;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+0+0+0+0)&&animelemtime(4)<=(9+0+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=-facing*pos x-160+20*6,-20-30-screenpos y+24*(animelemtime(4)-(0+0+0+0+0))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+0+0+0+0)&&animelemtime(4)<=(19+0+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(4)-(10+0+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(4)-(10+0+0+0+0))))
pos=-facing*pos x-160+20*6,-20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(4)>=(10+0+0+0+0)&&animelemtime(4)<=(29+0+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(4)-(10+0+0+0+0))),0.123*(0.3-0.015*(animelemtime(4)-(10+0+0+0+0)))
pos=-facing*pos x-160+20*6,-20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+0+0+0+0)&&animelemtime(4)<=(29+0+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(4)-(10+0+0+0+0))),2
pos=-facing*pos x-160+20*6,-20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483645
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;地面にて広がる衝撃波
[state ]
type=explod
trigger1=animelemtime(4)>=(10+0+0+0+0)&&animelemtime(4)<=(29+0+0+0+0)
anim=10100
trans=addalpha
alpha=256-12.8*(animelemtime(4)-(10+0+0+0+0)),12.8*(animelemtime(4)-(10+0+0+0+0))
scale=0.11*0.16*(animelemtime(4)-(10+0+0+0+0)),0.11*0.04*(animelemtime(4)-(10+0+0+0+0))
pos=-facing*pos x-160+20*6,-20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+0+0+0+0)&&animelemtime(4)<=(9+0+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*6,-20-30-screenpos y+24*(animelemtime(4)-(0+0+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*sysvar(3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*sysvar(3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+0+0+0+0)&&animelemtime(4)<=(9+0+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*6,-20-30-screenpos y+24*(animelemtime(4)-(0+0+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+0+0+0+0)&&animelemtime(4)<=(9+0+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*6,-20-30-screenpos y+24*(animelemtime(4)-(0+0+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+5+0+0+0)&&animelemtime(4)<=(9+5+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=-facing*pos x-160+20*4,-30-30-screenpos y+24*(animelemtime(4)-(0+5+0+0+0))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+5+0+0+0)&&animelemtime(4)<=(19+5+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(4)-(10+5+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(4)-(10+5+0+0+0))))
pos=-facing*pos x-160+20*4,-30-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(4)>=(10+5+0+0+0)&&animelemtime(4)<=(29+5+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(4)-(10+5+0+0+0))),0.123*(0.3-0.015*(animelemtime(4)-(10+5+0+0+0)))
pos=-facing*pos x-160+20*4,-30-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+5+0+0+0)&&animelemtime(4)<=(29+5+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(4)-(10+5+0+0+0))),2
pos=-facing*pos x-160+20*4,-30-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483645
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;地面にて広がる衝撃波
[state ]
type=explod
trigger1=animelemtime(4)>=(10+5+0+0+0)&&animelemtime(4)<=(29+5+0+0+0)
anim=10100
trans=addalpha
alpha=256-12.8*(animelemtime(4)-(10+5+0+0+0)),12.8*(animelemtime(4)-(10+5+0+0+0))
scale=0.11*0.16*(animelemtime(4)-(10+5+0+0+0)),0.11*0.04*(animelemtime(4)-(10+5+0+0+0))
pos=-facing*pos x-160+20*4,-30-30-screenpos y+240
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+5+0+0+0)&&animelemtime(4)<=(9+5+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*4,-30-30-screenpos y+24*(animelemtime(4)-(0+5+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*sysvar(3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*sysvar(3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+5+0+0+0)&&animelemtime(4)<=(9+5+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*4,-30-30-screenpos y+24*(animelemtime(4)-(0+5+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+5+0+0+0)&&animelemtime(4)<=(9+5+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*4,-30-30-screenpos y+24*(animelemtime(4)-(0+5+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+10+0+0+0)&&animelemtime(4)<=(9+10+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=-facing*pos x-160+20*10,10-30-screenpos y+24*(animelemtime(4)-(0+10+0+0+0))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+10+0+0+0)&&animelemtime(4)<=(19+10+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(4)-(10+10+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(4)-(10+10+0+0+0))))
pos=-facing*pos x-160+20*10,10-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(4)>=(10+10+0+0+0)&&animelemtime(4)<=(29+10+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(4)-(10+10+0+0+0))),0.123*(0.3-0.015*(animelemtime(4)-(10+10+0+0+0)))
pos=-facing*pos x-160+20*10,10-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+10+0+0+0)&&animelemtime(4)<=(29+10+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(4)-(10+10+0+0+0))),2
pos=-facing*pos x-160+20*10,10-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483645
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;地面にて広がる衝撃波
[state ]
type=explod
trigger1=animelemtime(4)>=(10+10+0+0+0)&&animelemtime(4)<=(29+10+0+0+0)
anim=10100
trans=addalpha
alpha=256-12.8*(animelemtime(4)-(10+10+0+0+0)),12.8*(animelemtime(4)-(10+10+0+0+0))
scale=0.11*0.16*(animelemtime(4)-(10+10+0+0+0)),0.11*0.04*(animelemtime(4)-(10+10+0+0+0))
pos=-facing*pos x-160+20*10,10-30-screenpos y+240
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+10+0+0+0)&&animelemtime(4)<=(9+10+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*10,10-30-screenpos y+24*(animelemtime(4)-(0+10+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*sysvar(3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*sysvar(3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+10+0+0+0)&&animelemtime(4)<=(9+10+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*10,10-30-screenpos y+24*(animelemtime(4)-(0+10+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+10+0+0+0)&&animelemtime(4)<=(9+10+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*10,10-30-screenpos y+24*(animelemtime(4)-(0+10+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+15+0+0+0)&&animelemtime(4)<=(9+15+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=-facing*pos x-160+20*5,-20-30-screenpos y+24*(animelemtime(4)-(0+15+0+0+0))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+15+0+0+0)&&animelemtime(4)<=(19+15+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(4)-(10+15+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(4)-(10+15+0+0+0))))
pos=-facing*pos x-160+20*5,-20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(4)>=(10+15+0+0+0)&&animelemtime(4)<=(29+15+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(4)-(10+15+0+0+0))),0.123*(0.3-0.015*(animelemtime(4)-(10+15+0+0+0)))
pos=-facing*pos x-160+20*5,-20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+15+0+0+0)&&animelemtime(4)<=(29+15+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(4)-(10+15+0+0+0))),2
pos=-facing*pos x-160+20*5,-20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483645
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;地面にて広がる衝撃波
[state ]
type=explod
trigger1=animelemtime(4)>=(10+15+0+0+0)&&animelemtime(4)<=(29+15+0+0+0)
anim=10100
trans=addalpha
alpha=256-12.8*(animelemtime(4)-(10+15+0+0+0)),12.8*(animelemtime(4)-(10+15+0+0+0))
scale=0.11*0.16*(animelemtime(4)-(10+15+0+0+0)),0.11*0.04*(animelemtime(4)-(10+15+0+0+0))
pos=-facing*pos x-160+20*5,-20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+15+0+0+0)&&animelemtime(4)<=(9+15+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*5,-20-30-screenpos y+24*(animelemtime(4)-(0+15+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*sysvar(3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*sysvar(3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+15+0+0+0)&&animelemtime(4)<=(9+15+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*5,-20-30-screenpos y+24*(animelemtime(4)-(0+15+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+15+0+0+0)&&animelemtime(4)<=(9+15+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*5,-20-30-screenpos y+24*(animelemtime(4)-(0+15+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+20+0+0+0)&&animelemtime(4)<=(9+20+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=-facing*pos x-160+20*14,40-30-screenpos y+24*(animelemtime(4)-(0+20+0+0+0))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+20+0+0+0)&&animelemtime(4)<=(19+20+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(4)-(10+20+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(4)-(10+20+0+0+0))))
pos=-facing*pos x-160+20*14,40-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(4)>=(10+20+0+0+0)&&animelemtime(4)<=(29+20+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(4)-(10+20+0+0+0))),0.123*(0.3-0.015*(animelemtime(4)-(10+20+0+0+0)))
pos=-facing*pos x-160+20*14,40-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+20+0+0+0)&&animelemtime(4)<=(29+20+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(4)-(10+20+0+0+0))),2
pos=-facing*pos x-160+20*14,40-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483645
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;地面にて広がる衝撃波
[state ]
type=explod
trigger1=animelemtime(4)>=(10+20+0+0+0)&&animelemtime(4)<=(29+20+0+0+0)
anim=10100
trans=addalpha
alpha=256-12.8*(animelemtime(4)-(10+20+0+0+0)),12.8*(animelemtime(4)-(10+20+0+0+0))
scale=0.11*0.16*(animelemtime(4)-(10+20+0+0+0)),0.11*0.04*(animelemtime(4)-(10+20+0+0+0))
pos=-facing*pos x-160+20*14,40-30-screenpos y+240
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+20+0+0+0)&&animelemtime(4)<=(9+20+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*14,40-30-screenpos y+24*(animelemtime(4)-(0+20+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*sysvar(3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*sysvar(3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+20+0+0+0)&&animelemtime(4)<=(9+20+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*14,40-30-screenpos y+24*(animelemtime(4)-(0+20+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+20+0+0+0)&&animelemtime(4)<=(9+20+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*14,40-30-screenpos y+24*(animelemtime(4)-(0+20+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+25+0+0+0)&&animelemtime(4)<=(9+25+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=-facing*pos x-160+20*12,-20-30-screenpos y+24*(animelemtime(4)-(0+25+0+0+0))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+25+0+0+0)&&animelemtime(4)<=(19+25+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(4)-(10+25+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(4)-(10+25+0+0+0))))
pos=-facing*pos x-160+20*12,-20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(4)>=(10+25+0+0+0)&&animelemtime(4)<=(29+25+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(4)-(10+25+0+0+0))),0.123*(0.3-0.015*(animelemtime(4)-(10+25+0+0+0)))
pos=-facing*pos x-160+20*12,-20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+25+0+0+0)&&animelemtime(4)<=(29+25+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(4)-(10+25+0+0+0))),2
pos=-facing*pos x-160+20*12,-20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483645
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;地面にて広がる衝撃波
[state ]
type=explod
trigger1=animelemtime(4)>=(10+25+0+0+0)&&animelemtime(4)<=(29+25+0+0+0)
anim=10100
trans=addalpha
alpha=256-12.8*(animelemtime(4)-(10+25+0+0+0)),12.8*(animelemtime(4)-(10+25+0+0+0))
scale=0.11*0.16*(animelemtime(4)-(10+25+0+0+0)),0.11*0.04*(animelemtime(4)-(10+25+0+0+0))
pos=-facing*pos x-160+20*12,-20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+25+0+0+0)&&animelemtime(4)<=(9+25+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*12,-20-30-screenpos y+24*(animelemtime(4)-(0+25+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*sysvar(3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*sysvar(3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+25+0+0+0)&&animelemtime(4)<=(9+25+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*12,-20-30-screenpos y+24*(animelemtime(4)-(0+25+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+25+0+0+0)&&animelemtime(4)<=(9+25+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*12,-20-30-screenpos y+24*(animelemtime(4)-(0+25+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+30+0+0+0)&&animelemtime(4)<=(9+30+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=-facing*pos x-160+20*11,40-30-screenpos y+24*(animelemtime(4)-(0+30+0+0+0))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+30+0+0+0)&&animelemtime(4)<=(19+30+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(4)-(10+30+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(4)-(10+30+0+0+0))))
pos=-facing*pos x-160+20*11,40-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(4)>=(10+30+0+0+0)&&animelemtime(4)<=(29+30+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(4)-(10+30+0+0+0))),0.123*(0.3-0.015*(animelemtime(4)-(10+30+0+0+0)))
pos=-facing*pos x-160+20*11,40-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+30+0+0+0)&&animelemtime(4)<=(29+30+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(4)-(10+30+0+0+0))),2
pos=-facing*pos x-160+20*11,40-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483645
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;地面にて広がる衝撃波
[state ]
type=explod
trigger1=animelemtime(4)>=(10+30+0+0+0)&&animelemtime(4)<=(29+30+0+0+0)
anim=10100
trans=addalpha
alpha=256-12.8*(animelemtime(4)-(10+30+0+0+0)),12.8*(animelemtime(4)-(10+30+0+0+0))
scale=0.11*0.16*(animelemtime(4)-(10+30+0+0+0)),0.11*0.04*(animelemtime(4)-(10+30+0+0+0))
pos=-facing*pos x-160+20*11,40-30-screenpos y+240
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+30+0+0+0)&&animelemtime(4)<=(9+30+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*11,40-30-screenpos y+24*(animelemtime(4)-(0+30+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*sysvar(3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*sysvar(3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+30+0+0+0)&&animelemtime(4)<=(9+30+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*11,40-30-screenpos y+24*(animelemtime(4)-(0+30+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+30+0+0+0)&&animelemtime(4)<=(9+30+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*11,40-30-screenpos y+24*(animelemtime(4)-(0+30+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+35+0+0+0)&&animelemtime(4)<=(9+35+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=-facing*pos x-160+20*7,10-30-screenpos y+24*(animelemtime(4)-(0+35+0+0+0))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+35+0+0+0)&&animelemtime(4)<=(19+35+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(4)-(10+35+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(4)-(10+35+0+0+0))))
pos=-facing*pos x-160+20*7,10-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(4)>=(10+35+0+0+0)&&animelemtime(4)<=(29+35+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(4)-(10+35+0+0+0))),0.123*(0.3-0.015*(animelemtime(4)-(10+35+0+0+0)))
pos=-facing*pos x-160+20*7,10-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+35+0+0+0)&&animelemtime(4)<=(29+35+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(4)-(10+35+0+0+0))),2
pos=-facing*pos x-160+20*7,10-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483645
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;地面にて広がる衝撃波
[state ]
type=explod
trigger1=animelemtime(4)>=(10+35+0+0+0)&&animelemtime(4)<=(29+35+0+0+0)
anim=10100
trans=addalpha
alpha=256-12.8*(animelemtime(4)-(10+35+0+0+0)),12.8*(animelemtime(4)-(10+35+0+0+0))
scale=0.11*0.16*(animelemtime(4)-(10+35+0+0+0)),0.11*0.04*(animelemtime(4)-(10+35+0+0+0))
pos=-facing*pos x-160+20*7,10-30-screenpos y+240
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+35+0+0+0)&&animelemtime(4)<=(9+35+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*7,10-30-screenpos y+24*(animelemtime(4)-(0+35+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*sysvar(3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*sysvar(3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+35+0+0+0)&&animelemtime(4)<=(9+35+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*7,10-30-screenpos y+24*(animelemtime(4)-(0+35+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+35+0+0+0)&&animelemtime(4)<=(9+35+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*7,10-30-screenpos y+24*(animelemtime(4)-(0+35+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+40+0+0+0)&&animelemtime(4)<=(9+40+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=-facing*pos x-160+20*15,-40-30-screenpos y+24*(animelemtime(4)-(0+40+0+0+0))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+40+0+0+0)&&animelemtime(4)<=(19+40+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(4)-(10+40+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(4)-(10+40+0+0+0))))
pos=-facing*pos x-160+20*15,-40-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(4)>=(10+40+0+0+0)&&animelemtime(4)<=(29+40+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(4)-(10+40+0+0+0))),0.123*(0.3-0.015*(animelemtime(4)-(10+40+0+0+0)))
pos=-facing*pos x-160+20*15,-40-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+40+0+0+0)&&animelemtime(4)<=(29+40+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(4)-(10+40+0+0+0))),2
pos=-facing*pos x-160+20*15,-40-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483645
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;地面にて広がる衝撃波
[state ]
type=explod
trigger1=animelemtime(4)>=(10+40+0+0+0)&&animelemtime(4)<=(29+40+0+0+0)
anim=10100
trans=addalpha
alpha=256-12.8*(animelemtime(4)-(10+40+0+0+0)),12.8*(animelemtime(4)-(10+40+0+0+0))
scale=0.11*0.16*(animelemtime(4)-(10+40+0+0+0)),0.11*0.04*(animelemtime(4)-(10+40+0+0+0))
pos=-facing*pos x-160+20*15,-40-30-screenpos y+240
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+40+0+0+0)&&animelemtime(4)<=(9+40+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*15,-40-30-screenpos y+24*(animelemtime(4)-(0+40+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*sysvar(3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*sysvar(3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+40+0+0+0)&&animelemtime(4)<=(9+40+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*15,-40-30-screenpos y+24*(animelemtime(4)-(0+40+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+40+0+0+0)&&animelemtime(4)<=(9+40+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*15,-40-30-screenpos y+24*(animelemtime(4)-(0+40+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1



;柱（落ちてきて→収束）。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+45+0+0+0)&&animelemtime(4)<=(9+45+0+0+0)
anim=10071
scale=0.123*0.5,0.123*2.5
pos=-facing*pos x-160+20*3,20-30-screenpos y+24*(animelemtime(4)-(0+45+0+0+0))
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+45+0+0+0)&&animelemtime(4)<=(19+45+0+0+0)
anim=10071
scale=0.123*(0.5-0.5*sin((pi/2/10)*(animelemtime(4)-(10+45+0+0+0)))),0.123*(2.5+2.5*sin((pi/2/10)*(animelemtime(4)-(10+45+0+0+0))))
pos=-facing*pos x-160+20*3,20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483647
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;柱フェードアウト（丸と、線）。
[state ]
type=explod
trigger1=animelemtime(4)>=(10+45+0+0+0)&&animelemtime(4)<=(29+45+0+0+0)
anim=10071
scale=0.123*(0.3-0.015*(animelemtime(4)-(10+45+0+0+0))),0.123*(0.3-0.015*(animelemtime(4)-(10+45+0+0+0)))
pos=-facing*pos x-160+20*3,20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483646
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(10+45+0+0+0)&&animelemtime(4)<=(29+45+0+0+0)
anim=10290
scale=1-sin((pi/2/20)*(animelemtime(4)-(10+45+0+0+0))),2
pos=-facing*pos x-160+20*3,20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=2
sprpriority=2147483645
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;地面にて広がる衝撃波
[state ]
type=explod
trigger1=animelemtime(4)>=(10+45+0+0+0)&&animelemtime(4)<=(29+45+0+0+0)
anim=10100
trans=addalpha
alpha=256-12.8*(animelemtime(4)-(10+45+0+0+0)),12.8*(animelemtime(4)-(10+45+0+0+0))
scale=0.11*0.16*(animelemtime(4)-(10+45+0+0+0)),0.11*0.04*(animelemtime(4)-(10+45+0+0+0))
pos=-facing*pos x-160+20*3,20-30-screenpos y+240
vel=0,0
accel=0,0
removetime=-2
sprpriority=-2147483643
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
;飛び散る飛沫が３つ。
[state ]
type=explod
trigger1=animelemtime(4)>=(0+45+0+0+0)&&animelemtime(4)<=(9+45+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*3,20-30-screenpos y+24*(animelemtime(4)-(0+45+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*sysvar(3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*sysvar(3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+45+0+0+0)&&animelemtime(4)<=(9+45+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*3,20-30-screenpos y+24*(animelemtime(4)-(0+45+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**2)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**2))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(4)>=(0+45+0+0+0)&&animelemtime(4)<=(9+45+0+0+0)
anim=10034
scale=0.5,0.5
pos=-facing*pos x-160+20*3,20-30-screenpos y+24*(animelemtime(4)-(0+45+0+0+0))
vel=(3+3*abs(cos(random)))*cos(1.047+0.001047*(sysvar(3)**3)),-(3+3*abs(cos(random)))*sin(1.047+0.001047*(sysvar(3)**3))
accel=0,0
removetime=-2
sprpriority=-2147483644
ontop=0
pausemovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
supermovetime=2147483647*ifelse(!ishelper,0,root,palno>=7&&root,palno<=12)
ignorehitpause=1