-screenpos y+24*(animelemtime(7)-(70+60+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+65+0+0+0)&&animelemtime(7)<=(79+65+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*15),floor(-40-30-screenpos y+24*(animelemtime(7)-(70+65+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+65+0+0+0)&&animelemtime(7)<=(89+65+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+65+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+65+0+0+0))))
pos=floor(-facing*pos x-160+20*15),floor(-40-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+65+0+0+0)&&animelemtime(7)<=(99+65+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+65+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+65+0+0+0)))
pos=floor(-facing*pos x-160+20*15),floor(-40-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+65+0+0+0)&&animelemtime(7)<=(99+65+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+65+0+0+0))),2
pos=floor(-facing*pos x-160+20*15),floor(-40-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+65+0+0+0)&&animelemtime(7)<=(99+65+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+65+0+0+0))),floor(12.8*(animelemtime(7)-(80+65+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+65+0+0+0)),0.11*0.04*(animelemtime(7)-(80+65+0+0+0))
pos=floor(-facing*pos x-160+20*15),floor(-40-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+65+0+0+0)&&animelemtime(7)<=(79+65+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*15),floor(-40-30-screenpos y+24*(animelemtime(7)-(70+65+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+65+0+0+0)&&animelemtime(7)<=(79+65+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*15),floor(-40-30-screenpos y+24*(animelemtime(7)-(70+65+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+65+0+0+0)&&animelemtime(7)<=(79+65+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*15),floor(-40-30-screenpos y+24*(animelemtime(7)-(70+65+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+70+0+0+0)&&animelemtime(7)<=(79+70+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*3),floor(20-30-screenpos y+24*(animelemtime(7)-(70+70+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+70+0+0+0)&&animelemtime(7)<=(89+70+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+70+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+70+0+0+0))))
pos=floor(-facing*pos x-160+20*3),floor(20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+70+0+0+0)&&animelemtime(7)<=(99+70+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+70+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+70+0+0+0)))
pos=floor(-facing*pos x-160+20*3),floor(20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+70+0+0+0)&&animelemtime(7)<=(99+70+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+70+0+0+0))),2
pos=floor(-facing*pos x-160+20*3),floor(20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+70+0+0+0)&&animelemtime(7)<=(99+70+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+70+0+0+0))),floor(12.8*(animelemtime(7)-(80+70+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+70+0+0+0)),0.11*0.04*(animelemtime(7)-(80+70+0+0+0))
pos=floor(-facing*pos x-160+20*3),floor(20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+70+0+0+0)&&animelemtime(7)<=(79+70+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*3),floor(20-30-screenpos y+24*(animelemtime(7)-(70+70+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+70+0+0+0)&&animelemtime(7)<=(79+70+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*3),floor(20-30-screenpos y+24*(animelemtime(7)-(70+70+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+70+0+0+0)&&animelemtime(7)<=(79+70+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*3),floor(20-30-screenpos y+24*(animelemtime(7)-(70+70+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+75+0+0+0)&&animelemtime(7)<=(79+75+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=floor(-facing*pos x-160+20*8),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+75+0+0+0)))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+75+0+0+0)&&animelemtime(7)<=(89+75+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(7)-(80+75+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(7)-(80+75+0+0+0))))
pos=floor(-facing*pos x-160+20*8),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+75+0+0+0)&&animelemtime(7)<=(99+75+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(7)-(80+75+0+0+0))),0.123*(0.3-0.015*(animelemtime(7)-(80+75+0+0+0)))
pos=floor(-facing*pos x-160+20*8),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(80+75+0+0+0)&&animelemtime(7)<=(99+75+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(7)-(80+75+0+0+0))),2
pos=floor(-facing*pos x-160+20*8),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;地面にて広がる衝撃波。
[state ]
type=explod
trigger1=animelemtime(7)>=(80+75+0+0+0)&&animelemtime(7)<=(99+75+0+0+0)
anim=10100
trans=addalpha
alpha=floor(256-12.8*(animelemtime(7)-(80+75+0+0+0))),floor(12.8*(animelemtime(7)-(80+75+0+0+0)))
scale=0.11*0.16*(animelemtime(7)-(80+75+0+0+0)),0.11*0.04*(animelemtime(7)-(80+75+0+0+0))
pos=floor(-facing*pos x-160+20*8),floor(-20-30-screenpos y+240)
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(7)>=(70+75+0+0+0)&&animelemtime(7)<=(79+75+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*8),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+75+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*var(55)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*var(55))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+75+0+0+0)&&animelemtime(7)<=(79+75+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*8),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+75+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=(70+75+0+0+0)&&animelemtime(7)<=(79+75+0+0+0)
anim=10034
scale=0.5,0.5
pos=floor(-facing*pos x-160+20*8),floor(-20-30-screenpos y+24*(animelemtime(7)-(70+75+0+0+0)))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(var(55)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(var(55)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;攻撃本体になりますー。
[state ]
type=projectile
trigger1=animelemtime(7)>=80&&animelemtime(7)<=159
trigger1=animelemtime(7)%5=0
projid=302
projanim=40010
projremanim=-1
projscale=1,1
offset=0,0
velocity=0,0
accel=0,0
projremove=1
projremovetime=15
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
attr=s,hp
hitflag=mafd
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=19,4
getpower=0,0
givepower=0,5
hitsound=s100,8
guardsound=s100,8
pausetime=5,3
guard.pausetime=5,3
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=0,-4
guard.velocity=-4
air.velocity=0,-4
airguard.velocity=0,-4
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



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

[statedef 4100]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=4100
value=4100
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡超必演出。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=30
value=s202,3
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=30
value=s202,3
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)>=40&&animelemtime(7)<=80
value=s10000,3
freqmul=0.5+0.02*(animelemtime(7)-40)
volume=-100
ignorehitpause=1
[state ]
type=stopsnd
trigger1=animelemtime(7)=80
channel=-1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=80
value=s201,1
freqmul=1.6
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=80
value=s10000,3
freqmul=1.5
volume=-100
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=80
value=s10000,3
freqmul=3.5
volume=-100
ignorehitpause=1



;ポーズ。
[state ]
type=superpause
trigger1=animelemtime(1)>=0&&animelemtime(1)<=69
anim=-1
darken=0
movetime=2
time=2
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-3000
ignorehitpause=1



;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
anim=11000
trans=addalpha
alpha=0,floor(256*cos((pi/2/20)*(animelemtime(1))))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=20&&animelemtime(7)<=69
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;画面色レイヤー、上。
[state ]
type=explod
trigger1=animelemtime(7)>=70&&animelemtime(7)<=79
anim=11000
trans=addalpha
alpha=floor(256*cos((pi/2/10)*(animelemtime(7)-70))),floor(256*sin((pi/2/10)*(animelemtime(7)-70)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=1
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(7)>=30&&animelemtime(7)<=49
time=2
freq=180
ampl=floor((32-32*sin((pi/2/20)*(animelemtime(7)-30)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;フェードアウト用画面設定。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=29
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/30)*animelemtime(1)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=30&&animelemtime(7)<=69
anim=11000
trans=addalpha
alpha=0,256
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;元絵フェードアウト。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=18+29
anim=12000
trans=addalpha
alpha=floor(256*sin((pi/2/48)*animelemtime(1))),floor(256*cos((pi/2/48)*animelemtime(1)))
scale=0.333,0.333
pos=floor(160+80*(-1+sin((pi/2/48)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-10
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=18+29
anim=12010
scale=0.333,0.333
pos=floor(160+80*(-1+sin((pi/2/48)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=18+29
anim=12020
scale=0.333,0.333
pos=floor(160+80*(-1+sin((pi/2/48)*animelemtime(1))**0.6)),120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=18+29
anim=12032
scale=0.333,0.333
pos=floor(160+80*(1-sin((pi/2/48)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-11
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=18+29+1&&animelemtime(7)<=69
anim=12000
trans=addalpha
alpha=256,128
scale=0.333,0.333
pos=160,120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-10
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=18+29+1&&animelemtime(7)<=69
anim=12010
scale=0.333,0.333
pos=160,120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=18+29+1&&animelemtime(7)<=69
anim=12020
scale=0.333,0.333
pos=160,120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;どくんどくん。
[state ]
type=explod
trigger1=animelemtime(7)>=30&&animelemtime(7)<=59
anim=12032
trans=addalpha
alpha=floor(256*cos((pi/2/30)*(animelemtime(7)-30))),floor(256*sin((pi/2/30)*(animelemtime(7)-30)))
scale=0.333*(1+0.7*sin((pi/2/30)*(animelemtime(7)-30))),0.333*(1+0.7*sin((pi/2/30)*(animelemtime(7)-30)))
pos=160,120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;紫白弾が手の内でじゅーじゅー。
[state ]
type=explod
trigger1=animelemtime(7)>=0&&animelemtime(7)<=19
anim=10024
scale=0.4,0.4
pos=-47,-19
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=0&&animelemtime(7)<=19
anim=10024
scale=0.4,0.4
pos=-47,-19
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;紫白弾がすぱこーん！の１。
[state ]
type=explod
trigger1=animelemtime(7)>=20&&animelemtime(7)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(animelemtime(7)-20)+0.5*1.64*(animelemtime(7)-20)*(animelemtime(7)-20)),floor(-19-44.3*(animelemtime(7)-20)+0.5*9.24*(animelemtime(7)-20)*(animelemtime(7)-20))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=20&&animelemtime(7)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(animelemtime(7)-20)+0.5*1.64*(animelemtime(7)-20)*(animelemtime(7)-20)),floor(-19-44.3*(animelemtime(7)-20)+0.5*9.24*(animelemtime(7)-20)*(animelemtime(7)-20))
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;紫白弾がすぱこーん！の２。
[state ]
type=explod
trigger1=animelemtime(7)>=20&&animelemtime(7)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(0.5+(animelemtime(7)-20))+0.5*1.64*(0.5+(animelemtime(7)-20))*(0.5+(animelemtime(7)-20))),floor(-19-44.3*(0.5+(animelemtime(7)-20))+0.5*9.24*(0.5+(animelemtime(7)-20))*(0.5+(animelemtime(7)-20)))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=20&&animelemtime(7)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(0.5+(animelemtime(7)-20))+0.5*1.64*(0.5+(animelemtime(7)-20))*(0.5+(animelemtime(7)-20))),floor(-19-44.3*(0.5+(animelemtime(7)-20))+0.5*9.24*(0.5+(animelemtime(7)-20))*(0.5+(animelemtime(7)-20)))
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;紫白弾が地面で破裂。
[state ]
type=explod
trigger1=animelemtime(7)>=30&&animelemtime(7)<=39
anim=10060
scale=0.123*0.3*sin((pi/2/10)*(animelemtime(7)-30)),0.123*0.3*sin((pi/2/10)*(animelemtime(7)-30))
pos=88,0
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=40&&animelemtime(7)<=49
anim=10060
scale=0.123*(0.3+0.01*(animelemtime(7)-40)),0.123*(0.3+0.01*(animelemtime(7)-40))
pos=88,0
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=50&&animelemtime(7)<=69
anim=10060
scale=0.123*(0.4+4.6*(1-cos((pi/2/20)*(animelemtime(7)-50)))),0.123*(0.4+4.6*(1-cos((pi/2/20)*(animelemtime(7)-50))))
pos=88,0
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡その後。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(7)=80
value=s100,30
freqmul=0.8
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=80
value=s100,30
freqmul=1.2
ignorehitpause=1



;画面せーしつ。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=20&&animelemtime(7)<=229
flag=nobardisplay
flag2=nofg
flag3=globalnoshadow
ignorehitpause=1

;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(7)>=70&&animelemtime(7)<=229
anim=11000
trans=addalpha
alpha=256,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=230&&animelemtime(7)<=279
anim=11000
trans=addalpha
alpha=floor(256*cos((pi/2/50)*(animelemtime(7)-230))),floor(256*sin((pi/2/50)*(animelemtime(7)-230)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(7)>=90&&animelemtime(7)<=149
time=2
freq=180
ampl=8*sin((pi/2/0.96954)*(gametime%1000))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(7)>=150&&animelemtime(7)<=249
time=2
freq=180
ampl=floor((9-8*sin((pi/2/100)*(animelemtime(7)-150)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;座標。
[state ]
type=posset
trigger1=animelemtime(7)>=90&&animelemtime(7)<=229
x=-facing*160
ignorehitpause=1



;透過。
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(7)>=70&&animelemtime(7)<=89
trans=addalpha
alpha=0,256
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(7)>=90&&animelemtime(7)<=119
trans=addalpha
alpha=0,floor(256*cos((pi/2/30)*(animelemtime(7)-90)))
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(7)>=120&&animelemtime(7)<=229
trans=addalpha
alpha=0,0
ignorehitpause=1
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(7)>=230&&animelemtime(7)<=279
trans=addalpha
alpha=floor(256*sin((pi/2/50)*(animelemtime(7)-230))),0
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(7)>=70&&animelemtime(7)<=89
trans=addalpha
alpha=0,256
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(7)>=90&&animelemtime(7)<=119
trans=addalpha
alpha=0,floor(256*cos((pi/2/30)*(animelemtime(7)-90)))
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(7)>=120&&animelemtime(7)<=229
trans=addalpha
alpha=0,0
id=256006000
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(7)>=230&&animelemtime(7)<=279
trans=addalpha
alpha=floor(256*sin((pi/2/50)*(animelemtime(7)-230))),0
id=256006000
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(7)>=80&&animelemtime(7)<=249
anim=10034
scale=0.6,0.6
pos=floor(-facing*pos x-160+100*cos(var(55))),floor(-screenpos y+100*sin(var(55)))
vel=5+5*cos(random)*cos(var(55)),3.75+3.75*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;マゼンタ色の、まる。
[state ]
type=explod
trigger1=animelemtime(7)>=70&&animelemtime(7)<=99
anim=10070
scale=0.123*(2.4*sin((pi/2/30)*(animelemtime(7)-70))+0.12*sin((pi/2/30)*(animelemtime(7)-70))*cos(random)),0.123*(2.4*sin((pi/2/30)*(animelemtime(7)-70))+0.12*sin((pi/2/30)*(animelemtime(7)-70))*cos(random))
pos=floor(-facing*pos x-240),floor(-screenpos y+120)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=100&&animelemtime(7)<=149
anim=10070
scale=0.123*(2.4+0.24*cos(random)),0.123*(2.4+0.24*cos(random))
pos=floor(-facing*pos x-240),floor(-screenpos y+120)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=150&&animelemtime(7)<=249
anim=10070
scale=0.123*(2.4*cos((pi/2/100)*(animelemtime(7)-150))+0.12*cos((pi/2/100)*(animelemtime(7)-150))*cos(random)),0.123*(2.4*cos((pi/2/100)*(animelemtime(7)-150))+0.12*cos((pi/2/100)*(animelemtime(7)-150))*cos(random))
pos=floor(-facing*pos x-240),floor(-screenpos y+120)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;マゼンタ色の柱が、射出される。
[state ]
type=explod
trigger1=animelemtime(7)>=80&&animelemtime(7)<=119
anim=10070
scale=0.123*0.67*(animelemtime(7)-80),0.123*1
pos=floor(-facing*pos x-240),floor(-screenpos y+120)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=120&&animelemtime(7)<=149
anim=10070
scale=0.123*1000,0.123*1
pos=floor(-facing*pos x-240),floor(-screenpos y+120)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=150&&animelemtime(7)<=249
anim=10070
scale=0.123*1000,0.123*cos((pi/2/100)*(animelemtime(7)-150))
pos=floor(-facing*pos x-240),floor(-screenpos y+120)
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;攻撃本体になりますー。
[state ]
type=projectile
trigger1=animelemtime(7)>=90&&animelemtime(7)<=189
projid=4101
projanim=40110
projremanim=-1
projscale=1,1
offset=floor(-facing*pos x-280),floor(-screenpos y+120)
velocity=0,0
accel=0,0
projremove=1
projremovetime=1
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
attr=s,hp
hitflag=mafd
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=92,random%2
numhits=0
getpower=0,0
givepower=0,5
pausetime=5,3
guard.pausetime=5,3
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=0,0
guard.velocity=-0
air.velocity=0,0
airguard.velocity=0,0
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
ignorehitpause=1



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

[statedef 4101]
type=a
movetype=h
physics=n
anim=5030

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=1
[state ]
type=posadd
trigger1=1
x=-99999
ignorehitpause=1
[state ]
type=posset
trigger1=1
y=pos y-screenpos y+120-const(size.mid.pos.y)
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=changestate
trigger1=time>40
value=4102
persistent=256
ignorehitpause=1

[statedef 4102]
type=a
movetype=h
physics=n

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=changeanim2
trigger1=time=0
value=803
ignorehitpause=1
[state ]
type=screenbound
trigger1=1
value=1
movecamera=1,0
ignorehitpause=1
[state ]
type=veladd
trigger1=animelemtime(3)>=0
y=.39
ignorehitpause=1
[state ]
type=selfstate
trigger1=vel y>=0
trigger1=pos y>=0
value=5100
persistent=256
ignorehitpause=1

[statedef 4200]
type=s
movetype=a
physics=s
ctrl=0
sprpriority=4

[state ]
type=changestate
trigger1=!ishelper
trigger1=sysvar(0)%257000!=256006
trigger2=ishelper
trigger2=root,sysvar(0)%257000!=256006
value=1836769491
persistent=256
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper
trigger1=1
var(58)=stateno
ignorehitpause=1
[state ]
type=varset
triggerall=ishelper(103000)
trigger1=1
sysvar(0)=stateno
ignorehitpause=1

[state ]
type=changeanim
trigger1=anim!=4200
value=4200
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡超必演出。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s100,12
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=30
value=s202,3
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=30
value=s202,3
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)>=40&&animelemtime(7)<=80
value=s10000,3
freqmul=0.5+0.02*(animelemtime(7)-40)
volume=-100
ignorehitpause=1
[state ]
type=stopsnd
trigger1=animelemtime(7)=80
channel=-1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=80
value=s201,1
freqmul=1.6
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=80
value=s202,3
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=80
value=s202,3
volume=255
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=80
value=s10000,3
freqmul=1.5
volume=-100
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=80
value=s10000,3
freqmul=3.5
volume=-100
ignorehitpause=1



;ポーズ。
[state ]
type=superpause
trigger1=animelemtime(1)>=0&&animelemtime(1)<=69
anim=-1
darken=0
movetime=2
time=2
ignorehitpause=1
[state ]
type=poweradd
trigger1=animelemtime(1)=0
value=-3000
ignorehitpause=1



;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=19
anim=11000
trans=addalpha
alpha=0,floor(256*cos((pi/2/20)*(animelemtime(1))))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=20&&animelemtime(7)<=69
anim=11000
trans=addalpha
alpha=0,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;画面色レイヤー、上。
[state ]
type=explod
trigger1=animelemtime(7)>=70&&animelemtime(7)<=89
anim=11000
trans=addalpha
alpha=floor(256*cos((pi/2/20)*(animelemtime(7)-70))),floor(256*sin((pi/2/20)*(animelemtime(7)-70)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=1
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(7)>=30&&animelemtime(7)<=49
time=2
freq=180
ampl=floor((32-32*sin((pi/2/20)*(animelemtime(7)-30)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;フェードアウト用画面設定。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=29
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/30)*animelemtime(1)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=30&&animelemtime(7)<=69
anim=11000
trans=addalpha
alpha=0,256
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-6
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;元絵フェードアウト。
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=18+29
anim=12000
trans=addalpha
alpha=floor(256*sin((pi/2/48)*animelemtime(1))),floor(256*cos((pi/2/48)*animelemtime(1)))
scale=0.333,0.333
pos=floor(160+80*(-1+sin((pi/2/48)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-10
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=18+29
anim=12010
scale=0.333,0.333
pos=floor(160+80*(-1+sin((pi/2/48)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=18+29
anim=12020
scale=0.333,0.333
pos=floor(160+80*(-1+sin((pi/2/48)*animelemtime(1))**0.6)),120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=0&&animelemtime(1)<=18+29
anim=12032
scale=0.333,0.333
pos=floor(160+80*(1-sin((pi/2/48)*animelemtime(1))**0.6)),120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-11
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=18+29+1&&animelemtime(7)<=69
anim=12000
trans=addalpha
alpha=256,128
scale=0.333,0.333
pos=160,120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-10
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=18+29+1&&animelemtime(7)<=69
anim=12010
scale=0.333,0.333
pos=160,120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-9
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=18+29+1&&animelemtime(7)<=69
anim=12020
scale=0.333,0.333
pos=160,120
random=2,2
postype=back
vel=0,0
accel=0,0
removetime=2
sprpriority=-8
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;どくんどくん。
[state ]
type=explod
trigger1=animelemtime(7)>=30&&animelemtime(7)<=59
anim=12032
trans=addalpha
alpha=floor(256*cos((pi/2/30)*(animelemtime(7)-30))),floor(256*sin((pi/2/30)*(animelemtime(7)-30)))
scale=0.333*(1+0.7*sin((pi/2/30)*(animelemtime(7)-30))),0.333*(1+0.7*sin((pi/2/30)*(animelemtime(7)-30)))
pos=160,120
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-7
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;紫白弾が手の内でじゅーじゅー。
[state ]
type=explod
trigger1=animelemtime(7)>=0&&animelemtime(7)<=19
anim=10024
scale=0.4,0.4
pos=-47,-19
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=0&&animelemtime(7)<=19
anim=10024
scale=0.4,0.4
pos=-47,-19
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;紫白弾がすぱこーん！の１。
[state ]
type=explod
trigger1=animelemtime(7)>=20&&animelemtime(7)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(animelemtime(7)-20)+0.5*1.64*(animelemtime(7)-20)*(animelemtime(7)-20)),floor(-19-44.3*(animelemtime(7)-20)+0.5*9.24*(animelemtime(7)-20)*(animelemtime(7)-20))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=20&&animelemtime(7)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(animelemtime(7)-20)+0.5*1.64*(animelemtime(7)-20)*(animelemtime(7)-20)),floor(-19-44.3*(animelemtime(7)-20)+0.5*9.24*(animelemtime(7)-20)*(animelemtime(7)-20))
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;紫白弾がすぱこーん！の２。
[state ]
type=explod
trigger1=animelemtime(7)>=20&&animelemtime(7)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(0.5+(animelemtime(7)-20))+0.5*1.64*(0.5+(animelemtime(7)-20))*(0.5+(animelemtime(7)-20))),floor(-19-44.3*(0.5+(animelemtime(7)-20))+0.5*9.24*(0.5+(animelemtime(7)-20))*(0.5+(animelemtime(7)-20)))
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=20&&animelemtime(7)<=29
anim=10024
scale=0.4,0.4
pos=floor(-47+5.3*(0.5+(animelemtime(7)-20))+0.5*1.64*(0.5+(animelemtime(7)-20))*(0.5+(animelemtime(7)-20))),floor(-19-44.3*(0.5+(animelemtime(7)-20))+0.5*9.24*(0.5+(animelemtime(7)-20))*(0.5+(animelemtime(7)-20)))
vel=3+3*cos(random)*cos(var(55)),3+3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;紫白弾が地面で破裂。
[state ]
type=explod
trigger1=animelemtime(7)>=30&&animelemtime(7)<=39
anim=10060
scale=0.123*0.3*sin((pi/2/10)*(animelemtime(7)-30)),0.123*0.3*sin((pi/2/10)*(animelemtime(7)-30))
pos=88,0
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=40&&animelemtime(7)<=49
anim=10060
scale=0.123*(0.3+0.01*(animelemtime(7)-40)),0.123*(0.3+0.01*(animelemtime(7)-40))
pos=88,0
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=50&&animelemtime(7)<=69
anim=10060
scale=0.123*(0.4+4.6*(1-cos((pi/2/20)*(animelemtime(7)-50)))),0.123*(0.4+4.6*(1-cos((pi/2/20)*(animelemtime(7)-50))))
pos=88,0
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1


;┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━╋╋
;┃‡その後。

;音響。
[state ]
type=playsnd
trigger1=animelemtime(7)=120
value=s201,1
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)>=120&&animelemtime(7)<=169
trigger1=animelemtime(7)%5=0
value=s300,1
channel=1
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=190
value=s201,1
freqmul=1.6
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=190
value=s10000,3
freqmul=1.5
volume=-100
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=190
value=s10000,3
freqmul=3.5
volume=-100
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(7)=190
value=s10000,5
freqmul=0.9
ignorehitpause=1



;画面せーしつ。
[state ]
type=assertspecial
trigger1=animelemtime(1)>=20&&animelemtime(7)<=299
flag=nobardisplay
flag2=nofg
flag3=globalnoshadow
ignorehitpause=1

;画面色レイヤー、下。
[state ]
type=explod
trigger1=animelemtime(7)>=70&&animelemtime(7)<=249
anim=11000
trans=addalpha
alpha=256,0
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483648
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;画面色レイヤー、上。
[state ]
type=explod
trigger1=animelemtime(7)>=250&&animelemtime(7)<=299
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=1
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=300&&animelemtime(7)<=399
anim=11000
trans=addalpha
alpha=0,floor(256*sin((pi/2/100)*(animelemtime(7)-300)))
scale=1,1
pos=0,0
postype=back
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=1
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;画面揺らし。
[state ]
type=envshake
trigger1=animelemtime(7)>=70&&animelemtime(7)<=299
time=2
freq=180
ampl=8*sin((pi/2/0.96954)*(gametime%1000))
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(7)>=300&&animelemtime(7)<=399
time=2
freq=180
ampl=floor((9-8*sin((pi/2/100)*(animelemtime(7)-300)))*sin((pi/2/0.96954)*(gametime%1000)))
phase=90
ignorehitpause=1



;座標。
[state ]
type=posset
trigger1=animelemtime(7)=250
x=-facing*50
ignorehitpause=1



;透過。
[state ]
type=trans
triggerall=!ishelper
trigger1=animelemtime(7)>=70&&animelemtime(7)<=299
trans=addalpha
alpha=0,256
ignorehitpause=1
[state ]
type=modifyexplod
triggerall=ishelper(103000)
triggerall=numexplod(256006000)>=1
trigger1=animelemtime(7)>=70&&animelemtime(7)<=299
trans=addalpha
alpha=0,256
id=256006000
ignorehitpause=1



;マゼンタ色の、まるの１。
[state ]
type=explod
trigger1=animelemtime(7)>=70&&animelemtime(7)<=99
anim=10070
scale=0.123*(2.4*sin((pi/2/30)*(animelemtime(7)-70))+0.12*sin((pi/2/30)*(animelemtime(7)-70))*cos(random)),0.123*(2.4*sin((pi/2/30)*(animelemtime(7)-70))+0.12*sin((pi/2/30)*(animelemtime(7)-70))*cos(random))
pos=floor(-facing*pos x-160+160),floor(-screenpos y+120-230)
vel=0,0
accel=0,0
removetime=3
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=100&&animelemtime(7)<=189
anim=10070
scale=0.123*(2.4+0.24*cos(random)),0.123*(2.4+0.24*cos(random))
pos=floor(-facing*pos x-160+160),floor(-screenpos y+120-230)
vel=0,0
accel=0,0
removetime=3
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=190&&animelemtime(7)<=249
anim=10070
scale=0.123*(2.4+0.3*(animelemtime(7)-190)),0.123*(2.4+0.3*(animelemtime(7)-190))
pos=floor(-facing*pos x-160+160),floor(-screenpos y+120-230)
vel=0,0
accel=0,0
removetime=3
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1

;マゼンタ色の、まるの２。
[state ]
type=explod
trigger1=animelemtime(7)>=70&&animelemtime(7)<=99
anim=10070
scale=0.123*(2.4*sin((pi/2/30)*(animelemtime(7)-70))+0.12*sin((pi/2/30)*(animelemtime(7)-70))*cos(random)),0.123*(2.4*sin((pi/2/30)*(animelemtime(7)-70))+0.12*sin((pi/2/30)*(animelemtime(7)-70))*cos(random))
pos=floor(-facing*pos x-160+160),floor(-screenpos y+120+230)
vel=0,0
accel=0,0
removetime=3
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=100&&animelemtime(7)<=189
anim=10070
scale=0.123*(2.4+0.24*cos(random)),0.123*(2.4+0.24*cos(random))
pos=floor(-facing*pos x-160+160),floor(-screenpos y+120+230)
vel=0,0
accel=0,0
removetime=3
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=190&&animelemtime(7)<=249
anim=10070
scale=0.123*(2.4+0.3*(animelemtime(7)-190)),0.123*(2.4+0.3*(animelemtime(7)-190))
pos=floor(-facing*pos x-160+160),floor(-screenpos y+120+230)
vel=0,0
accel=0,0
removetime=3
sprpriority=2147483545
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;かっこよく破裂的な。
[state ]
type=explod
trigger1=animelemtime(7)>=80&&animelemtime(7)<=129
anim=10100
trans=addalpha
alpha=floor(256*cos((pi/2/50)*(animelemtime(7)-80))),floor(256*sin((pi/2/50)*(animelemtime(7)-80)))
scale=0.11*4*sin((pi/2/50)*(animelemtime(7)-80)),0.11*4*sin((pi/2/50)*(animelemtime(7)-80))
pos=floor(-facing*pos x-160+160),floor(-screenpos y+120-160)
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=1
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=80&&animelemtime(7)<=129
anim=10100
trans=addalpha
alpha=floor(256*cos((pi/2/50)*(animelemtime(7)-80))),floor(256*sin((pi/2/50)*(animelemtime(7)-80)))
scale=0.11*4*sin((pi/2/50)*(animelemtime(7)-80)),0.11*4*sin((pi/2/50)*(animelemtime(7)-80))
pos=floor(-facing*pos x-160+160),floor(-screenpos y+120+160)
vel=0,0
accel=0,0
removetime=-2
sprpriority=2147483647
ontop=1
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
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(7)>=90&&animelemtime(7)<=249
anim=10034
scale=0.6,0.6
pos=floor(-facing*pos x-160+100*cos(var(55))),floor(-screenpos y+100*sin(var(55)))
vel=5+5*cos(random)*cos(var(55)),3.75+3.75*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;柱ランダム。
[state ]
type=varset
trigger1=animelemtime(7)>=120&&animelemtime(7)<=169
trigger1=animelemtime(7)%10=0
trigger1=animelemtime(7)!=120
trigger1=animelemtime(7)!=130
trigger1=animelemtime(7)!=165
var(55)=random%27
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(7)>=120&&animelemtime(7)<=169
trigger1=animelemtime(7)%10=5
trigger1=animelemtime(7)!=120
trigger1=animelemtime(7)!=130
trigger1=animelemtime(7)!=165
var(55)=6+random%27
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(7)>=120&&animelemtime(7)<=169
trigger1=animelemtime(7)%5=0
trigger1=animelemtime(7)!=120
trigger1=animelemtime(7)!=130
trigger1=animelemtime(7)!=165
trigger1=var(55)%33>=0&&var(55)%33<=9
var(0)=10300+var(55)%33
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(7)>=120&&animelemtime(7)<=169
trigger1=animelemtime(7)%5=0
trigger1=animelemtime(7)!=120
trigger1=animelemtime(7)!=130
trigger1=animelemtime(7)!=165
trigger1=var(55)%33>=10&&var(55)%33<=19
var(0)=70300-10+var(55)%33
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(7)>=120&&animelemtime(7)<=169
trigger1=animelemtime(7)%5=0
trigger1=animelemtime(7)!=120
trigger1=animelemtime(7)!=130
trigger1=animelemtime(7)!=165
trigger1=var(55)%33>=20&&var(55)%33<=29
var(0)=80300-20+var(55)%33
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(7)>=120&&animelemtime(7)<=169
trigger1=animelemtime(7)%5=0
trigger1=animelemtime(7)!=120
trigger1=animelemtime(7)!=130
trigger1=animelemtime(7)!=165
trigger1=var(55)%33>=30&&var(55)%33<=32
var(0)=90300-30+var(55)%33
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=120&&animelemtime(7)<=169
trigger1=animelemtime(7)%5=0
trigger1=animelemtime(7)!=120
trigger1=animelemtime(7)!=130
trigger1=animelemtime(7)!=165
anim=var(0)
scale=0.7,0.5
pos=floor(80+3.2*(animelemtime(7)-120)),0
postype=left
vel=0,0
accel=0,0
removetime=250-animelemtime(7)
bindtime=-1
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)=120
anim=10303
scale=0.7,0.5
pos=floor(80+3.2*(animelemtime(7)-120)),0
postype=left
vel=0,0
accel=0,0
removetime=250-animelemtime(7)
bindtime=-1
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)=130
anim=70302
scale=0.7,0.5
pos=floor(80+3.2*(animelemtime(7)-120)),0
postype=left
vel=0,0
accel=0,0
removetime=250-animelemtime(7)
bindtime=-1
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)=165
anim=90302
scale=0.7,0.5
pos=floor(80+3.2*(animelemtime(7)-120)),0
postype=left
vel=0,0
accel=0,0
removetime=250-animelemtime(7)
bindtime=-1
sprpriority=2147483547
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;マゼンタ色のかぜー。
[state ]
type=explod
trigger1=animelemtime(7)>=300&&animelemtime(7)<=399
trigger1=animelemtime(7)%2=0
anim=10024
scale=0.6,0.6
pos=floor(-facing*pos x+200*cos(var(55))),floor(-screenpos y+200+40*sin(var(55)))
vel=3+3*cos(random)*cos(var(55)),-3-3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(7)>=300&&animelemtime(7)<=399
trigger1=animelemtime(7)%2=1
anim=10034
scale=0.6,0.6
pos=floor(-facing*pos x+200*cos(var(55))),floor(-screenpos y+200+40*sin(var(55)))
vel=3+3*cos(random)*cos(var(55)),-3-3*cos(random)*sin(var(55))
accel=0,0
removetime=-2
sprpriority=2147483546
ontop=0
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
ignorehitpause=1



;攻撃本体になりますー。
[state ]
type=projectile
trigger1=animelemtime(7)>=120&&animelemtime(7)<=189
projid=4201
projanim=40120
projremanim=-1
projscale=1,1
offset=-facing*pos x,floor(-screenpos y+120)
velocity=0,0
accel=0,0
projremove=1
projremovetime=1
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
attr=s,hp
hitflag=mafd
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=16,0
numhits=0
getpower=0,0
givepower=0,5
pausetime=5,3
guard.pausetime=5,3
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=0,0
guard.velocity=0
air.velocity=0,0
airguard.velocity=0,0
fall=1
air.fall=1
kill=0
guard.kill=0
fall.kill=1
ignorehitpause=1
[state ]
type=projectile
trigger1=animelemtime(7)=190
projid=4202
projanim=40010
projremanim=-1
projscale=1,1
offset=-facing*pos x,floor(-screenpos y+120)
velocity=0,0
accel=0,0
projremove=1
projremovetime=30
projsprpriority=2147483500
projedgebound=99999
projstagebound=99999
projheightbound=-99999,99999
pausemovetime=2147483647*var(54)
supermovetime=ifelse(var(54)=1,2147483647,-animelemtime(1)+70)
attr=s,hp
hitflag=mafd
guardflag=ma
affectteam=e
animtype=hard
air.animtype=back
fall.animtype=back
priority=2,hit
damage=250,55
numhits=0
getpower=0,0
givepower=0,5
pausetime=5,3
guard.pausetime=5,3
ground.type=high
air.type=high
ground.slidetime=10
guard.slidetime=10
ground.hittime=10
air.hittime=10
guard.ctrltime=10
airguard.ctrltime=10
ground.velocity=0,0
guard.velocity=0
air.velocity=0,0
airguard.velocity=0,0
fall=1
air.fall=1
kill=1
guard.kill=0
fall.kill=1
p2facing=1
ignorehitpause=1



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

[statedef 4201]
type=a
movetype=h
physics=n
anim=5030

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=posfreeze
trigger1=1
value=1
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=selfstate
trigger1=time>10
value=5020
persistent=256
ignorehitpause=1

[statedef 4202]
type=a
movetype=h
physics=n
anim=5110

[state ]
type=changestate
trigger1=sysvar(0)%257000!=256006
trigger1=enemy(0),sysvar(0)%257000=256006
trigger1=floor((enemy(0),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
trigger2=sysvar(0)%257000!=256006
trigger2=enemy(0),sysvar(0)%257000!=256006
trigger2=floor((enemy(1),sysvar(2)%floor(2.0**7))/floor(2.0**6))=1
value=1836769491
persistent=256
ignorehitpause=1

[state ]
type=posset
trigger1=1
x=-facing*50
y=0
ignorehitpause=1
[state ]
type=posfreeze
trigger1=1
value=1
ignorehitpause=1
[state ]
type=nothitby
trigger1=1
value=sca
ignorehitpause=1
[state ]
type=selfstate
trigger1=time>200
value=5110
persistent=256
ignorehitpause=1









