
[Data]
life = 1700
attack = 120
defence = 125
fall.defence_up = 100
liedown.time = 0
airjuggle = 15
sparkno = -1
guard.sparkno = -1
KO.echo = 0
 volume = 255
  IntPersistIndex = 0
FloatPersistIndex = 0
power = 9000

[Size]
xscale = 1           
yscale = 1           
ground.back = 16     
ground.front = 16    
air.back = 12        
air.front = 12       
height = 125          
attack.dist = 0 
proj.attack.dist = 0
proj.doscale = 0        
head.pos = 0, -118
mid.pos = -4, -86 
shadowoffset = 0 
draw.offset = 0,0  

[Velocity]
walk.fwd  = 3.4     
walk.back = -3.4     
run.fwd  = 6.2130434, 0    
run.back = -6.5,-1.8 
jump.neu = 0,-9.8   
jump.back = -4.05,2    
jump.fwd = 4.0,2       
runjump.back = -2.55,-8.1 
runjump.fwd = 4,-8.1      
airjump.neu = 0,-8.1      
airjump.back = -2.55      
airjump.fwd = 2.5      
    

[Movement]
airjump.num = 0   
airjump.height = 35  
yaccel = .57        
stand.friction = .85  
crouch.friction = .82

;---------------------------------------------------------------------------
; 立ち
;---------------------------------------------------------------------------

[Statedef 0]
type = S
movetype= I
physics = S
sprpriority = 0

[state 0]
type = destroyself
trigger1 = ishelper

[State 0]
type = ChangeAnim
triggerall = name = "Mizuchi"
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0]
type = VelSet
triggerall = name = "Mizuchi"
trigger1 = Time = 0
y = 0

[State 0]
type = VelSet
triggerall = name = "Mizuchi"
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0]
type = lifeset
trigger1 = name != "Mizuchi"
ignorehitpause = 1
value = 0

[State 0]
type = powerset
trigger1 = name != "Mizuchi"
ignorehitpause = 1
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
fvalue = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(1) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(2) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(3) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(4) = 0
IgnoreHitPause = 1

[State 0]
type = changeanim
triggerall = name != "Mizuchi"
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 0]
type = statetypeset
trigger1 = name != "Mizuchi"
value = S
physics = N

[State 0]
type = VelSet
trigger1 = name != "Mizuchi"
x = 0
y = 0

[State 0]
type = CtrlSet
triggerall = name != "Mizuchi"
trigger1 = alive
value = 0

[State 0]
type = AssertSpecial
trigger1 = name != "Mizuchi" && !alive
flag = invisible

[State 0]
type = ChangeState
triggerall = name != "Mizuchi"
trigger1 = alive && time >= 20
value = 13121

[State 0]
type = ChangeState
triggerall = name != "Mizuchi"
trigger1 = !alive
value = 104010

[State 0]
type = ChangeState
triggerall = name = "Mizuchi"
trigger1 = !alive
value = 5050
;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
;---------------------------------------------------------------------------

[Statedef 150]
type    = S
movetype= I
physics = N
velset = 0,0

[state 150]
type = destroyself
trigger1 = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 150]
type = ChangeAnim
trigger1 = 1
value = 150
ignorehitpause = 1
persistent = 0

[State 150]
type = ChangeState
trigger1 = HitShakeOver
value = 151

[State 150]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------

[Statedef 151]
type    = S
movetype= I
physics = S

[State 151]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 151]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
;---------------------------------------------------------------------------

[Statedef 152]
type    = C
movetype= I
physics = N
velset = 0,0

[State 152]
type = ChangeAnim
trigger1 = 1
value = 151
ignorehitpause = 1
persistent = 0

[State 152]
type = ChangeState
trigger1 = HitShakeOver
value = 153

[State 152]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------

[Statedef 153]
type    = C
movetype= I
physics = C

[State 153]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 153]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
;---------------------------------------------------------------------------

[Statedef 154]
type    = A
movetype= I
physics = N
velset = 0,0

[State 154]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154]
type = ChangeState
trigger1 = HitShakeOver
value = 155 

[State 154]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
;---------------------------------------------------------------------------

[Statedef 155]
type    = A
movetype= I
physics = N
anim = 152

[State 155]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (Vel y > 0)

[State 155]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = Command != "holdback"
value = 52

[State 155]
type = ChangeState
trigger1 = sysvar(0)
value = 130

;---------------------------------------------------------------------------
; ジャンプスタート
;---------------------------------------------------------------------------

[Statedef 40]
type    = S
movetype= I
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40]
type = ChangeState
triggerall = var(30) != 1
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 40]
Type = ChangeState
triggerall = var(30) = 1
Trigger1 = Time = 0
Value = 0
Ctrl = 1
IgnoreHitPause = 1

;---------------------------------------------------------------------------
; フロントステップ
;---------------------------------------------------------------------------

[Statedef 100]
type    = S
movetype= I
physics = N
anim = 100
sprpriority = 1

[State 100]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State 100]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 100]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100]
type = VelSet
trigger1 = animelem = 3;1
x = 6;const(velocity.run.fwd.x)

[State 100]
type = VelSet
trigger1 = animelem = 15
x = 0

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 14,>=0
value = 101

[State 100]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ダッシュ
;---------------------------------------------------------------------------

[Statedef 101]
type    = S
movetype= I
physics = S
anim = 101
sprpriority = 1

[State 101]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 101]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
; ステップ
;---------------------------------------------------------------------------

[Statedef 101]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 101
velset = 0,0

[State 101]
type = ChangeState
trigger1 = Time = 7
value = 102

;---------------------------------------------------------------------------
; 空中
;---------------------------------------------------------------------------

[Statedef 102]
type    = A
movetype= I
physics = A
ctrl = 1
anim = 102
sprpriority = 1

[State 102]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -3.8

[State 102]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 103

;---------------------------------------------------------------------------
; 着地
;---------------------------------------------------------------------------

[Statedef 103]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 103
velset = 0,0

[State 102]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 102]
type = PosSet
trigger1 = Time = 0
y = 0

[State 102]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 102]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; バックステップ
;---------------------------------------------------------------------------

[Statedef 105]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 105]
type = ChangeState
trigger1 = Time = 7
value = 106

;---------------------------------------------------------------------------
; 空中
;---------------------------------------------------------------------------

[Statedef 106]
type    = A
movetype= I
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 106]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 106]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107

;---------------------------------------------------------------------------
; 着地
;---------------------------------------------------------------------------

[Statedef 107]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 107]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 107]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 107]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; タイムオーバー
;---------------------------------------------------------------------------

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state 170]
type = changeanim
trigger1 = time = 0
value = 171

[State 170]
type = PlaySnd
trigger1 = Time = 10
value = 20000,0
freqmul = 0.8+((random%2)*0.2)



;---------------------------------------------------------------------------
; 勝った動作１　
;---------------------------------------------------------------------------

[Statedef 180]
type = S

[State 180]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,2

[State 180]
type = ChangeState
trigger1 = var(2) = 0
value = 184

[State 180]
type = ChangeState
trigger1 = var(2) = 1
value = 186

[State 180]
type = ChangeState
trigger1 = var(2) = 2
value = 187

;---------------------------------------------------------------------------
; 勝った動作　我より優れるものはなし
;---------------------------------------------------------------------------

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 184]
type = PlaySnd
trigger1 = animelem = 9
value = 184,0
freqmul = 1.0+((random%2)*0.2)

[State 184]
type = Explod
trigger1 = animelem = 1
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 184]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 184]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作　血を出す
;---------------------------------------------------------------------------

[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 187]
type = PlaySnd
trigger1 = animelem = 6
value = 10000,10

[State 186]
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 186]
type = Explod
trigger1 = animelem = 5
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 186]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 186]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作 ガイアとともにあり
;---------------------------------------------------------------------------

[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 187]
type = PlaySnd
trigger1 = animelem = 6
value = 187,0


[State 187]
type = PlaySnd
trigger1 = animelem = 23
value = 187,1


[State 187]
type = Explod
trigger1 = animelem = 6
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 187]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 187]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover

;---------------------------------------------------------------------------
; 通常登場
;---------------------------------------------------------------------------

 通常登場(イントロ分岐)
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0
range = 0,2

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,2

[State 180, 1]
type = ChangeState
triggerall = name = "Mizuchi"
trigger1 = Var(2) = 0
value = 191

[State 180, 1]
type = ChangeState
triggerall = name = "Mizuchi"
trigger1 = Var(2) = 1
value = 192

[State 180, 1]
type = ChangeState
triggerall = name = "Mizuchi"
trigger1 = Var(2) = 2
value = 193

[State 180, 1]
type = ChangeState
triggerall = name = "Mizuchi"
trigger1 = Var(2) = 3
value = 194

;---------------------------------------------------------------------------
; 登場 復活
;---------------------------------------------------------------------------

[Statedef 191]
type = S
ctrl = 0
anim = 19100
velset = 0,0
range = 0,2

[State 191, 3]
type = PlaySnd
trigger1 = time = 1
value = 10000,21

[State 191, 3]
type = PlaySnd
trigger1 = time = 60
value = 2300,1

[State 191, 3]
type = PlaySnd
trigger1 = time = 456
value = 2563,9

[state 191]
type = helper
trigger1 = time = 1
ID = 19110
stateno = 19110
postype = p1
pos = 0,-250
name = "mizuchi"
ontop = 1
ownpal = 1
bindtime = -1
;size.xscale = 0.7
;size.yscale = 0.7
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 191, 2] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro
flag2 = nomusic

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;ヘルパ
[Statedef 19110]
type = S
physics = N
ctrl = 0
anim = 19110
velset = 0,0
sprpriority = 2

[State 1100, Velocity]
type = VelSet
trigger1 = Time = 1
y = .7

[State 11051]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -2]
type = AssertSpecial
trigger1 = time >= 340
trigger1 = (GameTime%2) = 1
flag = invisible

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 230,256

[state 0]
type = destroyself
trigger1 = time = 360
;---------------------------------------------------------------------------
; 登場 蛹を破り蝶は舞う
;---------------------------------------------------------------------------

[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0
range = 0,2

[State 192]
type = removeexplod
trigger1 = 1
ID = 8200

[State 192]
type = PlaySnd
trigger1 = animelem = 10
value = 193,0


[State 192]
type = PlaySnd
trigger1 = animelem = 27
value = 193,1


[State 192]
type = PlaySnd
trigger1 = animelem = 27
value = 193,2

[State 192]
type = Explod
trigger1 = animelem = 27
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 192] 
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nomusic

[State 192] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;---------------------------------------------------------------------------
; 登場 我より優れる者はなし
;---------------------------------------------------------------------------

[Statedef 193]
type = S
ctrl = 0
anim = 18400
velset = 0,0
range = 0,2

[State 191, 3];
type = PlaySnd
trigger1 = animelem = 9
value = 10000,11
Channel = 0
freqmul = 0.8+((random%2)*0.2)

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

[State 1000, 5];足元
type = Explod
trigger1 = time = 70
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .05,.05
bindtime = 1
supermove = 1
removetime = 5
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 75
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .10,.10
bindtime = 1
supermove = 1
removetime = 5
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 80
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .15,.15
bindtime = 1
supermove = 1
removetime = 5
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 85
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .25,.25
bindtime = 1
supermove = 1
removetime = 5
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 90
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 5
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 95
anim = 2471
sprpriority = 1
postype = p1
pos = 0,-101
facing=ifelse(facing=1,1,-1)
scale = .34,.34
bindtime = 1
supermove = 1
removetime = 45
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 40
anim = 2463
sprpriority = 5
postype = p1
pos = 45,-160
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 120
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 65
anim = 2464
sprpriority = 5
postype = p1
pos = 45,-110
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 95
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 90
anim = 2465
sprpriority = 5
postype = p1
pos = 45,-60
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 70
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 115
anim = 2466
sprpriority = 5
postype = p1
pos = 45,-10
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 45
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 40
anim = 2467
sprpriority = 5
postype = p1
pos = -50,-160
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 120
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 65
anim = 2468
sprpriority = 5
postype = p1
pos = -50,-110
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 95
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 90
anim = 2469
sprpriority = 5
postype = p1
pos = -50,-60
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 70
under = 0

[State 1000, 5];足元
type = Explod
trigger1 = time = 115
anim = 2470
sprpriority = 5
postype = p1
pos = -50,-10
facing=ifelse(facing=1,1,-1)
scale = .3,.3
bindtime = 1
supermove = 1
removetime = 45
under = 0

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nomusic

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 登場 魂を握りつぶす
;---------------------------------------------------------------------------

[Statedef 194]
type = S
ctrl = 0
anim = 2500
velset = 0,0
range = 0,2

[State 1020, 4];画面シェイク
type = EnvShake
;trigger1 = animelem = 7
trigger1 = animelem = 4
time = 15
ampl = -12
freq = 95
phase = 95

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 2510
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 191, 2] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro
flag2 = nomusic

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 4
value = 2300,3

[State 2000, 6]
type = PlaySnd
trigger1 = time = 140
value = 2300,1
freqmul = 1.0+((random%2)*0.2)

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発の動作
;---------------------------------------------------------------------------

[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[state 195]
type = null;varset
trigger1 = time = 0
v = 30
value =1

[State 195]
type = changeanim
trigger1 = time = 0
value = 196

[State 195]
type = null;HitOverride
trigger1 = 1;AnimElem = 1, >= 0 && AnimElem = 6, < 0
slot = 2
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 14111
ignorehitpause = 1

[State 195]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 14111]
type = S
ctrl = 1
anim = 0
velset = 0,0

[State 14111] 
type = superpause 
trigger1 = time = 0 
time = 30
movetime = 30
anim = -1
darken = 0

[State 14111]
type = PlaySnd
trigger1 = time = 0 
value = 2562,7

[State 14111]
type = Explod
trigger1 = time = 0 
anim = 3499
sprpriority = 5
postype = p2
pos = 55,-70
bindtime = 1
supermove = 1
under = 0

[State 14111] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 14111] 
type = PlayerPush 
trigger1 = Time >= 0 
value = 0

[State 14111]
type = posadd
trigger1 = time = 0
x = p2dist x+45

[state 14111]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
; 遠距離立ち弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
velset = 0,0                
ctrl = 0                        
anim = 200                
poweradd = 0                   

[State 200]
type = VelAdd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 200]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 200]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 22134
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 50, -89 
hitsound   = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 200]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state 200]
type = ctrlset
trigger1 = animelem = 4
value = 1

[State 200]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
; 近距離立ち弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
velset = 0,0                     
ctrl = 0                         
anim = 205                       
poweradd = 0                  
sprpriority = 2                 

[State 205]
type = VelAdd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 205]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 205]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 22135
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 40, -69
hitsound   = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -6
air.velocity = -1.4,-3

[State 205]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state 205]
type = ctrlset
trigger1 = animelem = 4
value = 1

[State 205]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;遠距離強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 210

[State 210]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 210]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 210]
type = Explod
trigger1 = animelem = 7
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = -10,0
bindtime = 1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 210]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -6.4

[State 210]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 19

[State 210]
type = Projectile
trigger1 = AnimElem = 8
attr = S, NA
projanim = 22136
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,10
sparkno = s22109 + var(35)
sparkxy = 40, -69
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7

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

;==========================================================================================
;==========================================================================================
; 近距離立ち強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 215]
type = PlaySnd
trigger1 = animelem = 2
value = 2562, 20

[State 215]
type = Explod
trigger1 = animelem = 2
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 215]
type = Explod
trigger1 = animelem = 5
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 215]
type = Veladd
Trigger1 = projhit35600 = 1 && FrontEdgeDist <= 60 || projguarded35600 >= 1 && FrontEdgeDist <= 60
x = -6.4

[State 215]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 15

[State 215]
type = Projectile
trigger1 = AnimElem = 6
attr = S, NA
projanim = 22136
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,10
sparkno = s22109 + var(35)
sparkxy = 40, -69
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7

[State 215]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
; 立ち弱キック
;==========================================================================================
;==========================================================================================

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 230]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 230]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
SuperMoveTime = 999
PauseMoveTime = 999

[State 230]
type = veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5

[State 230]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 8

[State 230]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[state 230]
type = posadd
trigger1 = animelem = 3
x = 4

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

;==========================================================================================
;==========================================================================================
; 立ち弱キック
;==========================================================================================
;==========================================================================================

[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 235]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 235]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
SuperMoveTime = 999
PauseMoveTime = 999

[State 235]
type = veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5

[State 235]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 8

[State 235]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[state 235]
type = posadd
trigger1 = animelem = 3
x = 4

[State 235]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;遠距離 立ち強キック
;==========================================================================================
;==========================================================================================

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11

[State 240]
type = Envcolor
trigger1 = projhit35600 >= 1
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 240]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 240]
type = Projectile
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0
nochainID = 1200

[state 240]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
; 近距離立ち強キック
;==========================================================================================
;==========================================================================================

[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 245]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11

[State 245]
type = Envcolor
trigger1 = projhit35600 >= 1
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
supermove = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 245]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 245]
type = Projectile
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0
nochainID = 1200

[state 245]
type = posadd
trigger1 = animelem = 3
x = 4

[State 245]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;屈み弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 400]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 400]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 400]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 400]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22140
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 38, -25
hitsound   = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 400]
type = CtrlSet
trigger1 = animelem = 4
value = 1

[State 400]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;==========================================================================================
;==========================================================================================
;屈み強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 410]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 410]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 410]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 7

[State 410]
type = Projectile
trigger1 = AnimElem = 6 || AnimElem = 7
attr = C, NA
projanim = 22141
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,0
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 60, -70
hitsound   = s310,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 410]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;==========================================================================================
;==========================================================================================
;屈み弱キック
;==========================================================================================
;==========================================================================================

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State 430]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 430]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 90 || projguarded35600 >= 1 && FrontEdgeDist <= 90
x = -4.1

[State 430]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 430]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22142
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 38, -15
hitsound   = s330, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430]
type = CtrlSet
trigger1 = animelem = 4
value = 1

[State 430]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;==========================================================================================
;==========================================================================================
;屈み強キック
;==========================================================================================
;==========================================================================================

[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 60
ctrl = 0
anim = 440
sprpriority = 2

[State 440]
type = PlaySnd
trigger1 = Time = 2
trigger2 = animelem = 5
value = 221, 0

[State 440]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 440]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 440]
type = Projectile
trigger1 = AnimElem = 8
attr = C, NA
projanim = 22143
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.1 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 88, -15
hitsound   = s340, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1

[State 440]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;==========================================================================================
;==========================================================================================
;空中弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[State 600]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 600]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 600]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22144
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 30, -70
hitsound   = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

;==========================================================================================
;==========================================================================================
;空中強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 610
sprpriority = 2

[State 610]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 610]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 610]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22145
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = Med
damage    = Ceil(0.08 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 30, -70
hitsound   = s310, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

;==========================================================================================
;==========================================================================================
;垂直空中弱キック
;==========================================================================================
;==========================================================================================

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

[State 630]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 630]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 630]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22146
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 43, -20
hitsound   = s330, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -4
air.velocity = -2,-3

;==========================================================================================
;==========================================================================================
;空中強キック
;==========================================================================================
;==========================================================================================

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 60
ctrl = 0
anim = 640
sprpriority = 2

[State 640]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 640]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 640]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22147
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.09 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
animtype = Med
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 43, -40
hitsound   = s340, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 飛び道具1
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0

[State 10000]
type = PlaySnd
trigger1 = Time = 3
value = 10000,15
volume = 255

[state 1050]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[state 1050]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 1050]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1050]
type = helper
trigger1 = Animelem = 8 || Animelem = 9&&palno=12&&var(29)>= 1
id = 1050
persistent = 1
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[state 1050]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ヘルパ
;---------------------------------------------------------------------------

[Statedef 1065]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 1065]
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Projectile
trigger1 = AnimElem = 2
attr = S, NA
projanim = 1062
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 30,30
offset = 0,0
velocity = 0
damage = Ceil(0.03 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
;p2stateno = 100000

[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999

[state 1065]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 1150]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 25

[State 1150]
type = Explod
trigger1 = time = 20
anim = 22070
sprpriority = 10
postype = p1
velset = 0,0
pos = -15,-80
bindtime = -1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1150]
type = PlaySnd
trigger1 = time = 20
value = 2562, 22

[State 1150] 
type = superpause 
trigger1 = time = 20
time = 50
anim = -1
darken = 0

[State 1150]
type = helper
triggerall = var(29) <= 1
trigger1 = time = 40
id = 11500
persistent = 0
name = "hikari"
pos = 0,-70
postype = P2
stateno = 31503
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1150]
type = helper
triggerall = var(29) >= 1
trigger1 = time = 40
id = 11500
persistent = 0
name = "hikari"
pos = 0,-70
postype = P2
stateno = 12503
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1150]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 飛び道具2
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 11101]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0

[state 11101]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[state 11101]
type = playsnd
trigger1 = animelem = 7
value = 2562,26
volume = 200

[state 11101]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 11101]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 124,-100
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 35,-100
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 80,-140
postype = P1
stateno = 11122
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 11122
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[state 11101]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 11100]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 11100]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 11100]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 11100]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 11100]
type = PlaySnd
trigger1 = (GameTime%25) = 1
value = 2562, 29
volume = -100

[state 11100]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 20
x = -(3.5+((root,palno=12&&root,var(29)>=1)*2.0))

[state 1]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 20
x = (3.5+((root,palno=12&&root,var(29)>=1)*2.0))

[state 11100]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -(1+((root,palno=12&&root,var(29)>=1)*2.0))

[state 11100]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 20
y = (1+((root,palno=12&&root,var(29)>=1)*2.0))

[State 11100]
type = ReversalDef
trigger1 = root,palno=12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
;p2stateno = 100000

[State 11100]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 11100]
type = HitDef
trigger1 = time >= 0 && root,var(1) != 1 && ishelper && root,palno!=12
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0265 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 20,20
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
;p2stateno = 100000

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 11100]
type = ChangeState
triggerall = root,var(1) = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 11125

[State 11100]
type = ChangeState
triggerall = root,var(1) != 1 && ishelper
trigger1 = Movecontact = 1
value = 11125

[State 11100]
type = ChangeState
trigger1 = time >= ((root,var(1) = 1)*30)+30 && ishelper
value = 11125

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 11122]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 11122]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 11122]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 11122]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state 11122]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 20
x = -(3.5+((root,palno=12&&root,var(29)>=1)*2.0))

[state 11122]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 20
x = (3.5+((root,palno=12&&root,var(29)>=1)*2.0))

[state 11122]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -(1+((root,palno=12&&root,var(29)>=1)*2.0))

[state 11122]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 20
y = (1+((root,palno=12&&root,var(29)>=1)*2.0))

[State 11122]
type = ReversalDef
trigger1 = root,palno=12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
;p2stateno = 100000

[State 11122]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 11122]
type = HitDef
trigger1 = time >= 0 && root,var(1) != 1 && ishelper && root,palno!=12
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0265 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 20,20
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
;p2stateno = 100000

[state 11122]
type = posset
trigger1 = !ishelper
y = 0

[state 11122]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 11122]
type = ChangeState
triggerall = root,var(1) = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 11125

[State 11122]
type = ChangeState
triggerall = root,var(1) != 1 && ishelper
trigger1 = Movecontact = 1
value = 11125

[State 11122]
type = ChangeState
trigger1 = time >= ((root,var(1) = 1)*30)+30 && ishelper
value = 11125

;==========================================================================================
;==========================================================================================
;消滅
;==========================================================================================
;==========================================================================================

[Statedef 11125]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22162
ownpal = 1

[state 11125]
type = playsnd
trigger1 = time = 0
value = 2562,35

[state 11125]
type = nothitby
trigger1 = 1
value = SCA

[state 11125]
type = varset
trigger1 = time = 0
v = 1
value = 0

[State 11125]
type = VarAdd
trigger1 = var(1) <= 21
v = 1
value = 1

[State 11125]
type = Explod
trigger1 = time = 0
anim = 10153
id = 10153
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
removetime = 19
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = Explod
trigger1 = time = 0
anim = 22163
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = ModifyExplod
trigger1 = Time >= 1
ID = 22106
scale = 1.2 - var(1)/15.0 , 1.2 - var(1)/15.0

[State 11125]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = time = 5
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-(((var(1) = 1)*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

[state 11125]
type = destroyself
trigger1 = AnimTime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 飛び道具3(弱)
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 11600]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2

[State 11600]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 11600]
type = helper
trigger1 = Animelem = 5
id = 11500
persistent = 0
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11599
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11600]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 11599]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50

[State 1]
type = Explod
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state 1]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 10
x = -1

[state 1]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 10
x = 1

[state 1]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 10
y = -0.2

[state 1]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 10
y = 0.2

[State 1]
type = helper
trigger1 = (GameTime%20) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 11130
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = helper
trigger1 = (GameTime%30) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 11131
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = DestroySelf
trigger1 = time >= ((root,var(1) = 1)*60)+80
trigger2 = root,stateno = 2200 || root,stateno = 2999 || root,stateno = 22075 || root,stateno = 3250

;==========================================================================================
;==========================================================================================
;光2
;==========================================================================================
;==========================================================================================

[Statedef 11131]
type = S
movetype = A
physics = N
anim = 10153
velset = -2,10
ctrl = 0
sprpriority = 2

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -20,-20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -45,20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = veladd
trigger1 = time>=10&&p2bodydist X< 0&&Vel X >= -6
x = -0.6

[State 1]
type = veladd
trigger1 = time>=10&&p2bodydist X > 0&&Vel X <= 6
x = 0.6

[State 1]
type = veladd
trigger1 = 1
y = -0.5

[State 1]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 22128
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 1]
type = HitDef
triggerall = root,var(1) != 1 && ishelper&& root,palno!=12
trigger1 = time >= 0
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0025 * enemy,Const(data.life)) * root,var(39),Ceil(0.0018 * enemy,Const(data.life)) * root,var(39)
hitflag = MAF
getpower = 8,8
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
fall.recover = 0
;p2stateno = 100000

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = p2dist x = [-40,40]
trigger1 = p2dist y = [-60,60]
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.0025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000
persistent = 0

[state 1]
type = posset
trigger1 = !ishelper
y = 0

[state 1]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 1]
type = DestroySelf
trigger1 = Movecontact = 1
trigger2 = projcontact = 1

[State 1]
type = DestroySelf
trigger1 = time >= 70
trigger2 = root,stateno = 2200 || root,stateno = 2999 || root,stateno = 22075 || root,stateno = 3250

;==========================================================================================
;==========================================================================================
;光2
;==========================================================================================
;==========================================================================================

[Statedef 11130]
type = S
movetype = A
physics = N
anim = 10153
velset = -2,-10
ctrl = 0
sprpriority = 2

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -20,-20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -45,20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = veladd
trigger1 = time >= 10&&p2bodydist X< 0&&Vel X >= -6
x = -0.6

[State 1]
type = veladd
trigger1 = time >= 10&&p2bodydist X > 0&&Vel X <= 6
x = 0.6

[State 1]
type = veladd
trigger1 = 1
y = 0.5

[State 1]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 22128
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 1]
type = HitDef
triggerall = root,var(1) != 1 && ishelper&& root,palno!=12
trigger1 = time >= 0
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0025 * enemy,Const(data.life)) * root,var(39),Ceil(0.0018 * enemy,Const(data.life)) * root,var(39)
hitflag = MAF
getpower = 8,8
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
fall.recover = 0
;p2stateno = 100000

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = p2dist x = [-40,40]
trigger1 = p2dist y = [-60,60]
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.0025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000
persistent = 0

[state 1]
type = posset
trigger1 = !ishelper
y = 0

[state 1]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 1]
type = DestroySelf
trigger1 = Movecontact = 1
trigger2 = projcontact = 1

[State 1]
type = DestroySelf
trigger1 = time >= 70
trigger2 = root,stateno = 2200 || root,stateno = 2999 || root,stateno = 22075 || root,stateno = 3250


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 飛び道具3(強)
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 11500]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2

[State 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 1]
type = helper
trigger1 = Animelem = 5||Animelem=6&&palno=12&&var(29)>=1
id = 11500+(palno=12&&var(29)>=1)
persistent = 1
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

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

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 11502]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50

[State 1]
type = Explod
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state 1]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1-((ishelper(11501))*2)

[state 1]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1+((ishelper(11501))*2)

[state 1]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2-((ishelper(11501))*0.6)

[state 1]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2+((ishelper(11501))*0.6)

[State 1]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 12503

[State 11502]
type = DestroySelf
trigger1 = time >= ((root,var(1)=1)*80)+100+((ishelper(11501))*50)

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 12503]
type = S
movetype = A
physics = N
anim = 22159
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1]
type = helper
trigger1 = Animelem = 2
id = 11500
persistent = 0
name = "hikari"
pos = 20,20
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = Explod
trigger1 = animelem = 6
anim = 22158
id = 22158
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1
type = PlaySnd
trigger1 = AnimElem = 2
value = 2550, 0

[State 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2552, 0
volume = -50

[State 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2562, 33
volume = 220

[State 1]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
ampl = -8
freq = 95
phase = 95

[State 1]
type = Projectile
trigger1 = AnimElem = 2
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22159
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.007 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000;14200

[State 1]
type = DestroySelf
trigger1 = AnimTime = 0

;==========================================================================================
;==========================================================================================

[Statedef 11508]
type = S
movetype = A
physics = N
anim = 22160
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = Explod
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

;==========================================================================================
;==========================================================================================

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1]
type = Explod
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 40,-40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 20,40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -40,-20
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 10,-5
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 60,-60
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 70,40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -50,-30
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 30,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 2900]
type = helper
trigger1 = Animelem = 18
id = 11509
persistent = 0
name = "hikari"
pos = 0,0
postype = P1
stateno = 11509
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2550, 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562, 9

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 5
ampl = -5
freq = 95
phase = 95

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 11509]
type = S
movetype = A
physics = N
anim = 22160
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = Explod
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = -30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -30,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 50,-60
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -40,30
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 20,60
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 70,-30
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,-80
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -70,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
;p2stateno = 100000

;==========================================================================================
;==========================================================================================

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562, 9

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 32

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 6
ampl = -6
freq = 95
phase = 95

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; バニシングラッシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 22115]
type = S
movetype = A
physics = N
anim = 22115
ctrl = 0
juggle = 7
poweradd= 80
velset = 0,0
sprpriority = 2

[state a]
type = varset
trigger1 = palno = 12 && time = 0 
v = 5
value = ifelse(var(30)!=1,(command="b"),(random%2))

[state a]
type = varset
trigger1 = palno = 12 && time = 0 
fv = 21
value = 0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 5
value = s2562, 30

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s2562, 31

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22117
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22117

;==========================================================================================
;==========================================================================================
;ダッシュ
;==========================================================================================
;==========================================================================================

[Statedef 22117]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2

[state a]
type = varadd
trigger1 = palno = 12 && time = 0 
fv = 21
value = 1

[State a]
type = NotHitBy
trigger1 = var(1) = 1
value = SCA

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22117

[State 1000, 5]
type = null;Explod
trigger1 = time = 0
anim = 22119
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State a]
type = Pause
trigger1 = projhit35901 = 1 || projguarded35901 = 1
time = 2

[State 1]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 52
numhits = 1
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,1
sparkno = -1;s22109 + var(35)
sparkxy = -7, -85
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0
;p2stateno = 100000

[State 1]
type = Projectile
triggerall = var(1) != 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 52
numhits = 1
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,1
sparkno = -1;s22109 + var(35)
sparkxy = -7, -85
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0
;p2stateno = 100000

[State a];ヘルパ
type = Helper
trigger1 = projcontact35901 = 1
trigger1 = NumHelper(22121) = 0 || palno=12&&var(5)=1
id = 22121
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22121
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1
PauseMoveTime = 9999999

[State 1] 
type = turn 
trigger1 = palno=12&&fvar(21)<=4+((var(29)>=1)*4)&&animTime=0&&p2dist x<0&&var(5)=1
value = 1

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = ifelse((palno=12&&var(5)=1&&fvar(21)<=5+((var(29)>=1)*4)),22117,22116)

;==========================================================================================
;==========================================================================================
;終了
;==========================================================================================
;==========================================================================================

[Statedef 22116]
type = S
movetype = A
physics = N
anim = 22116
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = var(1) = 1
value = SCA

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s1500, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22118
;id = 1251
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================

[Statedef 22121]
type    = S
movetype= A
sprpriority = 4
physics = S
velset = 0,0
juggle = 8
anim = 22121
ctrl = 0

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1]
type = Projectile
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6
attr = A, HA
projanim = 22152
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil((0.005-((root,palno=12&&root,var(5)=1)*0.002))*enemy,Const(data.life))*root,var(39),Ceil(0.002*enemy,Const(data.life))*root,var(39)
getpower = 10+((root,palno=12&&root,var(5)=1)*10),10+((root,palno=12&&root,var(5)=1)*10)
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 7,0
sparkno = s22109 + root,var(35)
sparkxy = -5, -80
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = 0,-4+((root,palno=12&&root,var(5)=1)*2)
air.velocity = 0,-4+((root,palno=12&&root,var(5)=1)*2)
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4+((root,palno=12&&root,var(5)=1)*0.2)
fall = 1
fall.recover = 0
;p2stateno = 100000

[State 2]
type = destroyself
trigger1 = animtime = 0

=============================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;大蛇鏡
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=============================================================
[Statedef 11340]
type    = S
movetype= I;A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1151
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 10000, 12

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0
ignorehitpause = 1
Persistent = 0

[State 11310]
type = helper
trigger1 = animelem var(2)　=  4 
id = 11341
persistent = 0
name = "orochi yobi"
pos = 0,50
postype = p1
stateno = 11341
helpertype = normal;player
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;鏡ヘルパー
[Statedef 11341]
type    = S
movetype= I;A
physics = N
anim = 10146
velset = 0,0
ctrl = 0

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 240, 2]
type = Projectile
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
attr = S, SA
animtype  = hard
damage    = 50,10
priority = 7
getpower = 121,121
guardflag = MA
projanim = 10156
ProjID = 10156
Projhitanim = 1015
Projremanim = 1015
Projcancelanim = -1
offset = 50, -10
projpriority = 1
projsprpriority = 4
velocity = 3,0
pausetime = 0,5
guard.pausetime = 7,8
sparkno = -1;s7003
sparkxy = -15,-124
hitsound   = s11,1
guard.sparkno = -1;s7011
guardsound = s11,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150

[State 180, 1]
type = VarRandom
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
v = 2
range = 0,13

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 0
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
value = 10000,13
freqmul = 1.5+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 1
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
value = 10000,15
freqmul = 1.3+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 2
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
value = 10000,17
freqmul = 1.3+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 3
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
value = 2563,9
freqmul = 1.3+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 4
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
value = 2200,1
freqmul = 1.3+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 5
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
value = 20000,0
freqmul = 1.3+((random%2)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 6
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
value = 193,0
freqmul = 1.3+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 7
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
value = 193,1
freqmul = 1.3+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 8
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
value = 184,0
freqmul = 1.5+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 9
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
value = 187,1
freqmul = 1.5+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 10
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
value = 10000,14
freqmul = 1.3+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 11
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
value = 10000,11
freqmul = 1.3+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 12
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
value = 10000,10
freqmul = 1.3+((random%8)*0.1)

[State 191, 3]
type = PlaySnd
triggerall = var(2) = 13
trigger1 = Time = 40 || Time = 80 || Time = 120 || Time = 160|| Time = 200 || Time = 240 || Time = 280|| Time = 320 || Time = 360
value = 10000,13
freqmul = 1.3+((random%2)*0.1)

[State 100500]
type = null;Turn
trigger1 = Facing != parent,Facing
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 11311]
type = destroyself
trigger1 = time = 380

;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
怨念の玉
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------

[Statedef 13100]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 0
sprpriority = 2
juggle = 2

[State 10000]
type = Helper
trigger1 = time = 16
stateno = 13020
pos = 86,-86
size.xscale = 0.3
size.yscale = 0.3

[State 1100]
type = PlaySnd
trigger1 = time = 0
value = s0,67
freqmul = 2.0
volume = 255

[State 10000]
type = ChangeState
trigger1 = time > 38
value = 13010

[Statedef 13010]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 10167
poweradd = 0
sprpriority = 2
juggle = 2

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 13020]
sprpriority = 99999
anim = 10142

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1000]
type = VelSet
trigger1 = 1
x = (P2Dist X)/10
y = (P2Dist Y+(enemynear(0),const(size.mid.pos.y)))/10

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,360

[State 2000]
type = Explod
trigger1 = time < 180
anim = 22131
pos = Ceil(100*cos(pi*var(0)/180)),Ceil(100*sin(pi*var(0)/180))
vel = -10*cos(pi*var(0)/180)+vel X,-10*sin(pi*var(0)/180)+vel Y
removetime = 10
ownpal = 1

[State 1000]
type = DestroySelf
trigger1 = time > 180

[State 1000]
type = Projectile
trigger1 = time <= 180
trigger1 = GameTime%2 = 1
projanim = 10141
projid = 10141
projremove = 0
projremovetime = 2
velocity = 0,-6
attr = A, SP
damage = 5,1
animtype = Heavy
getpower = 5
givepower = 0
guardflag = M
hitflag = MAFPD
pausetime = 0,23
sparkno = s503
guard.sparkno = s503
sprpriority = 3
sparkxy = 0,0
hitsound = s0,17
guardsound = s0,17
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = 20
air.velocity = -4,20
air.fall = 1
fall.recover = 0
yaccel = 0.4
p2stateno = 2300000
fall = 1

[Statedef 2300000]
type    = A
movetype= H
physics = N
velset = 0,20

[State 1100]
type = NotHitBy
trigger1 = 1
value = A,SP

[State 1100]
type = SelfState
trigger1 = time > 0
value = 5050

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 連続ジェノサイドカッター
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1002]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 10150
ctrl = 0

[State 1]
type = NotHitBy
triggerall = animelem = 1||animelem = 2
trigger1 = 1
value = SCA

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = 1
value = 200,0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = 1
value = 10000,26

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 10149
id = 10149
sprpriority = 5
postype = p1
pos = 30,30
;vel = 1,0
bindtime = 1
;supermove = 0
supermovetime = 8
ignorehitpause = 0
under = 0

[State 235]
type = Projectile
trigger1 = AnimElem = 1||AnimElem = 2
attr = S, NA
projanim = 10152
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.015 * enemy,Const(data.life)) ,Ceil(0.002 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower =-9999999999,-9999999999
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound   = s215,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7

[state a]
type = Posadd
trigger1 = animelem = 1
x = 32

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1003
ctrl = 1
;----------------------------------------------------------------------
[Statedef 1003]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 10151
ctrl = 0

[State 1]
type = NotHitBy
triggerall = animelem = 1||animelem = 2
trigger1 = 1
value = SCA

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = 1
value = 200,1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = 1
value = 10000,26

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 10149
id = 10149
sprpriority = 5
postype = p1
facing = -1
vfacing = -1
pos = 45,-200
;vel = 1,0
bindtime = 1
;supermove = 0
supermovetime = 8
ignorehitpause = 0
under = 0

[State 235]
type = Projectile
trigger1 = AnimElem = 1||AnimElem = 2
attr = S, NA
projanim = 10152
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.012 * enemy,Const(data.life)) ,Ceil(0.002 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower =-9999999999,-9999999999
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound   = s210,0
guard.sparkno = s7010
guardsound = s215,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7

[state a]
type = Posadd
trigger1 = animelem = 1
x = 32

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1005
ctrl = 1

[Statedef 1005]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 10150
ctrl = 0

[State 1]
type = NotHitBy
triggerall = animelem = 1||animelem = 2
trigger1 = 1
value = SCA

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = 1
value = 200,0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = 1
value = 10000,26

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 10149
id = 10149
sprpriority = 5
postype = p1
pos = 30,30
;vel = 1,0
bindtime = 1
;supermove = 0
supermovetime = 8
ignorehitpause = 0
under = 0

[State 235]
type = Projectile
trigger1 = AnimElem = 1||AnimElem = 2
attr = S, NA
projanim = 10152
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.015 * enemy,Const(data.life)) ,Ceil(0.002 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower =-9999999999,-9999999999
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound   = s215,0
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7

[state a]
type = Posadd
trigger1 = animelem = 1
x = 32

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1006
ctrl = 1

[Statedef 1006]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 10151
ctrl = 0

[State 1]
type = NotHitBy
triggerall = animelem = 1||animelem = 2
trigger1 = 1
value = SCA

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = 1
value = 200,1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = 1
value = 10000,26

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 3
anim = 10149
id = 10149
sprpriority = 5
postype = p1
facing = -1
vfacing = -1
pos = 45,-200
;vel = 1,0
bindtime = 1
;supermove = 0
supermovetime = 8
ignorehitpause = 0
under = 0

[State 235]
type = Projectile
trigger1 = AnimElem = 1||AnimElem = 2
attr = S, NA
projanim = 10152
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.012 * enemy,Const(data.life)) ,Ceil(0.002 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower =-9999999999,-9999999999
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound   = s210,0
guard.sparkno = s7010
guardsound = s215,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7

[state a]
type = Posadd
trigger1 = animelem = 1
x = 32

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1004
ctrl = 1

;-----------------------------------------------------------------------
[Statedef 1004]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 240
ctrl = 0

[State 1]
type = NotHitBy
triggerall = animelem = 1||animelem = 2||animelem = 3
trigger1 = 1
value = SCA

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = gametime%2=0
value = 210,(1 + random%2)

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = 1
value = 10000,26

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,-20
;vel = 2,0
bindtime = 1
;supermove = 0
supermovetime = 30
ignorehitpause = 0
under = 0

[State 235]
type = Projectile
trigger1 = AnimElem = 3||AnimElem = 4||AnimElem = 5
attr = S, NA
projanim = 22132
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower =-9999999999,-9999999999
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound   = s215,1
guard.sparkno = s7010
guardsound = s215,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-8
yaccel = .5
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7
yaccel = .5
fall = 1
fall.recover = 0
nochainID = 1200

[state a]
type = Posadd
trigger1 = AnimElem = 1
x = 50

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1009
ctrl = 1

[Statedef 1009]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 10160
ctrl = 0

[State 1]
type = NotHitBy
triggerall = animelem = 1||animelem = 2||animelem = 3
trigger1 = 1
value = SCA

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = gametime%2=0
value = 210,(1 + random%2)

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = 1
value = 10000,15

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3||AnimElem = 11
trigger1 = 1
value = 10000,26

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 10148
id = 10148
sprpriority = 5
postype = p1
pos = 0,-60
;vel = 2,0
bindtime = 1
;supermove = 0
supermovetime = 30
ignorehitpause = 0
under = 0

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 11
anim = 10149
id = 10149
sprpriority = 5
postype = p1
pos = 40,-40
;vel = 1,0
bindtime = 1
;supermove = 0
supermovetime = 8
ignorehitpause = 0
under = 0

[State 235]
type = Projectile
trigger1 = AnimElem = 3||AnimElem = 4||AnimElem = 5
attr = S, NA
projanim = 10164
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower =-9999999999,-9999999999
guardflag = H
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound   = s215,1
guard.sparkno = s7010
guardsound = s215,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7
yaccel = .5
fall = 1
fall.recover = 0
nochainID = 1200

[State 235]
type = Projectile
trigger1 = AnimElem = 9||AnimElem = 10
attr = S, NA
projanim = 10168
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.012 * enemy,Const(data.life)) ,Ceil(0.002 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower =-9999999999,-9999999999
guardflag = H
hitflag = MAF
pausetime = 2,7
sparkno = s7000
sparkxy = 50, -85
hitsound   = s210,0
guard.sparkno = s7010
guardsound = s215,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7
yaccel = .5
fall = 1
fall.recover = 0
nochainID = 1200

[state a]
type = Posadd
trigger1 = animelem = 1
x = 32

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 3WAYオロチ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 0
poweradd = 0
sprpriority = 2
juggle = 2

[State 1210]
type = PlaySnd
Trigger1 = Time = 0
value = 10000,25

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128, 128

[State 1200, 5]
type = Projectile
trigger1 = Time = 6
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAFD
pausetime = 0,23
sparkno = -1
guard.sparkno = -1
sprpriority = 7
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
projanim = 10145
velocity = 6
air.fall = 1
fall.recover = 0
offset = 0,0
projid = 1100
projremove = 0
yaccel = 0.4

[State 1000, ステート変更]
type = AngleDraw
trigger1 = 1
value = 45

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128, 128

[State 1200, 5]
type = Projectile
trigger1 = Time = 6
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAFD
pausetime = 0,23
sparkno = -1
guard.sparkno = -1
sprpriority = 5
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
projanim = 10145
velocity = 4,-4
air.fall = 1
fall.recover = 0
offset = 0,0
projid = 1100
projremove = 0
yaccel = 0.4

[State 1000, ステート変更]
type = AngleDraw
trigger1 = 1
value = 80

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128, 128

[State 1100, 5]
type = Projectile
trigger1 = Time = 6
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 0
givepower = 0
guardflag = M
hitflag = MAFD
pausetime = 0,23
sparkno = -1
guard.sparkno = -1
sprpriority = 3
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
projanim = 10145
velocity = 0,-6
air.fall = 1
fall.recover = 0
offset = 0,0
projid = 1100
projremove = 0
yaccel = 0.4

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 髑髏柱
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = var(1) = 1
value = SCA

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time = 0
trigger1 = command = "x"
trigger1 = prevstateno != 1450
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1450
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1450
v = 5
value = 2

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1450
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) = 1
triggerall = time = 0
trigger1 = prevstateno != 1450
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "a"
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "y"
v = 5
value = 2

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "b"
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "z"
v = 5
value = 4

[State 1]
type = varrandom
triggerall = var(30) = 1
trigger1 = time != 0
range = 0,4
v = 5

[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 1+((var(1)=1)*7)+(palno=[11,12])*(((var(29)>=1)*11)+11)

[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1450
v = 18
value = -1

[state a]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1450
v = 13
value = 1

[state a]
type = varset
trigger1 = time = 0
v = 7
value = 0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
v = 7
value = 1

[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time != 0
v = 7
value = 1

[state a];
type = playsnd
trigger1 = animelem = 1
value = 2562,21

[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state a]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >=(17-((palno=[11,12])*12))+((var(30)=1)*(38-((palno=[11,12])*35))))
value = 1450

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
; 髑髏
;==========================================================================================
;==========================================================================================

[Statedef 1412]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state a];
type = playsnd
trigger1 = animelem = 12
value = 2552,0

[state a];
type = playsnd
trigger1 = animelem = 12
value = 2562,27

[state a];
type = playsnd
trigger1 = animelem = 12
value = 2551,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 12
anim = 2551;1415
id = 1415
sprpriority = 1
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 10162
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
ignorehitpause = 1
under = 0
scale = 0.8,0.8

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 22108
sprpriority = 999
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State 1110];足元波紋
type = Explod
trigger1 = Gametime%5 = 0
anim = 22133
sprpriority = 1
postype = p1
pos = 0,-5
vel = 0,0
bindtime = -1
supermove = 1
ignorehitpause =1
under = 0
ownpal = 1
trans = sub
scale = 1.0,0.2

[State 11];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
id = 11
sprpriority = 10
postype = p1
pos = root,var(50),root,var(51)
bindtime = 1
under = 0
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
vel = 0,-3
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%10) = 1
anim = 22123
id = 11
sprpriority = 99
postype = p1
pos = 0,-85
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%17) = 1
anim = 22123
id = 11
sprpriority = 99
postype = p1
pos = 20,-60
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%15) = 1
anim = 22123
id = 11
sprpriority = 99
postype = p1
pos = -20,-40
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%20) = 1
anim = 22122
id = 11
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%23) = 1
anim = 22122
id = 11
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State 1];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%24) = 1
anim = 22122
id = 11
sprpriority = 99
postype = p1
pos = 0,-30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%23) = 1
anim = 22124
id = 11
sprpriority = 99
postype = p1
pos = 10,-10
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%19) = 1
anim = 22124
id = 11
sprpriority = 99
postype = p1
pos = 10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State 11];光の粒
type = Explod
trigger1 = time >= 0
trigger1 = (GameTime%21) = 1
anim = 22124
id = 11
sprpriority = 99
postype = p1
pos = 0,-30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1412];画面揺れ
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -15
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = root,var(1) != 1
trigger1 = AnimElem = 14
attr = S, NA
projanim = 22150
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s22109 + var(35)
sparkxy = -7, -70
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0

[State 1]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = AnimElem = 14
attr = S, NA
projanim = 22150
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s22109 + var(35)
sparkxy = -7, -70
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0

[state 1412]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 昇龍拳
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1550]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = var(1) = 1
value = SCA

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time = 0
trigger1 = command = "x"
trigger1 = prevstateno != 1550
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1550
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1550
v = 5
value = 2

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1550
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1550
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) = 1
triggerall = time = 0
trigger1 = prevstateno != 1550
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "a"
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "y"
v = 5
value = 2

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "b"
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "z"
v = 5
value = 4

[State 1]
type = varrandom
triggerall = var(30) = 1
trigger1 = time != 0
range = 0,4
v = 5

[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1550
v = 18
value = 1+((var(1)=1)*3)+(palno=[7,12])*(((var(29)>=1)*6)+6)

[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1550
v = 18
value = -1

[state a]
type = varset
trigger1 = prevstateno != 1550
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1550
v = 13
value = 1

[state a]
type = varset
trigger1 = time = 0
v = 7
value = 0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
v = 7
value = 1

[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time != 0
v = 7
value = 1

[state a];
type = playsnd
trigger1 = animelem = 1
value = 2562,21

[State 180, 1]
type = VarRandom
trigger1 = time = 0
v = 2
range = 0,24

[State 2900, 1];
type = helper
trigger1 = var(2) = 0 || var(2) = 3 || var(2) = 6 || var(2) = 9 || var(2) = 12
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "ken"
pos = 70*var(5)+40,0
postype = P1
stateno = 1512
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2900, 1];
type = helper
trigger1 = var(2) = 1 || var(2) = 4 || var(2) = 7 || var(2) = 10 || var(2) = 13
trigger1 = Animelem = 1
id = 1513
persistent = 0
name = "ryu"
pos = 70*var(5)+40,0
postype = P1
stateno = 1513
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = var(2) = 2 || var(2) = 5 || var(2) = 8 || var(2) = 11 || var(2) = 14
trigger1 = Animelem = 1
id = 1514
persistent = 0
name = "gouki"
pos = 70*var(5)+40,0
postype = P1
stateno = 1514
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >=(17-((palno=[7,12])*12))+((var(30)=1)*(38-((palno=[7,12])*35))))
value = 1550

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
; 昇龍拳
;==========================================================================================
;==========================================================================================

[Statedef 1512]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state a];
type = playsnd
trigger1 = animelem = 12
value = 10000,19

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 12
anim = 10157
id = 10157
sprpriority = 99999
postype = p1
pos = 0,10
removetime = 17
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 2];攻撃の指定
type = Projectile
;trigger1 = movecontact = 0
trigger1 = AnimElem = 14
attr = S, SP
animtype  = hard
damage    = 58-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 12300
projhitanim = -1
projid = 12300
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 10;5
postype = p1
offset = 0,0
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s4000,32;s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[state a]
type = destroyself
trigger1 = animtime = 0

kfm

[Statedef 1513]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state a];
type = playsnd
trigger1 = animelem = 12
value = 10000,20

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 12
anim = 10158
id = 10158
sprpriority = 99999
postype = p1
pos = 0,10
removetime = 17
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 2];攻撃の指定
type = Projectile
;trigger1 = movecontact = 0
trigger1 = AnimElem = 14
attr = S, SP
animtype  = hard
damage    = 58-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 12300
projhitanim = -1
projid = 12300
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 10;5
postype = p1
offset = 0,0
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s4000,32;s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[state a]
type = destroyself
trigger1 = animtime = 0

[Statedef 1514]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state a];
type = playsnd
trigger1 = animelem = 12
value = 10000,18

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 12
anim = 10159
id = 10159
sprpriority = 99999
postype = p1
pos = 0,10
removetime = 17
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 2];攻撃の指定
type = Projectile
;trigger1 = movecontact = 0
trigger1 = AnimElem = 14
attr = S, SP
animtype  = hard
damage    = 58-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 12300
projhitanim = -1
projid = 12300
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 10;5
postype = p1
offset = 0,0
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s4000,32;s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[state a]
type = destroyself
trigger1 = animtime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 火柱
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1301]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 1151
ctrl     = 0
sprpriority = 2
poweradd = 0

[State 1031,]
Type                       = projectile
trigger1                   = time = 4
Attr                       = S, NP
projanim                   = 2551
ProjID                     = 15201
projhitanim                = -1
offset                     = 40,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAFPLD
AnimType                   = hard
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 50
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3
ground.velocity = 0,-5
air.velocity = 0,-5

[State 1031,]
Type                       = projectile
trigger1                   = time = 8
Attr                       = S, NP
projanim                   = 2551
ProjID                     = 15201
projhitanim                = -1
offset                     = 100,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAF
AnimType                   = hard
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 50
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3
ground.velocity = 0,-5
air.velocity = 0,-5

[State 1031,]
Type                       = projectile
trigger1                   = time = 12
Attr                       = S, NP
projanim                   = 2551
ProjID                     = 15201
projhitanim                = -1
offset                     = 100,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAF
AnimType                   = hard
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 50
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3
ground.velocity = 0,-5
air.velocity = 0,-5

[State 1031,]
Type                       = projectile
trigger1                   = time = 12
Attr                       = S, NP
projanim                   = 2551
ProjID                     = 15201
projhitanim                = -1
offset                     = 160,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAF
AnimType                   = hard
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 50
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3
ground.velocity = 0,-5
air.velocity = 0,-5

[State 1031,]
Type                       = projectile
trigger1                   = time = 16
Attr                       = S, NP
projanim                   = 2551
ProjID                     = 15201
projhitanim                = -1
offset                     = 220,10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 40
HitFlag                    = MAF
AnimType                   = hard
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 50
PauseTime                  = 0,0
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = -1
GuardSound                 = -1
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 0
SprPriority                = 3
ground.velocity = 0,-5
air.velocity = 0,-5

[State 240, 1]
type = PlaySnd
trigger1 = time = 4 || time = 8 ||time = 12 || time = 16
value = 2551

[State 1000, 0]
type = EnvShake
trigger1 = time = 4
time = 44
freq = 90
ampl = -4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-----------------------------------------------------------------------
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
=======================================================================
火柱2 光の柱
=======================================================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
-----------------------------------------------------------------------
[Statedef 7601]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------
[state a]
type = varset
trigger1 = 1
v = 5
value = Enemy,Life / 20
;---------------------
[State 2900, 1]
type = helper
trigger1 = Time = 0
trigger2 = Time = 15
trigger3 = Time = 30
trigger4 = Time = 45
trigger5 = Time = 60
trigger6 = Time = 75
trigger7 = Time = 80
trigger8 = Time = 95
id = 87465
name = "hikarinohasira"
pos = 0+(Random / 8),0
postype = P2
stateno = 7600
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 240, 4]
type = ChangeState
trigger1 = Time >= 105
value = 0
ctrl = 1
---------------------------------------
=======================================
;火柱
=======================================
---------------------------------------
[Statedef 7600]
type    = S                      
movetype= A                      
physics = S
anim = 10144
ctrl = 0
sprpriority = -5

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 25]
type = Posset
trigger1 = 1
Y = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 10000, 9

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 10000, 8

[State 1020, 4]
type = EnvShake
trigger1 = Time = 0
time = 20
ampl = -18
freq = 180

[State -1,76]
type = Projectile
trigger1 = Time = 0
attr = S,SP
projanim = 10144
projhitanim = -1
projpriority = 6
projsprpriority = -5
projremove = 0
projid = 10144
projremovetime = 30
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,15
numhits = 1
getpower = 100,0
givepower = -99999999,-99999999
hitflag = MAFD
guardflag = 
pausetime = 2,10
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0

[state a]
type = destroyself
trigger1 = animtime = 0
===========================================
;------------------------------------------
;飛び道具鏡　Phantom
;------------------------------------------
==========================================
[Statedef 14010]
type    = S
movetype= I;A
physics = S
juggle  = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1050
sprpriority = -5

[state a];はらえ
type = playsnd
trigger1 = animelem = 6
value = 10000,12

[state a]
type = playsnd
trigger1 = animelem = 7
value = 211,0

[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 2900, 1]
type = helper
trigger1 = palno = [10,12]
trigger1 = Animelem = 8
trigger2 = root,palno = [10,12]
trigger2 = Animelem = 8
id = 1401100
persistent = 0
name = "tuibi"
pos = 0,-0
postype = P1
stateno = 1401100
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1]
type = helper
trigger1 = palno != [10,12]
trigger1 = Animelem = 8
trigger2 = root,palno != [10,12]
trigger2 = Animelem = 8
id = 14011
persistent = 0
name = "tuibi"
pos = 0,-0
postype = P1
stateno = 14011
helpertype = normal
keyctrl = 0
ownpal = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------
[Statedef 14011]
type    = S
movetype= I
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 10146
sprpriority = -5
;hitcountpersist = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 14011]
type = null;AssertSpecial
trigger1 = 1
flag = noshadow

[state 14011]
type = velset
trigger1 = time>=10&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-4,4)

[state 14011]
type = velset
trigger1 = time>=10&&(p2bodydist Y<0||p2bodydist Y>0);50
y = ifelse(p2bodydist Y<0,-1.0,1.0)

[State 240, 2]
type = Projectile
trigger1 = (gametime%5)=0
attr = S, SA
animtype  = hard
damage    = 10,5
priority = 7
getpower = 10,10;121,121
guardflag = MA
projanim = 10155
ProjID = 10155
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0,0
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
velocity = 0,0
pausetime = 0,2
guard.pausetime = 7,8
sparkno = -1;s7003
sparkxy = -15,-124
hitsound   = s11,1
guard.sparkno = -1;s7011
guardsound = s11,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,0;-20,-1
air.velocity = -2,-1;-10,-1
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150

[state 14011]
type = destroyself
trigger1 = time = 180

;----------------------
[Statedef 1401100]
type    = S
movetype= I;A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 10146
sprpriority = -5
;hitcountpersist = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 14011]
type = null;AssertSpecial
trigger1 = 1
flag = noshadow

[state 14011]
type = velset
trigger1 = time>=10&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-4,4)

[state 14011]
type = velset
trigger1 = time>=10&&(p2bodydist Y<0||p2bodydist Y>0);50
y = ifelse(p2bodydist Y<0,-1.0,1.0)

[State 240, 2]
type = Projectile
trigger1 = (gametime%5)=0
attr = S, SA
animtype  = hard
damage    = 10,5
priority = 7
getpower = 10,10;121,121
guardflag = MA
projanim = 10155
ProjID = 10155
Projhitanim = -1
Projremanim = -1
Projcancelanim = -1
offset = 0,0
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
velocity = 0,0
pausetime = 0,2
guard.pausetime = 7,8
sparkno = -1;s7003
sparkxy = -15,-124
hitsound   = s11,1
guard.sparkno = -1;s7011
guardsound = s11,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,0;-20,-1
air.velocity = -2,-1;-10,-1
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150

[state 11332] 
type = null;targetlifeadd 
trigger1 = 1;time > 5
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[state 14011]
type = destroyself
trigger1 = time = 140
;===========================================================================
;---------------------------------------------------------------------------
：石柱
;===========================================================================
;---------------------------------------------------------------------------
[Statedef 2300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1151
ctrl = 0
sprpriority = 5

[State 1351]
type = helper
trigger1 = Time = 19
id = 1354
persistent = 0
name = "hasira"
pos = 0,-300
postype = P2
stateno = 1354
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1351]
type = helper
trigger1 = Time = 24
id = 1355
persistent = 0
name = "hasira"
pos = -50,-300
postype = P2
stateno = 1354
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1351]
type = helper
trigger1 = Time = 29
id = 1356
persistent = 0
name = "hasira"
pos = 50,-300
postype = P2
stateno = 1354
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1351]
type = helper
trigger1 = Time = 34
id = 1357
persistent = 0
name = "hasira"
pos = -100,-300
postype = P2
stateno = 1354
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1351]
type = helper
trigger1 = Time = 39
id = 1358
persistent = 0
name = "hasira"
pos = 100,-300
postype = P2
stateno = 1354
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1351]
type = helper
trigger1 = Time = 44
id = 1359
persistent = 0
name = "hasira"
pos = -150,-300
postype = P2
stateno = 1354
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1351]
type = helper
trigger1 = Time = 49
id = 1360
persistent = 0
name = "hasira"
pos = 150,-300
postype = P2
stateno = 1354
helpertype = normal
keyctrl = 0
ownpal = 1

[state 1351]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;石柱本体のステート
[Statedef 1354]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 5
ctrl = 0
anim = 12315
ownpal = 1

[State 1];トムキラー対策
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 1];無敵処理
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(36)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1354
ignorehitpause = 1

[State 1354];石柱のアニメをランダムで変える
type = ChangeAnim
trigger1 = Time = 0
value = 12301 + (random%15)
IgnoreHitPause = 1

[state 1354]
type = parentvarset
trigger1 = anim = 12301
v = 34
value = 0

[state 1354]
type = parentvarset
trigger1 = anim = 12302
v = 34
value = 1

[state 1354]
type = parentvarset
trigger1 = anim = 12303
v = 34
value = 2

[state 1354]
type = parentvarset
trigger1 = anim = 12304
v = 34
value = 3

[state 1354]
type = parentvarset
trigger1 = anim = 12305
v = 34
value = 4

[state 1354]
type = parentvarset
trigger1 = anim = 12306
v = 34
value = 5

[state 1354]
type = parentvarset
trigger1 = anim = 12307
v = 34
value = 6

[state 1354]
type = parentvarset
trigger1 = anim = 12308
v = 34
value = 7

[state 1354]
type = parentvarset
trigger1 = anim = 12309
v = 34
value = 8

[state 1354]
type = parentvarset
trigger1 = anim = 12310
v = 34
value = 9

[state 1354]
type = parentvarset
trigger1 = anim = 12311
v = 34
value = 10

[state 1354]
type = parentvarset
trigger1 = anim = 12312
v = 34
value = 11

[state 1354]
type = parentvarset
trigger1 = anim = 12313
v = 34
value = 12

[state 1354]
type = velset
trigger1 = time = 0
y = 25

[State 1354]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 2];攻撃の指定
type = Projectile
trigger1 = Animelem = 1
attr = S, SP
animtype  = hard
damage    = 60
getpower = 61,61
guardflag = M
projanim = 12300
projhitanim = -1
projid = 20000
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0,25
numhits = 1
pausetime = 16,16
sparkno = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0

[State 1354];地面に着いたら画面揺れ
type = EnvShake
trigger1 = vel y >0 && pos y >=0
time = 15
ampl = 15
freq = 95
phase = 95

[State 1354];地面に着いたら衝突音
type = PlaySnd
trigger1 = vel y >0 && pos y >=0
value = 11,1

[state 1352];地面に着いたら消滅ステへ
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1356
;---------------------------------------------------------------------------
;石柱の消滅ステート
[Statedef 1356]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = -5
ctrl = 0
ownpal = 1

[State 1];トムキラー対策
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 1];無敵処理
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[state 1356]
type = posset
trigger1 = 1
y = 0

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(36)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1356
ignorehitpause = 1

[State 1356]
type = ChangeAnim
trigger1 = Time = 0
value = 12301 + parent,var(34)
IgnoreHitPause = 1

[state 1356];崩れる音
type = playsnd
trigger1 = time = 33
value = 12300,0
volume = 250

[State 1356];石柱崩壊エフェクト
type = Explod
trigger1 = time = 33
anim = 12314
id = 1356
sprpriority = 10
postype = p1
pos = 0,-20
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1356];石柱崩壊エフェクト
type = Explod
trigger1 = time = 33
anim = 12314
id = 1356
sprpriority = 10
postype = p1
pos = 0,10
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1356]
type = AssertSpecial
trigger1 = time >= 30
trigger1 = (GameTime%2) = 1
flag = invisible

[State 1356]
type = null;AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[state 1356]
type = destroyself
trigger1 = Time >= 35

;=====================================================================================
;=====================================================================================
; 紋章が回る
;=====================================================================================
;=====================================================================================
[Statedef 18100]
type    = S
movetype= I
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 18100
sprpriority = 5

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 2100, 3

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 1100, 1

[State 11310]
type = helper
trigger1 = AnimElem = 6
id = 18101
persistent = 0
name = "?"
pos = 70,-150
postype = p1
stateno = 18101
helpertype = normal;player
keyctrl = 0
ownpal = 1
trans = sub
size.xscale = 0.7
size.yscale = 0.7
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------
;ヘルパー
[Statedef 18101]
type    = S
movetype= A
physics = N
anim = 18101
velset = 0,0
ctrl = 0

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 30075]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = -7

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = targetstate
trigger1 = movehit = 1
value = 1420

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1411

[State 180, 1]
type = VarRandom
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
v = 2
range = 0,5

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 0
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 0,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 36;animelem = 12;
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 120,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 36
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -120,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 52
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 60,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 52
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -60,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 52
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -160,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 72
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 140,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 72
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 72
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 40,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -80,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 10,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 20,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -80,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 160,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -10,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(2) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 48-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 60,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[state a];
type = playsnd
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
value = 190,2

[state 11311]
type = destroyself
trigger1 = time = 178

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 瞬間移動
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 1800]
type = A
ctrl = 0
anim = 1888
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[State 1]
type = varrandom
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
range = 0,3
v = 5

[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper = 0 && Enemy,NumProj = 0
v = 5
value = 5

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = Pos Y >= 0
trigger1 = time = 0
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120

[state a]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

[state a]
type = changestate
trigger1 = animtime = 0
value = 1805
;==========================================================================================
;==========================================================================================
; 瞬間移動終わり
;==========================================================================================
;==========================================================================================

[Statedef 1805]
type = S
ctrl = 0
anim = 1889
velset = 0,0

[State a]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = animelem = 7,<=6
value = SCA

[State a]
type = NotHitBy
triggerall = var(1) != 1
trigger1 = animelem = 3,<=2
value = SCA

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20

[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 2793]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 22131
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2793]
type = velset
trigger1 = time = 0
y = -3

[state 2793]
type = destroyself
trigger1 = time >= 30

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 2794]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 22131
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2795]
type = null;velset
trigger1 = time = [0,14]
x = -0.5

[state 2795]
type = null;velset
trigger1 = time = [15,30]
x = -6

[state 2795]
type = velset
trigger1 = time = 0
x = -5

[State 1414]
type = veladd
trigger1 = Time > 0
y = -1 + (random%3)

[state 2793]
type = destroyself
trigger1 = time >= 30

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 2795]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 99
anim = 22131
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2795]
type = velset
trigger1 = time = 0
x = 8

[State 1414]
type = veladd
trigger1 = Time > 0
y = -2 + (random%5)

[state 2793]
type = destroyself
trigger1 = time >= 30
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ハイパーアーマー
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 10051]
type    = S
movetype= I
physics = S
anim = 1

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 30+((palno=12)*30)

[State -1]
type = lifeadd
trigger1 = var(29) <= 1 && (var(30)=0||var(30)!=0&&palno!=12)
trigger1 = time = 0
value = -(lifemax*(((life>=0)*0.002)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[0,2])
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.001+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
absolute = 1

[State -1]
type = poweradd
trigger1 = time = 0
value = (50+((palno!=12)*30))+((life<=lifemax*0.2)*(50+((palno!=12)*30)))+((var(29)>=1)*200)+((var(30)!=0&&fvar(28)=0)*150)

[state -1]
type = varadd
trigger1 =palno=12&&time=0
fv = 26
value = 1

[State 10051, 1]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 10051, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 10051, 4]
type = ChangeState
trigger1 = Time >= 1
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================

[Statedef 18000]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1888
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state a]
type = posset
trigger1 = animtime = 0
x = enemy,pos x

[state a]
type = changestate
trigger1 = animtime = 0
value = 18050

;==========================================================================================
;==========================================================================================

[Statedef 18050]
type = S
ctrl = 0
anim = 1889
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, AA,AT,AP
Time = 15

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = posadd
trigger1 = time = 0
x = 25

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================

[Statedef 38853]
type    = A
movetype= I
physics = N

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 30+((palno=12)*30)

[State -1]
type = lifeadd
trigger1 = var(29) <= 1 && (var(30)=0||var(30)!=0&&palno!=12)
trigger1 = time = 0
value = -(lifemax*(((life>=0)*0.002)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[0,2])
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.001+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
absolute = 1

[State -1]
type = poweradd
trigger1 = time = 0
value = (50+((palno!=12)*30))+((life<=lifemax*0.2)*(50+((palno!=12)*30)))+((var(29)>=1)*200)+((var(30)!=0&&fvar(28)=0)*150)

[state -1]
type = varadd
trigger1 =palno=12&&time=0
fv = 26
value = 1

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;==========================================================================================
;==========================================================================================

[Statedef 38852]
type    = A
movetype= I
physics = A

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 30+((palno=12)*30)

[State -1]
type = lifeadd
trigger1 = var(29) <= 1 && (var(30)=0||var(30)!=0&&palno!=12)
trigger1 = time = 0
value = -(lifemax*(((life>=0)*0.002)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[0,2])
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.001+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29)<=1&&var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
absolute = 1

[State -1]
type = poweradd
trigger1 = time = 0
value = (50+((palno!=12)*30))+((life<=lifemax*0.2)*(50+((palno!=12)*30)))+((var(29)>=1)*200)+((var(30)!=0&&fvar(28)=0)*150)

[state -1]
type = varadd
trigger1 =palno=12&&time=0
fv = 26
value = 1

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;バリア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 288888]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22132
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22133
hitsound = s2562,31
p1stateno = 288889-(power>=powermax*0.5&&(root,var(30)!=1||root,var(30)!=0&&root,fvar(28)=0))
p2stateno = IfElse((root,var(29)>=1),103999,13121)
;p1getp2state = (root,var(30)!=1||root,var(30)!=0&&root,fvar(28)=0)
getpower = (Const(data.power))/8

[state 1]
type = targetdrop
trigger1 = root,alive=0||roundstate>=3&&enemy,alive=0
;excludeid = 288888

[state 1]
type = null;targetstate
triggerall = root,var(29) >= 1
trigger1 = target,stateno != [103999,104007]
value = 103999

[State 1]
type = targetLifeAdd
trigger1 = (gametime%10)=1
value = -(enemy,lifemax*(0.004+((enemy,movetype=A)*0.02)))
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
trigger1 = enemy,life<=enemy,lifemax*0.3
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = nothitby
trigger1 = 1
value = SCA

[State 1]
type = ChangeState
trigger1 = (root,stateno=2999||root,stateno=2205)
value = 288890+(root,stateno=2205)

;==========================================================================================
;==========================================================================================

[Statedef 288889]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22132
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state -2]
type = parentvarset
trigger1 = RoundState <= 2 && root,anim = 0 && root,ctrl = 0 && root,var(54) <= 40
fv = 25
value = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 2]
type = destroyself
trigger1 = time>=(root,var(54)<=40)

;==========================================================================================
;==========================================================================================

[Statedef 288890]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22177
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[state 1]
type = varset
trigger1 = numtarget&&target,ishelper=0||root,fvar(20)!=0
v = 10
value = (RoundState<=2)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = varset
trigger1 = root,fvar(38)=2
trigger1 = root,time<150&&enemy,movereversed
trigger2 = root,time>=150
v = 11
value = (root,time<150)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22133
hitsound = s2562,31
p2stateno = 169995

[State 1]
type = AttackDist
trigger1 = 1
value = 0

[State 1]
type = targetpowerAdd
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
trigger1 = (gametime%(1+((root,time<150)*3)))=1
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
trigger1 = root,stateno=22050&&root,time>=150
value = 169995
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
trigger1 = var(11)!=0&&root,fvar(38)=2
trigger1 = enemy,alive&&root,time<150
value = 169995
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Projectile
trigger1 = root,palno=12&&root,stateno=22050&&(root,time=[30,170])&&var(10)!=0
trigger1 = (GameTime%6)=1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
numhits = 0
damage    = 21474836
getpower = 0,0
givepower = -(enemy,Const(data.power))
hitflag = MAFD
guardflag = 
pausetime = 2,1
guard.pausetime = 2,1
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -0.2,-0.5
air.velocity = -0.2,-0.5
fall = 1
fall.recover = 0
yaccel = .7
;p2stateno = 100000
ignorehitpause = 1

[state 1]
type = nothitby
trigger1 = 1
value = SCA

[State 1]
type = ChangeState
trigger1 = !(root,stateno=22050||root,stateno=2999)
value = 288888

;==========================================================================================
;==========================================================================================

[Statedef 288891]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22177
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s22133
hitsound = s2562,31
p2stateno = 2636

[State 1]
type = AttackDist
trigger1 = 1
value = 0

[State 1]
type = targetpowerAdd
trigger1 = 1
value = -(enemy,Const(data.power))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
trigger1 = root,stateno=2205&&(root,time=[20,220])
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = targetstate
trigger1 = root,stateno=2205&&(root,time=[20,220])&&(GameTime%3) = 1
value = 2636
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = nothitby
trigger1 = 1
value = SCA

[State 1]
type = ChangeState
trigger1 = root,stateno!=2205
value = 288888


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;相手状態
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 103999]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -2,-6

[State 1]
type = lifeadd
triggerall = prevstateno != [19000,19035]
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.1 * Const(data.life)))
absolute = 1

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State -2]
type = SelfState
trigger1 = time >= 200
value = 0
ctrl = 1

[State 821, 4]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 104000

;---------------------------------------------------------------------------
;相手制御
;相手地面
;---------------------------------------------------------------------------

[Statedef 104000]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10382]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 10382]
type = FallEnvShake
trigger1 = Time = 0

[State 10382]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 10382]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 10382]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 10382]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 104002

[State 10382]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10382]
type = HitFallDamage
trigger1 = Time = 3

[State 10382]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10382]
type = PosFreeze
trigger1 = 1

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 104001

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 104001]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 10383]
type = HitFallVel
trigger1 = Time = 0

[State 10383]
type = PosSet
trigger1 = Time = 0
y = 20

[State 10383]
type = VelAdd
trigger1 = 1
y = .4

[State 10383]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 104002

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 104002]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 10384]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10384]
type = FallEnvShake
trigger1 = Time = 0

[State 10384]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 10384]
type = HitFallDamage
trigger1 = Time = 0

[State 10384]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10384]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 10384]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10384]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10384]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 10384]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 100000

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30
value = 104004

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[State 10384]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 10384]
type = VelMul
trigger1 = 1
x = 0.85

;---------------------------------------------------------------------------
;相手起き上がり
;---------------------------------------------------------------------------

[Statedef 104004]
type    = L
movetype= I
physics = N

[state a]
type = destroyself
trigger1 = ishelper

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 10385]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10385] 
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 10385]
type = VelSet
trigger1 = Time = 0
x = 0

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10385]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State -2]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[State 10385]
type = ChangeState
trigger1 = AnimTime = 0
value = 104005
ctrl = 0

;---------------------------------------------------------------------------
; 立ち
;---------------------------------------------------------------------------

[Statedef 104005]
type = S
physics = S
sprpriority = 0
movetype = I
ctrl = 0

[State a] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state a]
type = destroyself
trigger1 = ishelper

[State 1] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State a]
type = PalFX
trigger1 = (GameTime%2) = 1
time = 1
add = 100,100,180
ignorehitpause = 1

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(4) = 0
IgnoreHitPause = 1

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = lifeset
trigger1 = command = "holdup" || command = "holddown" && Random <= 25
ignorehitpause = 1
value = life - (Ceil((IfElse((command = "holdup"),0.004,1.0)) * Const(data.life)))

[State 1]
type = lifeset
trigger1 = alive
ignorehitpause = 1
value = life - (Ceil(0.002 * Const(data.life)))

[State 1]
type = lifeset
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 1]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 0, 1]
type = ChangeAnim
trigger1 = time = 0
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] 
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State 0, 4]
type = ChangeState
triggerall = alive
trigger1 = command = "holdfwd" || command = "holdback"
value = 104006
ctrl = 0

[State 0, 4]
type = selfState
triggerall = alive
trigger1 = time >= 500
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 歩き
;---------------------------------------------------------------------------

[Statedef 104006]
type    = S
physics = N
sprpriority = 0
movetype = I
ctrl = 0

[State a] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state a]
type = destroyself
trigger1 = ishelper

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(4) = 0
IgnoreHitPause = 1

[State a]
type = PalFX
trigger1 = (GameTime%2) = 1
time = 1
add = 100,100,180
ignorehitpause = 1

[State -1]
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[State 1]
type = lifeset
trigger1 = command = "holdup" || command = "holddown" && Random <= 25
ignorehitpause = 1
value = life - (Ceil((IfElse((command = "holdup"),0.004,1.0)) * Const(data.life)))

[State 1]
type = lifeset
trigger1 = (GameTime%4) = 1
ignorehitpause = 1
value = life - (Ceil(0.001 * Const(data.life)))

[State 1]
type = lifeset
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 1]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21
value = 21

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State 0, 4]
type = ChangeState
triggerall = alive
trigger1 = !(command = "holdfwd" || command = "holdback")
value = 104005
ctrl = 0

[State 0, 4]
type = selfState
triggerall = alive
trigger1 = time >= 500
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;投げられている相手
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 14200]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="Mizuchi"&&enemynear,fvar(37)=1&&!ishelper&&name!="Mizuchi"
sysvar(4) = 0
IgnoreHitPause = 1

[State 1]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = velset
trigger1 = time = 0
x = 0
y = -60

[state a]
type = veladd
trigger1 = 1
y = 1.4

[State 821, 3] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -(Ceil(0.06 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="Mizuchi"&&enemynear,palno=12
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="Mizuchi"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 1020, 4]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;Varのラウンド持ち越し
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900, 2] ;Clear all float variables
type = null;VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190
;---------------------------------------------------------------------------
;変数記憶用ヘルパーステート
;---------------------------------------------------------------------------
[Statedef 1007]
type    = S
movetype= I
physics = S
anim = 12000

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 1007]
type = BindToroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1007]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

;本体がステート奪われている時間をカウント
[state 1007]
type = varset
trigger1 =1
v = 0
value =(roundstate=2)*(root,var(40)!=gametime)*(var(0)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;本体ライフ保存その1
;この記述だとroundstate>2時に初期化されます
[state 1007]
type = varset
trigger1 =roundstate=2&&(gametime%5=0)||roundstate!=2
v = 21
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,(ifelse((var(21)-root,life>root,lifemax*0.1),var(2),root,life))))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;上記value説明
;roundstate<2ならばroot,lifemaxをセット。
;roundstate<2でないなら(保存したライフから本体現在ライフを引いた数が本体ライフ最大値の1割より大きい)ならvar(2)をセット
;そうでないなら本体現在ライフをセット

;本体ライフ保存その2
;この記述だとroundstate>2時に初期化されます
[state 1007]
type = varset
trigger1 =roundstate=2&&(gametime%10=0&&var(2)-root,life<root,lifemax*0.1)||roundstate!=2
v = 2
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,root,life))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;上記トリガー説明
;gametime%10=0の時に(保存したライフから本体現在ライフを引いた数が本体ライフ最大値の2割より小さい時)

;上記value説明
;roundstate<=2の時にroundstate<2ならば本体ライフ最大値をセット。
;そうでないなら本体現在ライフをセット

[state 1007]
type = varset
triggerall = root,alive
trigger1 = gametime%120
var(5) = root,life
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;---------------------------------------------------------------------------
;ライフ保存用透明ヘルパー2
;---------------------------------------------------------------------------
[Statedef 12001]
type    = S
movetype= I
physics = S
anim = 12000

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 12001]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 12001]
type = BindToroot
trigger1 = 1
pos=0,-130
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 12001]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 12001]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 12001]
type = varset
trigger1 =1
v = 0
value =(roundstate=2)*(root,var(40)!=gametime)*(var(0)+1)
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 12001]
type = varset
triggerall = root,palno!=12
trigger1 =roundstate=2&&(gametime%5=0)
trigger2 =roundstate!=2
v = 1
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,(ifelse((var(1)-root,life>root,lifemax*0.1),var(2),root,life))))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 12001]
type = varset
triggerall = root,palno!=12
trigger1 =roundstate=2&&(gametime%10=0&&var(2)-root,life<root,lifemax*0.1)
trigger2 =roundstate!=2
v = 2
value =(roundstate<=2)*(ifelse((roundstate<2),root,lifemax,root,life))
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 12001]
type = varset
trigger1 =roundstate<=2
v = 3
value = root,life
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 17]
type = destroyself
trigger1 = StateNo!=12001
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

;---------------------------------------------------------------------------
;アーマーヘルパー
;---------------------------------------------------------------------------
[Statedef 13000]
type    = S
movetype= I
physics = N

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State 13000];本体に張り付かせる
type = BindToroot
trigger1 = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 13000]
type = HitOverride
trigger1 = 1
time = -1
slot = 0
attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
stateno = 13000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 13000];実験。HIT後3F無敵
type = nothitby
value=SCA,AA,AT,AP
trigger1 = Helper(13000),GetHitVar(Damage)
time = 5
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 13000];押し戻し判定
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 13000];常時透明
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow 
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -1]
Type = TargetState
TriggerAll = (Root,StateNo) = 22050
Trigger1 = target,stateno != 5000
Trigger1 = target,stateno != [169994,169995]
Value = 5000
ignorehitpause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type = TargetLifeAdd
Trigger1 = (Root,StateNo) = 22050
value = -99999999999999999999999999999999999999999999999999999
ignorehitpause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type = TargetPowerAdd
Trigger1 = (Root,StateNo) = 22050
value = -99999999999999999999999999999999999999999999999999999
ignorehitpause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1];当身投げ
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
pausetime = 0,0
damage = 100,100
p2Stateno = 5000
priority = 7,Hit
HitFlag = MAFDP
;p2getp1state = ifelse((root,stateno=3901),1,0)
ignorehitpause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State -1]
Type = TargetDrop
Trigger1 = Target,Alive = 0
ignorehitpause = 1
SuperMoveTime = 99999999
PauseMoveTime = 99999999

[State 13000];当たり判定のアニメを本体と同じに
type = ChangeAnim
TriggerAll = (Root,StateNo) != 22050
trigger1 = 1
value = parent,Anim
elem = parent,AnimElemNo(0)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 13000];当たり判定のアニメを本体と同じに
type = ChangeAnim
TriggerAll = (Root,StateNo) = 22050
trigger1 = 1
value = 9977
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 13000]
type = Turn
trigger1 = Facing != parent,Facing
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 13000];特定条件でヘルパー消してOTH化
type = destroyself
trigger1 = roundstate!=2
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999


[Statedef 169995]
type    = A
movetype= H
physics = N
;sprpriority = 4
sprpriority = -999999
velset = 0,0

[State -1]
Type = SelfState
Trigger1 = !IsHelper
Trigger1 = Name = "Mizuchi"
Trigger2 = IsHelper
Trigger2 = Name = "Mizuchi"
Value = 120
Ignorehitpause=1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State -1]
Type = Helper
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
Trigger1 = (Root,Alive && IsHelper) || !IsHelper
Trigger1 = NumHelper(1234321234990) = 0
Trigger1 = (parent,NumHelper(1234321234990) = 0 && IsHelper) || !IsHelper
Trigger1 = (root,NumHelper(1234321234990) = 0 && IsHelper) || !IsHelper
Trigger1 = (!(parent,ishelper(1234321234990)) && IsHelper) || !IsHelper
Trigger1 = (!(ishelper(1234321234990)) && IsHelper) || !IsHelper
Postype = p1
Pos = 0,987654
ID = 1234321234990
Stateno = -1
Helpertype = normal
persistent = 0
Ignorehitpause=1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State -1]
Type = HitAdd
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
value = -99999999999999999999999999999
Ignorehitpause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999



[State -1]
type = RemoveExplod
Trigger1 = IsHelper
Trigger1 = Root,Name != "Mizuchi"
Trigger2 = !IsHelper
Trigger2 = Name != "Mizuchi"
Ignorehitpause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999


[State -1]
type = TargetDrop
Trigger1 = IsHelper
Trigger1 = Root,Name != "Mizuchi"
Trigger2 = !IsHelper
Trigger2 = Name != "Mizuchi"
Ignorehitpause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999



[State 169995]
type = screenbound
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
trigger1 = 1
value = 0
movecamera = 0

[State -1]
Type = StateTypeSet
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
Trigger1 = !IsHelper
Trigger1 = Time > 0
MoveType = A
ignorehitpause = 1


[State 1]
type = HitDef
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
Trigger1 = !IsHelper
Trigger1 = Name != "Mizuchi"
Trigger1 = Time > 0
attr = S,NA
animtype  = diagup
damage    = 0
getpower = -99999999999,-999999999999
givepower = 0,0
guardflag = 
hitflag = MAFD
numhits = 0
pausetime = 2,1
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State 169995]
type = NotHitBy
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
trigger1 = IsHelper
value = SCA
Time = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State 169995]
type = HitBy
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
trigger1 = !IsHelper
value = S,HA
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[State 169995]
type = AssertSpecial
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 169995]
type = lifeset
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
Trigger1 = !IsHelper
Trigger1 = Name != "Mizuchi"
ignorehitpause = 1
value = 0

[State 169995]
type = powerset
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
Trigger1 = !IsHelper
Trigger1 = Name != "Mizuchi"
ignorehitpause = 1
value = 0

[state 169995]
type = varset
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
trigger1 = ishelper && time = 0
v = 2
value = prevstateno
ignorehitpause = 1

[state 169995]
type = varset
Triggerall = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
trigger1 = time = 0
trigger1 = ishelper
trigger2 = anim != 1000001
Trigger2 = !IsHelper
Trigger2 = Name != "Mizuchi"
v = 3
value = anim
ignorehitpause = 1

[State 169995]
type = ChangeAnim2
trigger1 = !ishelper
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
value = 1000001;5070

[State -1]
Type = SelfState
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
Trigger1 = !IsHelper
Trigger1 = !Alive
Value = 5150
ignorehitpause = 1


[State -1]
Type = HitOverRide
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
Trigger1 = !IsHelper
Trigger1 = Name != "Mizuchi"
Trigger1 = EnemyNear,Name = "Mizuchi" || Enemy,Name = "Mizuchi"
Trigger1 = EnemyNear,StateNo = 22050 || Enemy,StateNo = 22050
StateNo = -1
Attr = SCA,AA,AT,AP
Time = -1
slot = 0
IgnoreHitPause = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 169994]
type = Projectile
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
TriggerAll = !IsHelper
trigger1 = Alive
attr = S,HA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 0
projid = 169994
projremovetime = 300
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = LifeMax*5,LifeMax*5
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = PrevStateno
p2stateno = 5150
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[state 169995]
type = null;changestate
trigger1 = IfElse((ishelper),(time>=1),(time>=2))
value = IfElse((ishelper),169994,0)


[State -1]
Type = ChangeState
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
Trigger1 = IsHelper
Trigger1 = Time > 1
Value = 169994
ignorehitpause = 1

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

[Statedef 169994]
type    = U
movetype= I
physics = N
;sprpriority = 4
sprpriority = -999999


[State -1]
Type = SelfState
Trigger1 = !IsHelper
Trigger1 = Name = "Mizuchi"
Trigger2 = IsHelper
Trigger2 = Name = "Mizuchi"
Value = 120
Ignorehitpause=1
pausemovetime = 99999999999999
supermovetime = 99999999999999


[State -1]
Type = HitAdd
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
value = -99999999999999999999999999999
Ignorehitpause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999


[State -1]
Type = Helper
Trigger1 = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
Trigger1 = (Root,Alive && IsHelper) || !IsHelper
Trigger1 = NumHelper(1234321234990) = 0
Trigger1 = (parent,NumHelper(1234321234990) = 0 && IsHelper) || !IsHelper
Trigger1 = (root,NumHelper(1234321234990) = 0 && IsHelper) || !IsHelper
Trigger1 = (!(parent,ishelper(1234321234990)) && IsHelper) || !IsHelper
Trigger1 = (!(ishelper(1234321234990)) && IsHelper) || !IsHelper
Postype = p1
Pos = 0,987654
ID = 1234321234990
Stateno = -1
Helpertype = normal
persistent = 0
Ignorehitpause=1
pausemovetime = 99999999999999
supermovetime = 99999999999999


[State -1]
type = RemoveExplod
Trigger1 = IsHelper
Trigger1 = Root,Name != "Mizuchi"
Trigger2 = !IsHelper
Trigger2 = Name != "Mizuchi"
Ignorehitpause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State -1]
type = TargetDrop
Trigger1 = IsHelper
Trigger1 = Root,Name != "Mizuchi"
Trigger2 = !IsHelper
Trigger2 = Name != "Mizuchi"
Ignorehitpause = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999


[State -1]
Type = ChangeAnim2
Triggerall = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
Trigger1 = IsHelper
Value = 169994
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 169994]
type = AssertSpecial
Triggerall = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999



[State 169994]
type = Projectile
Triggerall = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
TriggerAll = IsHelper
trigger1 = RoundState = 2 || Root,Lose
attr = C,HP
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = Var(2)
SuperMoveTime = 9999999
PauseMoveTime = 9999999



[State 169994]
type = HitBy
Triggerall = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
trigger1 = 1
value = C,HP
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 169994]
type = PosSet
Triggerall = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
trigger1 = ishelper
Y = 2400

[State 169994]
type = ChangeState
Triggerall = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
trigger1 = !ishelper
value = 0

[State 169994]
type = destroyself
Triggerall = (IsHelper && Root,Name != "Mizuchi") || (!IsHelper && Name != "Mizuchi")
trigger1 = roundstate!=2 || root,lose = 1

＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
ヘルパーアニメ
＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝

[Statedef 400000]
anim = 10210
sprpriority = 1

[State -2]
type = BindToRoot
trigger1 = 1
pos = 0,-85
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = AngleSet
trigger1 = 1
value = -1*(GameTime%360)
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = Trans
trigger1 = 1
trans = sub
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = DestroySelf
trigger1 = time > 6
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[Statedef 400001]
anim = 10210
sprpriority = 1

[State -2]
type = BindToRoot
trigger1 = 1
pos = 0,-85
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = AngleSet
trigger1 = 1
value = -1*(GameTime%360)
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = Trans
trigger1 = 1
trans = sub
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = DestroySelf
trigger1 = time > 6
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

;---------------------------------------------------------------------------
;　　　　　　　　 　　　　　## invisible mist ##　　　　　　　　 　　　　　
;---------------------------------------------------------------------------
[Statedef 13500]
type    = S
movetype= I
physics = N
juggle  = 1                      
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 10170                  ;このステートで表示するスプライトステート番号(0で変化無し)
sprpriority = -5

[State 13500]
type = sprpriority
trigger1 = 1
value = -5

[State 13500]
type = ReversalDef
triggerall = !movehit || movehit >= 450
trigger1 = var(52) < 5
reversal.attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
pausetime = 0,0
sparkno = -1
sparkxy = 999,999
hitsound = -1
numhits = 0
ID = 1

[State 13500]
type = bindtoroot
trigger1 = 1
time = 500
pos = -5,-90

[State 13500]
type = AssertSpecial
trigger1 = var(52) >= 5
flag = invisible

[State 13500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2]
type = Trans
trigger1 = 1
trans = sub

[State 13500]
type = angledraw
trigger1 = 1
scale = 0.85 - (var(52) * 0.2),0.85 - (var(52) * 0.2)

[State 13500]
type = targetvelset
trigger1 = movehit = 1
trigger1 = numtarget = 1
trigger1 = !target,ishelper
x = -32

[State 13500]
type = varadd
trigger1 = movehit = 1
trigger1 = numtarget = 1
trigger1 = !target,ishelper
var(52) = 1

[State 13500]
type = targetdrop
trigger1 = movehit = 1
trigger1 = numtarget > 0

[State 13500]
type = varadd
trigger1 = var(52) >= 5
var(53) = 1

[State 13500]
type = varset
trigger1 = var(53) >= 600
var(52) = 0

[State 13500]
type = varset
trigger1 = var(53) >= 600
var(53) = 0

[Statedef 44489]
anim = 10147

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 44489
ignorehitpause = 1

[State D-Mizuchi]
Type = AngleDraw
Trigger1 = Time >= 0
Value = gametime * 1.5 * (1 + random%100) * 0.1
Scale = (ifelse((gametime%120<=59),((gametime * 0.01 - root,fvar(0))  / 0.6),(1 - (gametime * 0.01 - root,fvar(0))  / 0.6))) * 1.5,1.5
ignorehitpause = 1

[state 44489];奥に表示させる
type = sprpriority
trigger1 = 1
value = 3
ignorehitpause = 1

[State 44489];透過処理。黒くする
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

[State 44489];本体の中心に張り付かせる。10P時
type = BindToRoot
trigger1 = 1
pos = -5,-90
ignorehitpause = 1

[State 44489];影を出さない
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;変数リセステート
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 25000000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name = "Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name = "Mizuchi"
triggerall = ishelper
trigger1 = 1
ignorehitpause = 1

[State 20000]
type = VarRangeSet
triggerall = name != "Mizuchi"
trigger1 = ishelper = 0
value = 0
ignorehitpause = 1

[State 20000]
type = VarRangeSet
triggerall = name != "Mizuchi"
trigger1 = ishelper = 0
fvalue = 0
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name != "Mizuchi"
triggerall = ishelper = 0
trigger1 = lose
value = 5150
ignorehitpause = 1

[State 20000]
type = VarRangeSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
value = 0
ignorehitpause = 1

[State 20000]
type = VarRangeSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fvalue = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 0
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 1
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 2
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 3
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 4
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 5
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 6
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 7
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 8
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 9
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 10
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 11
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 12
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 13
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 14
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 15
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 16
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 17
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 18
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 19
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 20
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 21
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 22
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 23
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 24
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 25
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 26
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 27
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 28
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 29
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 30
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 31
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 32
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 33
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 34
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 35
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 36
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 37
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 38
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 39
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 40
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 41
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 42
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 43
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 44
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 45
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 46
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 47
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 48
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 49
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 50
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 51
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 52
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 53
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 54
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 55
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 56
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 57
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 58
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
v = 59
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 0
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 1
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 2
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 3
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 4
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 5
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 6
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 7
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 8
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 9
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 10
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 11
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 12
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 13
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 14
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 15
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 16
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 17
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 18
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 19
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 20
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 21
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 22
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 23
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 24
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 25
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 26
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 27
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 28
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 29
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 30
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 31
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 32
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 33
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 34
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 35
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 36
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 37
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 38
value = 0
ignorehitpause = 1

[State 20000]
type = ParentVarSet
triggerall = name != "Mizuchi"
trigger1 = ishelper
fv = 39
value = 0
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = 1
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;当身先
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 100000]
type=a
movetype=h
physics=s
anim=5000+(random<500)+(random<500)+(random<500)*10
velset=-3,15

[state 0]
type=palfx
trigger1=time=0
time=30+random%31
add=160,0,0
mul=256,48,48

[State 0];コントロール不可
type = CtrlSet
trigger1 = ctrl = 1
value = 0

[state 0];パワー激減
type = PowerAdd
trigger1 = 1
value = -999999999999999
absolute=1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 0];ライフ激減
type = LifeAdd
trigger1 = 1
value = -999999999999999
absolute=1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[state 41000]
type = varset
trigger1 = 1
var(0) = 0

[state 41000]
type = varset
trigger1 = 1
var(1) = 0

[state 41000]
type = varset
trigger1 = 1
var(2) = 0

[state 41000]
type = varset
trigger1 = 1
var(3) = 0

[state 41000]
type = varset
trigger1 = 1
var(4) = 0

[state 41000]
type = varset
trigger1 = 1
var(5) = 0

[state 41000]
type = varset
trigger1 = 1
var(6) = 0

[state 41000]
type = varset
trigger1 = 1
var(7) = 0

[state 41000]
type = varset
trigger1 = 1
var(8) = 0

[state 41000]
type = varset
trigger1 = 1
var(9) = 0

[state 41000]
type = varset
trigger1 = 1
var(10) = 0

[state 41000]
type = varset
trigger1 = 1
var(11) = 0

[state 41000]
type = varset
trigger1 = 1
var(12) = 0

[state 41000]
type = varset
trigger1 = 1
var(13) = 0

[state 41000]
type = varset
trigger1 = 1
var(14) = 0

[state 41000]
type = varset
trigger1 = 1
var(15) = 0

[state 41000]
type = varset
trigger1 = 1
var(16) = 0

[state 41000]
type = varset
trigger1 = 1
var(17) = 0

[state 41000]
type = varset
trigger1 = 1
var(18) = 0

[state 41000]
type = varset
trigger1 = 1
var(19) = 0

[state 41000]
type = varset
trigger1 = 1
var(20) = 0

[state 41000]
type = varset
trigger1 = 1
var(21) = 0

[state 41000]
type = varset
trigger1 = 1
var(22) = 0

[state 41000]
type = varset
trigger1 = 1
var(23) = 0

[state 41000]
type = varset
trigger1 = 1
var(24) = 0

[state 41000]
type = varset
trigger1 = 1
var(25) = 0

[state 41000]
type = varset
trigger1 = 1
var(26) = 0

[state 41000]
type = varset
trigger1 = 1
var(27) = 0

[state 41000]
type = varset
trigger1 = 1
var(28) = 0

[state 41000]
type = varset
trigger1 = 1
var(29) = 0

[state 41000]
type = varset
trigger1 = 1
var(30) = 0

[state 41000]
type = varset
trigger1 = 1
var(31) = 0

[state 41000]
type = varset
trigger1 = 1
var(32) = 0

[state 41000]
type = varset
trigger1 = 1
var(33) = 0

[state 41000]
type = varset
trigger1 = 1
var(34) = 0

[state 41000]
type = varset
trigger1 = 1
var(35) = 0

[state 41000]
type = varset
trigger1 = 1
var(36) = 0

[state 41000]
type = varset
trigger1 = 1
var(37) = 0

[state 41000]
type = varset
trigger1 = 1
var(38) = 0

[state 41000]
type = varset
trigger1 = 1
var(39) = 0

[state 41000]
type = varset
trigger1 = 1
var(40) = 0

[state 41000]
type = varset
trigger1 = 1
var(41) = 0

[state 41000]
type = varset
trigger1 = 1
var(42) = 0

[state 41000]
type = varset
trigger1 = 1
var(43) = 0

[state 41000]
type = varset
trigger1 = 1
var(44) = 0

[state 41000]
type = varset
trigger1 = 1
var(45) = 0

[state 41000]
type = varset
trigger1 = 1
var(46) = 0

[state 41000]
type = varset
trigger1 = 1
var(47) = 0

[state 41000]
type = varset
trigger1 = 1
var(48) = 0

[state 41000]
type = varset
trigger1 = 1
var(49) = 0

[state 41000]
type = varset
trigger1 = 1
var(50) = 0

[state 41000]
type = varset
trigger1 = 1
var(51) = 0

[state 41000]
type = varset
trigger1 = 1
var(52) = 0

[state 41000]
type = varset
trigger1 = 1
var(53) = 0

[state 41000]
type = varset
trigger1 = 1
var(54) = 0

[state 41000]
type = varset
trigger1 = 1
var(55) = 0

[state 41000]
type = varset
trigger1 = 1
var(56) = 0

[state 41000]
type = varset
trigger1 = 1
var(57) = 0

[state 41000]
type = varset
trigger1 = 1
var(58) = 0

[state 41000]
type = varset
trigger1 = 1
var(59) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(0) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(1) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(2) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(3) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(4) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(5) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(6) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(7) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(8) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(9) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(10) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(11) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(12) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(13) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(14) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(15) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(16) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(17) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(18) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(19) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(20) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(21) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(22) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(23) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(24) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(25) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(26) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(27) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(28) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(29) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(30) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(31) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(32) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(33) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(34) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(35) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(36) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(37) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(38) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(39) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(40) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(41) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(42) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(43) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(44) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(45) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(46) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(47) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(48) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(49) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(50) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(51) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(52) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(53) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(54) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(55) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(56) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(57) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(58) = 0

[state 41000]
type = parentvarset
trigger1 = 1
var(59) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(0) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(1) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(2) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(3) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(4) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(5) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(6) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(7) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(8) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(9) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(10) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(11) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(12) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(13) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(14) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(15) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(16) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(17) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(18) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(19) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(20) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(21) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(22) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(23) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(24) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(25) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(26) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(27) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(28) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(29) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(30) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(31) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(32) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(33) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(34) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(35) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(36) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(37) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(38) = 0

[state 41000]
type = varset
trigger1 = 1
fvar(39) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(0) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(1) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(2) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(3) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(4) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(5) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(6) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(7) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(8) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(9) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(10) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(11) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(12) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(13) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(14) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(15) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(16) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(17) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(18) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(19) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(20) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(21) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(22) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(23) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(24) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(25) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(26) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(27) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(28) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(29) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(30) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(31) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(32) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(33) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(34) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(35) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(36) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(37) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(38) = 0

[state 41000]
type = parentvarset
trigger1 = 1
fvar(39) = 0

[state 41000]
type = destroyself
trigger1 = ishelper
trigger1 = time >= 1

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(1) = 0

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(2) = 0

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(3) = 0

[state 41000]
type = VarSet
triggerall = !ishelper
trigger1 = 1
sysvar(4) = 0

[state 0]
type=changestate
trigger1=pos y>=0||animtime=0||time>30
value=5050

[state 0]
type=SelfState
trigger1=time>200
value=0
Ctrl=1

＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
ヘルパーアニメ
＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝

[Statedef 400000]
anim = 10210
sprpriority = 6

[State -2]
type = BindToRoot
trigger1 = 1
pos = 0,-85
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = AngleSet
trigger1 = 1
value = -1*(GameTime%360)
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = Trans
trigger1 = 1
trans = sub
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = DestroySelf
trigger1 = time > 6
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[Statedef 400001]
anim = 10210
sprpriority = 4


[State -2]
type = BindToRoot
trigger1 = 1
pos = 0,-85
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = AngleSet
trigger1 = 1
value = -1*(GameTime%360)
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = Trans
trigger1 = 1
trans = sub
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

[State -2]
type = DestroySelf
trigger1 = time > 6
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;SM牧師制御ヘルパー
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 140000]
anim = 40000

[State -2]
type = BindToRoot
trigger1 = ishelper
ignorehitpause = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1007
ignorehitpause = 1

[State -2]
type = Helper
trigger1 = ishelper
trigger1 = numhelper(140001) <= 0
trigger1 = enemy,numprojid(30668966295921773838) > 0
stateno = 140001
id = 140001
ignorehitpause = 1

[Statedef 140001]
anim = 40020

[State -2]
type = BindToRoot
trigger1 = ishelper
ignorehitpause = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1

[State -2]
type = HitBy
trigger1 = ishelper
value = C,SA
ignorehitpause = 1

[State -2]
type = HitBy
trigger1 = ishelper
value2 = C,SA
ignorehitpause = 1

[State -2]
type = DestroySelf
trigger1 = enemy,numprojid(30668966295921773838) <= 0

[Statedef 23000000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name = "Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name = "Mizuchi"
triggerall = ishelper
trigger1 = 1
ignorehitpause = 1

[State 20000]
type = LifeSet
triggerall = name != "Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = PowerSet
triggerall = name != "Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name != "Mizuchi"
triggerall = ishelper = 0
trigger1 = lose
value = 5150
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = name != "Mizuchi"
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State 20000]
type = BindToTarget
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToParent
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToRoot
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 20000]
type = PosSet
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = root,numprojid(30668966295921773838) <= 0
projanim = anim
projid = 30668966295921773838
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
offset = 0,2500
attr = C,SA
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = prevstateno
persistent = 0
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = root,numprojid(30668966295921773838) <= 0
projanim = anim
projid = 30668966295921773838
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
attr = C,SA
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = 50
persistent = 0
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = root,numprojid(30668966295921773838) <= 0
ignorehitpause = 1

[State -1]
Type = ChangeAnim2
TriggerAll = ((IsHelper&&Root,Name="Mizuchi")||(!IsHelper&&Name="Mizuchi"))
Trigger1 = 1
Value = 9977
IgnoreHitPause = 1

[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1

;■■■■■■■■■■■■■■■■■■■■■■■■■
;死狂い敵食らいステート
;--------------------------------------------------
[Statedef 89023]
type = S
physics = S
ctrl = 0

[State 0]
type = SelfState
trigger1 = name ="Mizuchi"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
x = 1000
y = 1999999
ignorehitpause = 1

[State 9997, 1];画面内いとけ
type = posset
triggerall = name !="Mizuchi"
triggerall = !ishelper
trigger1 = pos y != [-1000,100]
y = 0
ignorehitpause = 1

[State 310 , blink]
type = PalFX
triggerall = name !="Mizuchi"
trigger1 = time%3 = 0
time = 90
color = 0 
invertall = 1
persistent = 30
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = !ishelper
trigger1 = name != "Mizuchi"
value = SCA
time = 1
ignorehitpause = 1

[State 9997, 1]
type = varset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(44) = prevstateno
ignorehitpause = 1

[State 9997, 1]
type = varset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(4) = anim
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
triggerall = time = 0
trigger1 = root,name !="Mizuchi"
trigger1 = root,alive
projanim = anim
projremove = 1
projremovetime = 15
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = prevstateno
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
triggerall = time > 0
trigger1 = root,name !="Mizuchi"
trigger1 = root,alive
projanim = var(4)
projremove = 1
projremovetime = 15
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = var(44)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Mizuchi"
trigger1 = root,alive = 0
projanim = var(4)
projremove = 1
projremovetime = 15
projid=3
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = 5150
ignorehitpause = 1

[State proj] 
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Mizuchi"
trigger1 = time = 0
projID = gametime
projanim = anim
projhits = 999
projremovetime = 600
postype = p1
offset = 1000,198000000
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = 50
ignorehitpause = 1

[State 999]
type = changeanim2
triggerall = ishelper
triggerall = time > 0
trigger1 = root,name !="Mizuchi"
trigger1 = time < 60
value = 8907
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = name !="Mizuchi"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Mizuchi"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Mizuchi"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
trigger1 = name !="Mizuchi"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 9997, 1];免疫
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state destoryhelper] 
type = destroyself 
triggerall = ishelper
trigger1 = Time >= 10
trigger2 = root,name ="Mizuchi"
ignorehitpause = 1

[State 60]
type = changestate
trigger1 = name !="Mizuchi"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="Mizuchi"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

;■■■■■■■■■■■■■■■■■■■■■■■■■
;死狂い敵食らいステート１２Ｐ特殊
;--------------------------------------------------
[Statedef 89024]
type = S
physics = S
ctrl = 0

[State 0]
type = SelfState
trigger1 = name ="Mizuchi"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
x = 1000
y = 1999999
ignorehitpause = 1

[State 9997, 1];画面内いとけ
type = posset
triggerall = name !="Mizuchi"
triggerall = !ishelper
trigger1 = pos y != [-1000,100]
y = 0
ignorehitpause = 1

[State 310 , blink]
type = PalFX
triggerall = name !="Mizuchi"
trigger1 = time%3 = 0
time = 90
color = 0 
invertall = 1
persistent = 30
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = !ishelper
trigger1 = name != "Mizuchi"
value = SCA
time = 1
ignorehitpause = 1

[State 60];なんだこれ？専用対策？・・・いや違うか。多分不都合回避だし残しておくお(´･ω･`)
type = changestate
triggerall = ishelper
trigger1 = root,name ="Phantom Mizuchi"
value = 8901068
ignorehitpause = 1

[State 0]
type = VarRangeSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
value = gametime+1
ignorehitpause = 1
[State 0]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
value = gametime+1
ignorehitpause = 1
First = 0
Last = 41
[State 0]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
value = gametime+1
ignorehitpause = 1
First = 45
Last = 59
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Mizuchi"
trigger2 = ishelper
trigger2 = root,name !="Mizuchi"
fvalue = gametime+1
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(1) = gametime+1
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(2) = gametime+1
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(3) = gametime+1
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(4) = gametime+1
IgnoreHitPause = 1

[State 9997, 1]
type = varset
trigger1 = time = 0
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(42) = random%2
ignorehitpause = 1

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

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(0) = gametime*ifelse((gametime-parent,var(0)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(1) = gametime*ifelse((gametime-parent,var(1)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(2) = gametime*ifelse((gametime-parent,var(2)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(3) = gametime*ifelse((gametime-parent,var(3)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(4) = gametime*ifelse((gametime-parent,var(4)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(5) = gametime*ifelse((gametime-parent,var(5)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(6) = gametime*ifelse((gametime-parent,var(6)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(7) = gametime*ifelse((gametime-parent,var(7)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(8) = gametime*ifelse((gametime-parent,var(8)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(9) = gametime*ifelse((gametime-parent,var(9)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(10) = gametime*ifelse((gametime-parent,var(10)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(11) = gametime*ifelse((gametime-parent,var(11)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(12) = gametime*ifelse((gametime-parent,var(12)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(13) = gametime*ifelse((gametime-parent,var(13)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(14) = gametime*ifelse((gametime-parent,var(14)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(15) = gametime*ifelse((gametime-parent,var(15)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(16) = gametime*ifelse((gametime-parent,var(16)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(17) = gametime*ifelse((gametime-parent,var(17)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(18) = gametime*ifelse((gametime-parent,var(18)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(19) = gametime*ifelse((gametime-parent,var(19)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(20) = gametime*ifelse((gametime-parent,var(20)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(21) = gametime*ifelse((gametime-parent,var(21)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(22) = gametime*ifelse((gametime-parent,var(22)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(23) = gametime*ifelse((gametime-parent,var(23)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(24) = gametime*ifelse((gametime-parent,var(24)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(25) = gametime*ifelse((gametime-parent,var(25)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(26) = gametime*ifelse((gametime-parent,var(26)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(27) = gametime*ifelse((gametime-parent,var(27)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(28) = gametime*ifelse((gametime-parent,var(28)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(29) = gametime*ifelse((gametime-parent,var(29)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(30) = gametime*ifelse((gametime-parent,var(30)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(31) = gametime*ifelse((gametime-parent,var(31)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(32) = gametime*ifelse((gametime-parent,var(32)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(33) = gametime*ifelse((gametime-parent,var(33)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(34) = gametime*ifelse((gametime-parent,var(34)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(35) = gametime*ifelse((gametime-parent,var(35)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(36) = gametime*ifelse((gametime-parent,var(36)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(37) = gametime*ifelse((gametime-parent,var(37)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(38) = gametime*ifelse((gametime-parent,var(38)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(39) = gametime*ifelse((gametime-parent,var(39)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(40) = gametime*ifelse((gametime-parent,var(40)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(41) = gametime*ifelse((gametime-parent,var(41)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(42) = gametime*ifelse((gametime-parent,var(42)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(43) = gametime*ifelse((gametime-parent,var(43)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(44) = gametime*ifelse((gametime-parent,var(44)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(45) = gametime*ifelse((gametime-parent,var(45)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(46) = gametime*ifelse((gametime-parent,var(46)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(47) = gametime*ifelse((gametime-parent,var(47)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(48) = gametime*ifelse((gametime-parent,var(48)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(49) = gametime*ifelse((gametime-parent,var(49)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(50) = gametime*ifelse((gametime-parent,var(50)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(51) = gametime*ifelse((gametime-parent,var(51)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(52) = gametime*ifelse((gametime-parent,var(52)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(53) = gametime*ifelse((gametime-parent,var(53)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(54) = gametime*ifelse((gametime-parent,var(54)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(55) = gametime*ifelse((gametime-parent,var(55)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(56) = gametime*ifelse((gametime-parent,var(56)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(57) = gametime*ifelse((gametime-parent,var(57)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(58) = gametime*ifelse((gametime-parent,var(58)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(59) = gametime*ifelse((gametime-parent,var(59)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(0) = gametime*ifelse((gametime-parent,fvar(0)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(1) = gametime*ifelse((gametime-parent,fvar(1)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(2) = gametime*ifelse((gametime-parent,fvar(2)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(3) = gametime*ifelse((gametime-parent,fvar(3)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(4) = gametime*ifelse((gametime-parent,fvar(4)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(5) = gametime*ifelse((gametime-parent,fvar(5)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(6) = gametime*ifelse((gametime-parent,fvar(6)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(7) = gametime*ifelse((gametime-parent,fvar(7)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(8) = gametime*ifelse((gametime-parent,fvar(8)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(9) = gametime*ifelse((gametime-parent,fvar(9)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(10) = gametime*ifelse((gametime-parent,fvar(10)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(11) = gametime*ifelse((gametime-parent,fvar(11)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(12) = gametime*ifelse((gametime-parent,fvar(12)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(13) = gametime*ifelse((gametime-parent,fvar(13)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(14) = gametime*ifelse((gametime-parent,fvar(14)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(15) = gametime*ifelse((gametime-parent,fvar(15)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(16) = gametime*ifelse((gametime-parent,fvar(16)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(17) = gametime*ifelse((gametime-parent,fvar(17)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(18) = gametime*ifelse((gametime-parent,fvar(18)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(19) = gametime*ifelse((gametime-parent,fvar(19)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(20) = gametime*ifelse((gametime-parent,fvar(20)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(21) = gametime*ifelse((gametime-parent,fvar(21)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(22) = gametime*ifelse((gametime-parent,fvar(22)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(23) = gametime*ifelse((gametime-parent,fvar(23)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(24) = gametime*ifelse((gametime-parent,fvar(24)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(25) = gametime*ifelse((gametime-parent,fvar(25)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(26) = gametime*ifelse((gametime-parent,fvar(26)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(27) = gametime*ifelse((gametime-parent,fvar(27)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(28) = gametime*ifelse((gametime-parent,fvar(28)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(29) = gametime*ifelse((gametime-parent,fvar(29)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(30) = gametime*ifelse((gametime-parent,fvar(30)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(31) = gametime*ifelse((gametime-parent,fvar(31)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(32) = gametime*ifelse((gametime-parent,fvar(32)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(33) = gametime*ifelse((gametime-parent,fvar(33)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(34) = gametime*ifelse((gametime-parent,fvar(34)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(35) = gametime*ifelse((gametime-parent,fvar(35)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(36) = gametime*ifelse((gametime-parent,fvar(36)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(37) = gametime*ifelse((gametime-parent,fvar(37)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(38) = gametime*ifelse((gametime-parent,fvar(38)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(39) = gametime*ifelse((gametime-parent,fvar(39)=[-60,60]),1,-1)+1
ignorehitpause = 1

[State 9997, 1]
type = varset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(44) = prevstateno
ignorehitpause = 1

[State 9997, 1]
type = varset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(43) = anim
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
triggerall = time = 0
trigger1 = root,name !="Mizuchi"
trigger1 = root,alive
projanim = anim
projremove = 1
projremovetime = 15
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = prevstateno
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Mizuchi"
trigger1 = root,alive
projanim = var(43)
projremove = 1
projremovetime = 15
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = var(44)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Mizuchi"
trigger1 = root,alive
projid=2
projanim = var(43)
projremove = 1
projremovetime = 15
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = var(44)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Mizuchi"
trigger1 = root,alive = 0
projid=3
projanim = var(43)
projremove = 1
projremovetime = 15
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = 5150
ignorehitpause = 1

[State proj] 
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Mizuchi"
trigger1 = time = 0
projID = gametime
projanim = anim
projhits = 999
projremovetime = 600
postype = p1
offset = 1000,198000000
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = 50
ignorehitpause = 1

[State 999]
type = changeanim2
triggerall = ishelper
triggerall = time > 1
trigger1 = root,name !="Mizuchi"
trigger1 = time < 60
value = 8907
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = name !="Mizuchi"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Mizuchi"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Mizuchi"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Mizuchi"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 9997, 1];免疫
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state destoryhelper] 
type = destroyself 
triggerall = ishelper
trigger1 = Time >= 20
trigger2 = root,name ="Mizuchi"
ignorehitpause = 1

[State 60]
type = changestate
triggerall = !ishelper
trigger1 = name !="Mizuchi"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="Mizuchi"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

;■■■■■■■■■■■■■■■■■■■■■■■■■
;超即死＋ステート固定

[Statedef 24000000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name = "Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name = "Mizuchi"
triggerall = ishelper
trigger1 = 1
ignorehitpause = 1

[State 20000]
type = LifeSet
triggerall = name != "Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = PowerSet
triggerall = name != "Mizuchi"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name != "Mizuchi"
triggerall = ishelper = 0
trigger1 = lose
value = 5150
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = name != "Mizuchi"
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State 20000]
type = BindToTarget
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToParent
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToRoot
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 20000]
type = PosSet
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = 1
projanim = anim
projid = 30668966295921773838
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
offset = 0,2500
attr = C,SA
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = (5000*lose)+50
persistent = 1
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name != "Mizuchi"
triggerall = ishelper
trigger1 = enemy,name = "Mizuchi"
trigger1 = enemy,stateno != 2205
trigger2 = enemy,name != "Mizuchi"
trigger2 = enemy,stateno != 3500
trigger3 = lose
ignorehitpause = 1

[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;混沌
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 20007]
type = A
physics = N
ctrl = 0

[State 0]
type = SelfState
trigger1 = name ="Mizuchi"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 1]
Type = null;selfstate
triggerall = ishelper
triggerall = root,name ="Mizuchi"
Trigger1 = ishelper(890)
Value = 890
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
x = 1000
y = 1999999
ignorehitpause = 1

[State 9997, 1]
type = posset
triggerall = name !="Mizuchi"
triggerall = !ishelper
trigger1 = pos y != [-1000,100]
y = 0
ignorehitpause = 1

[State 9997, 1]
type = hitby
triggerall = name !="Mizuchi"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 310 , blink]
type = null;PalFX
triggerall = name !="Mizuchi"
trigger1 = time%3 = 0
time = 90
color = 0 
invertall = 1
persistent = 30
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
trigger1 = name != "Mizuchi"
value = SCA
time = 1
ignorehitpause = 1

[State 60]
type = null;changestate
triggerall = ishelper
trigger1 = root,name ="Phantom Mizuchi"
value = 8901068
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Mizuchi"
trigger2 = ishelper
trigger2 = root,name !="Mizuchi"
value = 0
ignorehitpause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Mizuchi"
trigger2 = ishelper
trigger2 = root,name !="Mizuchi"
fvalue = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(1) = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(2) = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(3) = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(4) = 0
IgnoreHitPause = 1

[State 60]
type = changestate
trigger1 = !ishelper
trigger1 = name !="Mizuchi"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1

[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(0) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(1) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(2) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(3) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(4) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(5) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(6) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(7) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(8) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(9) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(10) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(11) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(12) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(13) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(14) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(15) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(16) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(17) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(18) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(19) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(20) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(21) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(22) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(23) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(24) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(25) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(26) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(27) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(28) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(29) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(30) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(31) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(32) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(33) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(34) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(35) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(36) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(37) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(38) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(39) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(40) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(41) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(42) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(43) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(44) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(45) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(46) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(47) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(48) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(49) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(50) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(51) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(52) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(53) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(54) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(55) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(56) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(57) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(58) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(59) = 0
ignorehitpause = 1

[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(0) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(1) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(2) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(3) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(4) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(5) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(6) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(7) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(8) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(9) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(10) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(11) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(12) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(13) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(14) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(15) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(16) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(17) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(18) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(19) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(20) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(21) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(22) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(23) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(24) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(25) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(26) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(27) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(28) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(29) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(30) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(31) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(32) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(33) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(34) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(35) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(36) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(37) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(38) = 0
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(39) = 0
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = name !="Mizuchi"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Mizuchi"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Mizuchi"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Mizuchi"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 9997, 1];免疫
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 60];なんだこれ？
type = null;changestate
triggerall = ishelper(30004)
trigger1 = name !="Mizuchi"
value = 106
ignorehitpause = 1

[state destoryhelper] 
type = destroyself 
triggerall = ishelper && time
trigger1 = Time >= 20
trigger2 = root,name ="Mizuchi"
trigger3 = enemynear,stateno = 2205 || enemynear,stateno = [89028,89034]
trigger4 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="Mizuchi"
trigger1 = gametime%60 < 20
value = 20009
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="Mizuchi"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

;■■■■■■■■■■■■■■■■■■■■■■■■■
;混沌
;--------------------------------------------------
[Statedef 20008]
type = A
physics = N
ctrl = 0

[State 0]
type = SelfState
trigger1 = name ="Mizuchi"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 1]
Type = null;selfstate
triggerall = ishelper
triggerall = root,name ="Mizuchi"
Trigger1 = ishelper(890)
Value = 890
ignorehitpause = 1

[State 1]
Type = null;selfstate
triggerall = ishelper
triggerall = root,name ="Mizuchi"
Trigger1 = ishelper(12007) || ishelper(12008) || ishelper(12009)
Value = 89030
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
x = 1000
y = 1999999
ignorehitpause = 1

[State 9997, 1];画面内いとけ
type = posset
triggerall = name !="Mizuchi"
triggerall = !ishelper
trigger1 = pos y != [-1000,100]
y = 0
ignorehitpause = 1

[State 9997, 1]
type = hitby
triggerall = name !="Mizuchi"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 310 , blink]
type = null;PalFX
triggerall = name !="Mizuchi"
trigger1 = time%3 = 0
time = 90
color = 0 
invertall = 1
persistent = 30
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
trigger1 = name != "Mizuchi"
value = SCA
time = 1
ignorehitpause = 1

[State 60]
type = null;changestate
triggerall = ishelper
trigger1 = root,name ="Phantom Mizuchi"
value = 8901068
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Mizuchi"
trigger2 = ishelper
trigger2 = root,name !="Mizuchi"
value = random-499
ignorehitpause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Mizuchi"
trigger2 = ishelper
trigger2 = root,name !="Mizuchi"
fvalue = random-499
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(1) = random-499
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(2) = random-499
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(3) = random-499
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(4) = random-499
IgnoreHitPause = 1

[State 60]
type = changestate
trigger1 = !ishelper
trigger1 = name !="Mizuchi"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1

[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(0) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(1) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(2) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(3) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(4) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(5) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(6) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(7) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(8) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(9) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(10) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(11) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(12) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(13) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(14) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(15) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(16) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(17) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(18) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(19) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(20) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(21) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(22) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(23) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(24) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(25) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(26) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(27) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(28) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(29) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(30) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(31) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(32) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(33) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(34) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(35) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(36) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(37) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(38) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(39) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(40) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(41) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(42) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(43) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(44) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(45) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(46) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(47) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(48) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(49) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(50) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(51) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(52) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(53) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(54) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(55) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(56) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(57) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(58) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(59) = random-499
ignorehitpause = 1

[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(0) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(1) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(2) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(3) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(4) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(5) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(6) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(7) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(8) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(9) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(10) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(11) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(12) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(13) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(14) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(15) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(16) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(17) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(18) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(19) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(20) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(21) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(22) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(23) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(24) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(25) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(26) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(27) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(28) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(29) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(30) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(31) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(32) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(33) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(34) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(35) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(36) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(37) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(38) = random-499
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(39) = random-499
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = name !="Mizuchi"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Mizuchi"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Mizuchi"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Mizuchi"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 9997, 1];免疫
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 60]
type = null;changestate
triggerall = ishelper(30004)
trigger1 = name !="Mizuchi"
value = 106
ignorehitpause = 1

[state destoryhelper] 
type = destroyself 
triggerall = ishelper && time
trigger1 = Time >= 20
trigger2 = root,name ="Mizuchi"
trigger3 = enemynear,stateno = 2205 || enemynear,stateno = [89028,89034]
trigger4 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="Mizuchi"
trigger1 = gametime%60 >= 40
value = 20007
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="Mizuchi"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1

;■■■■■■■■■■■■■■■■■■■■■■■■■
;混沌
;--------------------------------------------------
[Statedef 20009]
type = A
physics = N
ctrl = 0

[State 0]
type = SelfState
trigger1 = name ="Mizuchi"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 1]
Type = null;selfstate
triggerall = ishelper
triggerall = root,name ="Mizuchi"
Trigger1 = ishelper(890)
Value = 890
ignorehitpause = 1

[State 1]
Type = null;selfstate
triggerall = ishelper
triggerall = root,name ="Mizuchi"
Trigger1 = ishelper(12007) || ishelper(12008) || ishelper(12009)
Value = 89030
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
x = 1000
y = 1999999
ignorehitpause = 1

[State 9997, 1];画面内いとけ
type = posset
triggerall = name !="Mizuchi"
triggerall = !ishelper
trigger1 = pos y != [-1000,100]
y = 0
ignorehitpause = 1

[State 9997, 1]
type = hitby
triggerall = name !="Mizuchi"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 310 , blink]
type = null;PalFX
triggerall = name !="Mizuchi"
trigger1 = time%3 = 0
time = 90
color = 0 
invertall = 1
persistent = 30
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
trigger1 = name != "Mizuchi"
value = SCA
time = 1
ignorehitpause = 1

[State 60]
type = null;changestate
triggerall = ishelper
trigger1 = root,name ="Phantom Mizuchi"
value = 8901068
ignorehitpause = 1

[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Mizuchi"
trigger2 = ishelper
trigger2 = root,name !="Mizuchi"
value = 0
ignorehitpause = 1
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Mizuchi"
trigger2 = ishelper
trigger2 = root,name !="Mizuchi"
fvalue = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(1) = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(2) = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(3) = 0
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(4) = 0
IgnoreHitPause = 1

[State 60]
type = changestate
trigger1 = !ishelper
trigger1 = name !="Mizuchi"
trigger1 = !alive
trigger2 = roundstate > 2
value = 5150
ignorehitpause = 1

[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(0) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(1) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(2) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(3) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(4) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(5) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(6) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(7) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(8) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(9) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(10) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(11) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(12) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(13) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(14) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(15) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(16) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(17) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(18) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(19) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(20) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(21) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(22) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(23) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(24) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(25) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(26) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(27) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(28) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(29) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(30) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(31) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(32) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(33) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(34) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(35) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(36) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(37) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(38) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(39) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(40) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(41) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(42) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(43) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(44) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(45) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(46) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(47) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(48) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(49) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(50) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(51) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(52) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(53) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(54) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(55) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(56) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(57) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(58) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(59) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1

[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(0) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(1) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(2) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(3) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(4) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(5) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(6) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(7) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(8) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(9) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(10) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(11) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(12) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(13) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(14) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(15) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(16) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(17) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(18) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(19) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(20) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(21) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(22) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(23) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(24) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(25) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(26) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(27) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(28) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(29) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(30) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(31) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(32) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(33) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(34) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(35) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(36) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(37) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(38) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1
[State 9997, 1]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
fvar(39) = 100000000 - 200000000*(gametime%8<4)
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = name !="Mizuchi"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Mizuchi"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Mizuchi"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Mizuchi"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 9997, 1];免疫
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 60]
type = null;changestate
triggerall = ishelper(30004)
trigger1 = name !="Mizuchi"
value = 106
ignorehitpause = 1

[state destoryhelper] 
type = destroyself 
triggerall = ishelper && time
trigger1 = Time >= 20
trigger2 = root,name ="Mizuchi"
trigger3 = enemynear,stateno = 2205 || enemynear,stateno = [89028,89034]
trigger4 = random%19 = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name !="Mizuchi"
trigger1 = gametime%60 = [20,39]
value = 20008
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="Mizuchi"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1


[Statedef 89033]
type = S
physics = S
ctrl = 0

[State 0]
type = SelfState
trigger1 = name ="Mizuchi"
trigger1 = !ishelper
value = 50
ignorehitpause = 1

[State 50]
type = AssertSpecial
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
flag = invisible
ignorehitpause = 1

[State 40]
type = posset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
x = 1000
y = 1999999
ignorehitpause = 1

[State 9997, 1];画面内いとけ
type = posset
triggerall = name !="Mizuchi"
triggerall = !ishelper
trigger1 = pos y != [-1000,100]
y = 0
ignorehitpause = 1

[State 9997, 1]
type = hitby
triggerall = name !="Mizuchi"
trigger1 = !ishelper
value = SCA,AA,AT,AP
time = -1
ignorehitpause = 1

[State 310 , blink]
type = PalFX
triggerall = name !="Mizuchi"
trigger1 = time%3 = 0
time = 90
color = 0 
invertall = 1
persistent = 30
ignorehitpause = 1

[State 1300]
type = NotHitBy
triggerall = ishelper
triggerall = time = 0
trigger1 = name != "Mizuchi"
value = SCA
time = 1
ignorehitpause = 1

[State 60]
type = changestate
triggerall = ishelper
trigger1 = root,name ="Phantom Mizuchi"
trigger2 = root,name ="ore_no_ane"
trigger3 = root,name ="Ayu Tukimiya"
trigger3 = NumHelper(100999)
value = 8901068
ignorehitpause = 1

[State 0]
type = VarRangeSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
value = gametime+1
ignorehitpause = 1
[State 0]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
value = gametime+1
ignorehitpause = 1
First = 0
Last = 41
[State 0]
type = VarRangeSet
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
value = gametime+1
ignorehitpause = 1
First = 45
Last = 59
[State 0]
type = VarRangeSet
trigger1 = !ishelper
trigger1 = name != "Mizuchi"
trigger2 = ishelper
trigger2 = root,name !="Mizuchi"
fvalue = gametime+1
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(1) = gametime+1
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(2) = gametime+1
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(3) = gametime+1
IgnoreHitPause = 1
[State 0]
type = VarSet
triggerall = !ishelper
trigger1 = name != "Mizuchi"
sysvar(4) = gametime+1
IgnoreHitPause = 1

[State 9997, 1]
type = varset
trigger1 = time = 0
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(42) = random%2
ignorehitpause = 1

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

[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(0) = gametime*ifelse((gametime-parent,var(0)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(1) = gametime*ifelse((gametime-parent,var(1)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(2) = gametime*ifelse((gametime-parent,var(2)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(3) = gametime*ifelse((gametime-parent,var(3)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(4) = gametime*ifelse((gametime-parent,var(4)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(5) = gametime*ifelse((gametime-parent,var(5)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(6) = gametime*ifelse((gametime-parent,var(6)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(7) = gametime*ifelse((gametime-parent,var(7)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(8) = gametime*ifelse((gametime-parent,var(8)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(9) = gametime*ifelse((gametime-parent,var(9)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(10) = gametime*ifelse((gametime-parent,var(10)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(11) = gametime*ifelse((gametime-parent,var(11)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(12) = gametime*ifelse((gametime-parent,var(12)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(13) = gametime*ifelse((gametime-parent,var(13)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(14) = gametime*ifelse((gametime-parent,var(14)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(15) = gametime*ifelse((gametime-parent,var(15)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(16) = gametime*ifelse((gametime-parent,var(16)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(17) = gametime*ifelse((gametime-parent,var(17)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(18) = gametime*ifelse((gametime-parent,var(18)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(19) = gametime*ifelse((gametime-parent,var(19)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(20) = gametime*ifelse((gametime-parent,var(20)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(21) = gametime*ifelse((gametime-parent,var(21)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(22) = gametime*ifelse((gametime-parent,var(22)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(23) = gametime*ifelse((gametime-parent,var(23)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(24) = gametime*ifelse((gametime-parent,var(24)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(25) = gametime*ifelse((gametime-parent,var(25)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(26) = gametime*ifelse((gametime-parent,var(26)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(27) = gametime*ifelse((gametime-parent,var(27)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(28) = gametime*ifelse((gametime-parent,var(28)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(29) = gametime*ifelse((gametime-parent,var(29)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(30) = gametime*ifelse((gametime-parent,var(30)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(31) = gametime*ifelse((gametime-parent,var(31)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(32) = gametime*ifelse((gametime-parent,var(32)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(33) = gametime*ifelse((gametime-parent,var(33)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(34) = gametime*ifelse((gametime-parent,var(34)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(35) = gametime*ifelse((gametime-parent,var(35)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(36) = gametime*ifelse((gametime-parent,var(36)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(37) = gametime*ifelse((gametime-parent,var(37)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(38) = gametime*ifelse((gametime-parent,var(38)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(39) = gametime*ifelse((gametime-parent,var(39)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(40) = gametime*ifelse((gametime-parent,var(40)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(41) = gametime*ifelse((gametime-parent,var(41)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(42) = gametime*ifelse((gametime-parent,var(42)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(43) = gametime*ifelse((gametime-parent,var(43)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(44) = gametime*ifelse((gametime-parent,var(44)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(45) = gametime*ifelse((gametime-parent,var(45)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(46) = gametime*ifelse((gametime-parent,var(46)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(47) = gametime*ifelse((gametime-parent,var(47)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(48) = gametime*ifelse((gametime-parent,var(48)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(49) = gametime*ifelse((gametime-parent,var(49)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(50) = gametime*ifelse((gametime-parent,var(50)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(51) = gametime*ifelse((gametime-parent,var(51)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(52) = gametime*ifelse((gametime-parent,var(52)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(53) = gametime*ifelse((gametime-parent,var(53)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(54) = gametime*ifelse((gametime-parent,var(54)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(55) = gametime*ifelse((gametime-parent,var(55)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(56) = gametime*ifelse((gametime-parent,var(56)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(57) = gametime*ifelse((gametime-parent,var(57)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(58) = gametime*ifelse((gametime-parent,var(58)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
var(59) = gametime*ifelse((gametime-parent,var(59)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(0) = gametime*ifelse((gametime-parent,fvar(0)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(1) = gametime*ifelse((gametime-parent,fvar(1)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(2) = gametime*ifelse((gametime-parent,fvar(2)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(3) = gametime*ifelse((gametime-parent,fvar(3)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(4) = gametime*ifelse((gametime-parent,fvar(4)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(5) = gametime*ifelse((gametime-parent,fvar(5)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(6) = gametime*ifelse((gametime-parent,fvar(6)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(7) = gametime*ifelse((gametime-parent,fvar(7)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(8) = gametime*ifelse((gametime-parent,fvar(8)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(9) = gametime*ifelse((gametime-parent,fvar(9)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(10) = gametime*ifelse((gametime-parent,fvar(10)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(11) = gametime*ifelse((gametime-parent,fvar(11)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(12) = gametime*ifelse((gametime-parent,fvar(12)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(13) = gametime*ifelse((gametime-parent,fvar(13)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(14) = gametime*ifelse((gametime-parent,fvar(14)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(15) = gametime*ifelse((gametime-parent,fvar(15)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(16) = gametime*ifelse((gametime-parent,fvar(16)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(17) = gametime*ifelse((gametime-parent,fvar(17)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(18) = gametime*ifelse((gametime-parent,fvar(18)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(19) = gametime*ifelse((gametime-parent,fvar(19)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(20) = gametime*ifelse((gametime-parent,fvar(20)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(21) = gametime*ifelse((gametime-parent,fvar(21)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(22) = gametime*ifelse((gametime-parent,fvar(22)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(23) = gametime*ifelse((gametime-parent,fvar(23)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(24) = gametime*ifelse((gametime-parent,fvar(24)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(25) = gametime*ifelse((gametime-parent,fvar(25)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(26) = gametime*ifelse((gametime-parent,fvar(26)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(27) = gametime*ifelse((gametime-parent,fvar(27)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(28) = gametime*ifelse((gametime-parent,fvar(28)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(29) = gametime*ifelse((gametime-parent,fvar(29)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(30) = gametime*ifelse((gametime-parent,fvar(30)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(31) = gametime*ifelse((gametime-parent,fvar(31)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(32) = gametime*ifelse((gametime-parent,fvar(32)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(33) = gametime*ifelse((gametime-parent,fvar(33)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(34) = gametime*ifelse((gametime-parent,fvar(34)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(35) = gametime*ifelse((gametime-parent,fvar(35)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(36) = gametime*ifelse((gametime-parent,fvar(36)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(37) = gametime*ifelse((gametime-parent,fvar(37)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(38) = gametime*ifelse((gametime-parent,fvar(38)=[-60,60]),1,-1)+1
ignorehitpause = 1
[State 0]
type = parentvarset
trigger1 = ishelper
trigger1 = root,name!="Mizuchi"
trigger1 = var(42) = 1
fvar(39) = gametime*ifelse((gametime-parent,fvar(39)=[-60,60]),1,-1)+1
ignorehitpause = 1

[State 9997, 1]
type = varset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(44) = prevstateno
ignorehitpause = 1

[State 9997, 1]
type = varset
trigger1 = ishelper
trigger1 = root,name !="Mizuchi"
var(43) = anim
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
triggerall = time = 0
trigger1 = root,name !="Mizuchi"
trigger1 = root,alive
projanim = anim
projremove = 1
projremovetime = 15
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = prevstateno
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Mizuchi"
trigger1 = root,alive
projanim = var(43)
projremove = 1
projremovetime = 15
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = var(44)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Mizuchi"
trigger1 = root,alive
projid=2
projanim = var(43)
projremove = 1
projremovetime = 15
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = var(44)
ignorehitpause = 1

[State 600]
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Mizuchi"
trigger1 = root,alive = 0
projid=3
projanim = var(43)
projremove = 1
projremovetime = 15
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = 5150
ignorehitpause = 1

[State proj] 
type = Projectile
triggerall = ishelper
trigger1 = root,name !="Mizuchi"
trigger1 = time = 0
projID = gametime
projanim = anim
projhits = 999
projremovetime = 600
postype = p1
offset = 1000,198000000
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
supermovetime = 999000
pausemovetime = 999000
attr = C,ST
hitflag = MAFPD
affectteam = B
givepower = 0,0
getpower = 0,0
pausetime = 0,0
persistent = 0
p1stateno = 50
ignorehitpause = 1

[State 999]
type = changeanim2
triggerall = ishelper
triggerall = time > 1
trigger1 = root,name !="Mizuchi"
trigger1 = time < 60
value = 8907

[State 0]
type = statetypeset
trigger1 = name !="Mizuchi"
statetype = S
movetype = H
physics = N
ignorehitpause = 1

[state a]
type = velset
triggerall = name !="Mizuchi"
trigger1 = time = 0
x = 0
y = 0
ignorehitpause = 1

[State 20]
type = ctrlset
trigger1 = name !="Mizuchi"
value = 0
ignorehitpause = 1

[State 70]
type = LifeAdd
triggerall = !ishelper
trigger1 = name !="Mizuchi"
value = -99999999999999
absolute = 1
ignorehitpause = 1

[State 9997, 1];免疫
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1

[state destoryhelper] 
type = destroyself 
triggerall = ishelper
trigger1 = Time >= 20
trigger2 = root,name ="Mizuchi"
ignorehitpause = 1

[State 60]
type = changestate
triggerall = !ishelper
trigger1 = name !="Mizuchi"
trigger1 = !alive
value = 5150
ignorehitpause = 1

[State 9997, 1]
type = SelfState
triggerall = name !="Mizuchi"
triggerall = !ishelper
trigger1 = Time >= 10
value = 5050
ignorehitpause = 1


