[State DExp]
type = RemoveExplod
triggerall = IsHelper(1)||var(1):= 0
triggerall = var(3) >0 && !(playerID(-var(12)+10),Var(49)&3) && MoveType=H
trigger1 =             (var(3)/10)
trigger1 = var(1):=4 &&(var(3)/100)
trigger1 = var(1):=8 &&(var(3)/1000)
trigger1 = var(1):=12&&(var(3)/10000)
trigger1 = var(1):=16&&(var(3)/100000)
trigger1 = var(1):=20&&(var(3)/1000000)
trigger1 = var(1):=24&&(var(3)/10000000)
trigger1 = var(1):=28&&(var(3)/100000000)
trigger1 = var(1):=32&&(var(3)/1000000000)
trigger1 = var(1):=36&&(var(3)/10000000000)
trigger1 = var(1):=40&&(var(3)/100000000000)
trigger2 = 1
id = 7
IgnoreHitPause = 1
[State DExp]
type = Explod
trigger1 = var(3) >0 && IsHelper(1)
trigger1 = !(playerID(-var(12)+10),Var(49)&3) && MoveType=H
anim = 42720+(Var(3)%10)
ID = 7
pos = var(1)*Facing,0
postype = p1
facing = Facing
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
[State DExp]
type = Explod
trigger1 = var(1)>=4
anim = 42720+(Var(3)/10%10)
ID = 7
pos = (var(1)-8)*Facing,0
postype = p1
facing = Facing
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
[State DExp]
type = Explod
trigger1 = var(1)>=8
anim = 42720+(Var(3)/100%10)
ID = 7
pos = (var(1)-16)*Facing,0
postype = p1
facing = Facing
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
[State DExp]
type = Explod
trigger1 = var(1)>=12
anim = 42720+(Var(3)/1000%10)
ID = 7
pos = (var(1)-24)*Facing,0
postype = p1
facing = Facing
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
[State DExp]
type = Explod
trigger1 = var(1)>=16
anim = 42720+(Var(3)/10000%10)
ID = 7
pos = (var(1)-32)*Facing,0
postype = p1
facing = Facing
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
[State DExp]
type = Explod
trigger1 = var(1)>=20
anim = 42720+(Var(3)/100000%10)
ID = 7
pos = (var(1)-40)*Facing,0
postype = p1
facing = Facing
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
[State DExp]
type = Explod
trigger1 = var(1)>=24
anim = 42720+(Var(3)/1000000%10)
ID = 7
pos = (var(1)-48)*Facing,0
postype = p1
facing = Facing
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
[State DExp]
type = Explod
trigger1 = var(1)>=28
anim = 42720+(Var(3)/10000000%10)
ID = 7
pos = (var(1)-56)*Facing,0
postype = p1
facing = Facing
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
[State DExp]
type = Explod
trigger1 = var(1)>=32
anim = 42720+(Var(3)/100000000%10)
ID = 7
pos = (var(1)-64)*Facing,0
postype = p1
facing = Facing
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
[State DExp]
type = Explod
trigger1 = var(1)>=36
anim = 42720+(Var(3)/1000000000%10)
ID = 7
pos = (var(1)-72)*Facing,0
postype = p1
facing = Facing
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
[State DExp]
type = Explod
trigger1 = var(1)>=40
anim = 42720+(Var(3)/10000000000%10)
ID = 7
pos = (var(1)-80)*Facing,0
postype = p1
facing = Facing
bindtime = -1
removetime = -2
scale = 1, 1
sprpriority = 20
ownpal = 1
IgnoreHitPause = 1
[state -2,BE];表示
type = Explod
trigger1 = helper(1),prevstateno=1919072
trigger1 = enemy,pos Y = 0
trigger1 = enemy,statetype = L
trigger1 = !numexplod(19191)
anim = 19191
id = 19191
postype = p2
pos = 0,0
scale = 0.6,0.6
facing = 1
bindtime = 2
supermovetime = -1
pausemovetime = -1
removetime = -2
ownpal = 1
sprpriority = -5
ignorehitpause = 1
[State 3002, 速度加算] ;重力
type = playsnd
trigger1 = helper(1),prevstateno=1919072
trigger1 = enemy,pos Y = 0
trigger1 = enemy,movetype = H
value = 0,15
Persistent = 0
lowpriority = 1
channel = 1