
[Statedef 11111]
type = A
Physics = N
sprpriority = 0
Anim = 10079
velset=-10, 0

[State -1]
type = null




;
;RtBO
;


;AIpRtBO
;--------------------------------------------------------------------------
;펞NXCb`
trigger1 = var(1):=                   (0) ;i j̐1ɂƏ펞N

;AIx
trigger2 = var(2):=                  (11) ;AĨx(1`11)@AIx10ȉŒg܂

;J̃[h
trigger3 = var(3):=                   (0) ;0Ō[hA1ňŃ[h

;[h̉̓S̉򃋁[vݒ
trigger4 = var(4):=                   (2) ;₵̕[v܂

;[h̃ubLOݒ
trigger5 = var(5):=                  (10) ;(0`10)AقǃubLOgpオ邩

;[h̐H炢㏑ubLOݒ
trigger6 = var(6):=                   (0) ;(0`10)A炢̂Őقǃ`[g\


;[h`FWݒ@@@(0)ȊOI񂾏ꍇs^Q[W9999ɂȂ[hɕς悤ɂȂ
trigger7 = var(7):=                   (2) ;(0)[h`FWȂ
                                          ;(1)[h`FWȂƂȂ
                                          ;(2)[h`FW邩Ȃ
                                          ;(3)[h`FWƂ
                                          ;(4)[h`FW邱Ƃ܂ɂ悭

;[h`FW̍ĎgptOݒ
trigger8 = var(8):=                   (10) ;i j̐̎Ԃ̓[h`FWȂ
;                                            Pʂ͕bA10ꂽꍇ10bȏo߂Ȃƃ[h`FWȂ


;QW}ݒ
trigger9 = var(9):=                   (0) ;i j̐1ɂƏ펞Q[WMAX                                          


;QW}Vݒ
trigger10 = var(10):=                 (0) ;펞Q[W񕜁B0łȂAi j̐Q[W񕜂


;Bʂɂ̏ݒiAIx9ȏj
trigger11 = var(11):=                 (1) ;0ŐݒȂA1ňŗBʂɂ̏ϋɓIɎg

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


;==============================================================================
triggerall = time=0
trigger1 = 0
trigger2 = 0
trigger3 = 0
trigger4 = 0
trigger5 = 0
trigger6 = 0
trigger7 = 0
trigger8 = 0
trigger9 = 0
trigger10= 0
trigger11= 0
Persistent = 0
IgnoreHitPause = 1




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

[State ]
type = ParentVarSet
trigger1 = var(1) = 0
trigger1 = RoundState = 0
var(59) = 0

[State ]
type = ParentVarSet
trigger1 = var(1) > 0
trigger1 = RoundState = 0
var(59) = var(2)

[State ]
type = ParentVarSet
trigger1 = var(3) = 0
trigger1 = root,stateno = [190,194]
Persistent = 0
var(38) = 0

[State ]
type = ParentVarSet
trigger1 = var(3) = 1
trigger1 = root,stateno = [190,194]
Persistent = 0
var(38) = 1



[State ]
type = VarAdd
trigger1 = root,stateno = 9001 && root,time = 1
var(0) = -1



[State ]
type = VarSet
trigger1 = RoundState = 0
trigger2 = EnemyNear,MoveType = A
var(0) = var(4)


[State ]
type = VarSet
trigger1 = root,stateno = 709
var(50) = var(8)

[State ]
type = VarAdd
trigger1 = var(50) > 0
trigger1 = (GameTime %60) = 0
var(50) = -1

[State ]
type = VarSet
trigger1 = root,stateno = [198,199]
trigger1 = var(2) = [1,5]
var(51) = 10

[State ]
type = VarSet
trigger1 = root,stateno = [198,199]
trigger1 = var(2) = [6,8]
var(51) = 15

[State ]
type = VarSet
trigger1 = root,stateno = [198,199]
trigger1 = var(2) = [9,10]
var(51) = 20

[State ]
type = VarAdd
trigger1 = var(51) > 0
trigger1 = (GameTime %60) = 0
var(51) = -1

[State ]
type = VarAdd
trigger1 = RoundState = 2
trigger1 = (GameTime %60) = 0
var(52) = 1


;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
[State ]
type=selfstate
trigger1=!ishelper
value=0

[State ]
type=ScreenBound
trigger1=1
value=0
movecamera=0,0

[State ]
type=Projectile
trigger1=time=0
projID=11111
projanim=10079
velocity=-10, 0
projpriority=4
projsprpriority=2
projstagebound=0
projedgebound=99999
offset=0, 0
postype=back
supermovetime=99999
pausemovetime=99999
projremovetime=-1

[State ]
type=velset
trigger1=!(root,numprojID(11111))
x=0
y=0
