;★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
;簡易削り調査
[statedef 30000]
type    = S
movetype= I
physics = S
ctrl = 0

[State 1]
type = Changestate
triggerall=name!="Ines"
trigger1=prevstateno!=51500&&prevstateno!=51410&&prevstateno!=51210&&prevstateno!=51200
trigger2=time||ctrl
value = 51500
persistent=256
ignorehitpause = 1

[State 00]
type = varset
trigger1 = stateno != sysvar(3)
sysvar(2) = 0
ignorehitpause = 1

[State 00]
type = varset
trigger1 = 1
sysvar(3) = stateno
ignorehitpause = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
[State 00]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

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

[State 218 , 1]
type = posset
trigger1=1
x=enemy,pos x
y=enemy,pos y+enemy,const(size.mid.pos.y)
[State ];試合が始まったらフラグを立てる
type = VarSet
trigger1 = ishelper;ヘルパーで
trigger1 = roundstate < 2;試合中
sysvar(1) = 0
[State ];試合が始まったらフラグを立てる
type = VarSet
trigger1 = ishelper;ヘルパーで
trigger1 = roundstate = 2;試合中
trigger1 = root,ctrl;本体のCtrlが入った時
sysvar(1) = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = sysvar(1)
movetype = A
ignorehitpause = 1
;---------------------------------------------------------------------------
[State ];ガードが暴発しないように
type = AttackDist
trigger1 = 1
value = 0
;------------------------------------------------------------------------------
[State 0, VarSet];初期削り実行判断
type = VarSet
triggerall = 1||var(0):=0
trigger1 = helper(40001),sysfvar(0)-root,var(3)= [0,21000]
var(0) = 1
ignorehitpause = 1
[State 0, VarSet];最終削り実行判断
type = VarSet
triggerall = 1||var(59):=0
trigger1 = helper(40001),sysfvar(0)-root,var(3)>(30000+(enemy,numhelper(51500)>0)*6000)
var(59) = 1
ignorehitpause = 1
[State 0, VarSet];最終削り実行判断
type = VarSet
trigger1 = helper(40001),sysfvar(0)-root,var(3)>=53000
var(59) = 0
ignorehitpause = 1

[State 0, Null]
type = Null
trigger1 = 1||var(7):=300
ignorehitpause = 1

[State 0, Null];調査前敵life保存
type = Null
trigger1 = ifelse(var(9),sysfvar(0),var(8)) = 0
trigger1 = 1||var(4):=enemy,life
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = roundstate<2
var(6) = -1
ignorehitpause = 1
;------------------------------------------------------------------------------
;変数リセット
;------------------------------------------------------------------------------
[State 0, Null]
type = Null
trigger1 = !var(0)&&!var(59)
trigger1 = 1||var(2):=0
trigger1 = 1||var(8):=0
trigger1 = 1||var(14):=0
trigger1 = 1||var(26):=-1
trigger1 = 1||var(29):=-1
ignorehitpause = 1
[State 0, Null]
type = Null
trigger1 = roundstate = 1
trigger1 = 1||var(56):=-1
trigger1 = 1||var(57):=0
trigger1 = 1||var(58):=-1
ignorehitpause = 1
[State 00]
type = varset
trigger1 = !var(0)&&!var(59)
sysfvar(0) = 0
ignorehitpause = 1
[State 00]
type = varset
trigger1 = !var(0)&&!var(59)
sysvar(2) = 0
ignorehitpause = 1
;------------------------------------------------------------------------------
;削り前に必要なもの
;------------------------------------------------------------------------------
[State 0, Null];初期削りに有効打があったか？
type = Null
triggerall = sysvar(1)
triggerall = !sysvar(2)
triggerall = var(59)
triggerall = var(56)=-1
trigger1 = var(58)!=-1
trigger1 = (var(58)=[0,15])||var(58)=[0+27,15+27]
trigger1 = 0&&var(25):=1;有効打があった
trigger2 = var(58)!=-1
trigger2 = (var(58)=[16,26])||var(58)=[16+27,26+27]
trigger2 = 0&&var(25):=2;あったけど特殊削り
trigger3 = var(58)=-1
trigger3 = 0&&var(25):=0;んなもんねぇよアホんだら
ignorehitpause = 1
[State 0, Null];初期再調査削りに有効打があったか？
type = Null
triggerall = sysvar(1)
triggerall = !sysvar(2)
triggerall = var(59)
trigger1 = var(56)!=-1
trigger1 = (var(56)=[0,15])||var(56)=[0+27,15+27]
trigger1 = 0&&var(25):=1;有効打があった
trigger2 = var(56)!=-1
trigger2 = (var(56)=[16,26])||var(56)=[16+27,26+27]
trigger2 = 0&&var(25):=2;あったけど特殊削り
trigger3 = var(56)=-1 && var(58)=-1
trigger3 = 0&&var(25):=0;んなもんねぇよアホんだら
ignorehitpause = 1
[State 0, Null];最終チャート推移
type = Null
triggerall = sysvar(1)
triggerall = var(59)
trigger1 = ((!sysvar(2))&&(var(25)=0)&&(var(27)=0));初期に有効打がなかった
trigger1 = 1||var(27):=1;基本削り再調査
trigger2 = ((!sysvar(2))&&(var(25)=2)&&(var(27)=0));初期の有効打が特殊な削りな場合
trigger2 = 1||var(27):=1;基本削り再調査

trigger3 = ((sysvar(2)=300*16)&&(var(25)=0)&&(var(26)=[0+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0)),15+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0))])&&(var(27)=1));最終での調査の有効打が通常削りの場合
trigger3 = 1||var(27):=2;特殊削り再調査
trigger4 = ((sysvar(2)=300*16)&&(var(26)=-1)&&(var(27)=1));最終での調査の有効打がない場合
trigger4 = 1||var(27):=2;特殊削り再調査

trigger5 = ((sysvar(2)=300*27)&&(var(26)=-1)&&(var(27)=2));最終での調査の有効打がない場合
trigger5 = 1||var(27):=3;ランダム固定調査
trigger6 = ((sysvar(2)=300*27+300*var(28))&&(var(26)=-1)&&(var(29)=-1)&&(var(27)=3));ランダムやったけどダメだったからループする
trigger6 = 1||var(27):=3;ランダム固定調査

trigger7 = ((sysvar(2)=300*0)&&(var(25)=1)&&(var(56)!=-1||var(58)!=-1)&&(var(27)=0));初期に有効打があった場合(通常削りの場合)
trigger7 = 1||var(27):=4;間隔弄ろう
trigger8 = ((sysvar(2)=300*27)&&(var(26)!=-1)&&(var(27)=2));最終での調査で有効打があった場合
trigger8 = 1||var(27):=4;間隔弄ろう
trigger9 = ((sysvar(2)=300*27+300*var(28))&&(var(26)=200+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0)))&&(var(29)!=-1)&&(var(27)=3));ランダムやったらいけた
trigger9 = 1||var(27):=4;間隔弄ろう

trigger10 = ((sysvar(2)=300*(0+4))&&(var(25)=1)&&(var(56)!=-1||var(58)!=-1)&&(var(27)=4));初期に有効打があった場合
trigger10 = 1||var(27):=5;属性固定
trigger11 = ((sysvar(2)=300*(27+4))&&(var(26)!=-1)&&(var(27)=4));最終での調査で有効打があった場合
trigger11 = 1||var(27):=5;属性固定
trigger12 = ((sysvar(2)=300*(27+var(28)+4))&&(var(26)=200+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0)))&&(var(29)!=-1)&&(var(27)=4));ランダムやったらいけた
trigger12 = 1||var(27):=5;属性固定
trigger13 = var(28)>=20
trigger13 = ((sysvar(2)=300*(27+var(28)+4))&&(var(26)=200+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0)))&&(var(29)!=-1)&&(var(27)=3));時間がないからこっちに来るぜ 
trigger13 = 1||var(27):=5;属性固定

trigger14 = ((sysvar(2)=300*(0+4+4))&&(var(25)=1)&&(var(56)!=-1||var(58)!=-1)&&(var(27)=5));初期に有効打があった場合
trigger14 = 1||var(27):=6;最終
trigger15 = ((sysvar(2)=300*(27+4+4))&&(var(26)!=-1)&&(var(27)=5));最終での調査で有効打があった場合
trigger15 = 1||var(27):=6;最終
trigger16 = ((sysvar(2)=300*(27+var(28)+4))&&(var(26)!=-1)&&(var(29)!=-1)&&(var(27)=3));ランダムやったらいけた/時間無いから
trigger16 = 1||var(27):=6;最終
ignorehitpause = 1
[State 0, Null];チャート調整
type = Null
triggerall = sysvar(1)
triggerall = !sysfvar(0)
triggerall = var(59)
trigger1 = var(27)=1;基本削り再調査
trigger1 = 1||var(5):=0+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0))
trigger1 = 0&&var(14):=0+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0))
trigger2 = var(27)=2;特殊削り再調査
trigger2 = 1||var(5):=16+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0))
trigger2 = 0&&var(14):=16+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0))
trigger3 = var(27)=3;ランダム固定調査
trigger3 = 1||var(5):=200+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0))
trigger3 = 0&&var(14):=200+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0))
trigger4 = var(27)=4;間隔弄ろう
trigger4 = 1||var(5):=100+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0))
trigger4 = 0&&var(14):=100+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0))
trigger5 = var(27)=5;属性固定
trigger5 = 1||var(5):=110+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0))
trigger5 = 0&&var(14):=110+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0))
trigger6 = var(27)=6;最終
trigger6 = var(26)!=-1;最終
trigger6 = 1||var(5):=var(26)
ignorehitpause = 1
[State 0, Null];初期削り有効打代入
type = Null
triggerall = sysvar(1)
triggerall = !sysvar(2)
triggerall = var(59)
trigger1 = var(56)!=-1||var(58)!=-1
trigger1 = 1||var(26):=var(56+ifelse(var(56)!=-1,0,2))
ignorehitpause = 1

;------------------------------------------------------------------------------
[State 0, Null];ランダム固定ダメージ
type = Null
triggerall = 1
trigger1 = var(8) = 0
trigger1 = 0&&var(23):=1+random
ignorehitpause = 1
[State 0, Null];有効間隔一時避難
type = Null
triggerall = ifelse(var(9)||var(30),sysfvar(0),var(8)) = 0
trigger1 = var(5) = 20
trigger1 = 1||var(24):=var(1)
ignorehitpause = 1
[State 0, Null];有効間隔一時避難
type = Null
triggerall = ifelse(var(9)||var(30),sysfvar(0),var(8)) = 0
trigger1 = var(5) = 200+ifelse(var(56)=-1,ifelse(var(58)>26,27,0),ifelse(var(56)>26,27,0))
trigger1 = 1||var(28):=var(28)+1
ignorehitpause = 1
[State 0, Null];有効間隔保存
type = Null
triggerall = ifelse(var(9)||var(30),sysfvar(0),var(8)) = 0
trigger1 = (var(6) = -1)||(var(26) = -1)
trigger1 = 1||var(11):=random%5;0+(random%2)*4
trigger2 = var(6+20*var(59)) = [0+(var(5)>=27)*27,3+(var(5)>=27)*27]
trigger2 = 0&&var(11):=3
trigger3 = var(6+20*var(59)) = [4+(var(5)>=27)*27,7+(var(5)>=27)*27]
trigger3 = 0&&var(11):=2
trigger4 = var(6+20*var(59)) = [8+(var(5)>=27)*27,11+(var(5)>=27)*27]
trigger4 = 0&&var(11):=1
trigger5 = var(6+20*var(59)) = [12+(var(5)>=27)*27,15+(var(5)>=27)*27]
trigger5 = 0&&var(11):=0
trigger6 = (var(6+20*var(59)) = 20+(var(5)>=27)*27)||(var(16)&32)
trigger6 = 0&&var(11):=4
trigger7 = (var(11) = 1)&&(var(6+20*var(59)) = [16+(var(5)>=27)*27,19+(var(5)>=27)*27])&&!(var(16)&32)
trigger7 = 0&&var(11):=var(24)
trigger8 = (var(11) = 1)&&(var(6+20*var(59)) = [16+(var(5)>=27)*27,19+(var(5)>=27)*27])&&(var(16)&32);----
trigger8 = 0&&var(11):=4
trigger9 = (var(6+20*var(59)) = 26+(var(5)>=27)*27)||(var(16)&2048)
trigger9 = 0&&var(11):=4
trigger10 = (var(6+20*var(59)) = 100)
trigger10 = 0&&var(11):=4;1
trigger11 = (var(6+20*var(59)) = 101)
trigger11 = 0&&var(11):=0;16
trigger12 = (var(6+20*var(59)) = 102)
trigger12 = 0&&var(11):=3;48
trigger13 = (var(6+20*var(59)) = 103)
trigger13 = 0&&var(11):=5;63
ignorehitpause = 1
[State 0, Null];有効ダメージ保存
type = Null
triggerall = ifelse(var(9)||var(30),sysfvar(0),var(8)) = 0
trigger1 = var(6+20*var(59)) = -1
trigger1 = var(17):=random%8
trigger2 = var(6+20*var(59)) = [0+(var(5)>=27)*27,15+(var(5)>=27)*27]
trigger2 = (var(6+20*var(59))-(var(5)>=27)*27)%4=0
trigger2 = 0&&var(17):=0
trigger3 = var(6+20*var(59)) = [0+(var(5)>=27)*27,15+(var(5)>=27)*27]
trigger3 = (var(6+20*var(59))-(var(5)>=27)*27)%4=1
trigger3 = 0&&var(17):=1
trigger4 = var(6+20*var(59)) = [0+(var(5)>=27)*27,15+(var(5)>=27)*27]
trigger4 = (var(6+20*var(59))-(var(5)>=27)*27)%4=2
trigger4 = 0&&var(17):=2
trigger5 = var(6+20*var(59)) = [0+(var(5)>=27)*27,15+(var(5)>=27)*27]
trigger5 = (var(6+20*var(59))-(var(5)>=27)*27)%4=3
trigger5 = 0&&var(17):=3
trigger6 = (var(6+20*var(59)) = 16+(var(5)>=27)*27);||(var(16)&2)
trigger6 = 0&&var(17):=4
trigger7 = (var(6+20*var(59)) = 17+(var(5)>=27)*27);||(var(16)&4)
trigger7 = 0&&var(17):=5
trigger8 = (var(6+20*var(59)) = 18+(var(5)>=27)*27);||(var(16)&8)
trigger8 = 0&&var(17):=6
trigger9 = (var(6+20*var(59)) = 19+(var(5)>=27)*27);||(var(16)&16)
trigger9 = 0&&var(17):=7
trigger10 = (var(6+20*var(59)) = 26+(var(5)>=27)*27);||(var(16)&2048)
trigger10 = 0&&var(17):=3
trigger11 = var(6+20*var(59)) = 200
trigger11 = 0&&var(17):=8
ignorehitpause = 1

[State 0, Null];代入
type = Null
triggerall = 1||var(5):=ifelse(var(9)||(var(30)&&var(27)=6),var(6+20*var(59)),var(5))

trigger1 = var(5) = [0+(var(5)>=27)*27,3+(var(5)>=27)*27];間隔
trigger1 = 0&&var(1):=48
trigger2 = var(5) = [4+(var(5)>=27)*27,7+(var(5)>=27)*27]
trigger2 = 0&&var(1):=33
trigger3 = var(5) = [8+(var(5)>=27)*27,11+(var(5)>=27)*27]
trigger3 = 0&&var(1):=25
trigger4 = var(5) = [12+(var(5)>=27)*27,15+(var(5)>=27)*27]
trigger4 = 0&&var(1):=16

trigger5 = var(5) = 20+(var(5)>=27)*27;1F削り
trigger5 = 1||var(1):=1
trigger5 = 0&&var(3):=(var(17)=0)*49+(var(17)=1)*92+(var(17)=2)*240+(var(17)=3)*(1+random)+(var(17)=4)*(enemy,lifemax-1)+(var(17)=5)*ceil(enemy,lifemax/3-0)+(var(17)=6)*1+(var(17)=7)*2147483647+(var(17)=8)*var(23)

trigger6 = var(5) = [0+(var(5)>=27)*27,15+(var(5)>=27)*27];ダメージ
trigger6 = (var(5)-(var(5)>=27)*27)%4=0
trigger6 = 0&&var(3):=49
trigger7 = var(5) = [0+(var(5)>=27)*27,15+(var(5)>=27)*27]
trigger7 = (var(5)-(var(5)>=27)*27)%4=1
trigger7 = 0&&var(3):=92
trigger8 = var(5) = [0+(var(5)>=27)*27,15+(var(5)>=27)*27]
trigger8 = (var(5)-(var(5)>=27)*27)%4=2
trigger8 = 0&&var(3):=240
trigger9 = var(5) = [0+(var(5)>=27)*27,15+(var(5)>=27)*27]
trigger9 = (var(5)-(var(5)>=27)*27)%4=3
trigger9 = 0&&var(3):=random+1

trigger10 = var(5) = 16+(var(5)>=27)*27;lifemax-1
trigger10 = 1||var(1):=(var(11)=3)*16+(var(11)=2)*25+(var(11)=1)*33+(var(11)=0)*48+(var(11)=4)*1+(var(11)=5)*63
trigger10 = 0&&var(3):=enemy,lifemax-1
trigger11 = var(5) = 17+(var(5)>=27)*27;enemy,lifemax/3
trigger11 = 1||var(1):=(var(11)=3)*16+(var(11)=2)*25+(var(11)=1)*33+(var(11)=0)*48+(var(11)=4)*1+(var(11)=5)*63
trigger11 = 0&&var(3):=ceil(enemy,lifemax/3-0)
trigger12 = var(5) = 18+(var(5)>=27)*27;1
trigger12 = 1||var(1):=(var(11)=3)*16+(var(11)=2)*25+(var(11)=1)*33+(var(11)=0)*48+(var(11)=4)*1+(var(11)=5)*63
trigger12 = 0&&var(3):=1
trigger13 = var(5) = 19+(var(5)>=27)*27;2147483647
trigger13 = 1||var(1):=(var(11)=3)*16+(var(11)=2)*25+(var(11)=1)*33+(var(11)=0)*48+(var(11)=4)*1+(var(11)=5)*63
trigger13 = 0&&var(3):=2147483647

trigger14 = var(5) = 21+(var(5)>=27)*27;1F削り
trigger14 = 1||var(1):=(var(11)=3)*16+(var(11)=2)*25+(var(11)=1)*33+(var(11)=0)*48+(var(11)=4)*1+(var(11)=5)*63
trigger14 = 0&&var(3):=(var(17)=0)*49+(var(17)=1)*92+(var(17)=2)*240+(var(17)=3)*(1+random)+(var(17)=4)*(enemy,lifemax-1)+(var(17)=5)*ceil(enemy,lifemax/3-0)+(var(17)=6)*1+(var(17)=7)*2147483647+(var(17)=8)*var(29)

trigger15 = var(5) = 22+(var(5)>=27)*27;全画面
trigger15 = 1||var(1):=(var(11)=3)*16+(var(11)=2)*25+(var(11)=1)*33+(var(11)=0)*48+(var(11)=4)*1+(var(11)=5)*63
trigger15 = 0&&var(3):=(var(17)=0)*49+(var(17)=1)*92+(var(17)=2)*240+(var(17)=3)*(1+random)+(var(17)=4)*(enemy,lifemax-1)+(var(17)=5)*ceil(enemy,lifemax/3-0)+(var(17)=6)*1+(var(17)=7)*2147483647+(var(17)=8)*var(29)

trigger16 = var(5) = 23+(var(5)>=27)*27;本体hitdef
trigger16 = 1||var(1):=(var(11)=3)*16+(var(11)=2)*25+(var(11)=1)*33+(var(11)=0)*48+(var(11)=4)*1+(var(11)=5)*63
trigger16 = 0&&var(3):=(var(17)=0)*49+(var(17)=1)*92+(var(17)=2)*240+(var(17)=3)*(1+random)+(var(17)=4)*(enemy,lifemax-1)+(var(17)=5)*ceil(enemy,lifemax/3-0)+(var(17)=6)*1+(var(17)=7)*2147483647+(var(17)=8)*var(29)
trigger17 = var(5) = 24+(var(5)>=27)*27;本体hitdef+proj
trigger17 = 1||var(1):=(var(11)=3)*16+(var(11)=2)*25+(var(11)=1)*33+(var(11)=0)*48+(var(11)=4)*1+(var(11)=5)*63
trigger17 = 0&&var(3):=(var(17)=0)*49+(var(17)=1)*92+(var(17)=2)*240+(var(17)=3)*(1+random)+(var(17)=4)*(enemy,lifemax-1)+(var(17)=5)*ceil(enemy,lifemax/3-0)+(var(17)=6)*1+(var(17)=7)*2147483647+(var(17)=8)*var(29)

trigger29 = var(5) = 25+(var(5)>=27)*27;hitby返し
trigger29 = 1||var(1):=(var(11)=3)*16+(var(11)=2)*25+(var(11)=1)*33+(var(11)=0)*48+(var(11)=4)*1+(var(11)=5)*63
trigger29 = 0&&var(3):=(var(17)=0)*49+(var(17)=1)*92+(var(17)=2)*240+(var(17)=3)*(1+random)+(var(17)=4)*(enemy,lifemax-1)+(var(17)=5)*ceil(enemy,lifemax/3-0)+(var(17)=6)*1+(var(17)=7)*2147483647+(var(17)=8)*var(29)
trigger30 = var(5) = 26+(var(5)>=27)*27;多重フロー
trigger30 = 1||var(1):=1
trigger30 = 0&&var(3):=(1+random)


trigger18 = var(5) = 100||var(5) = 127
trigger18 = 1||var(1):=1
trigger18 = var(29)=-1
trigger18 = 0&&var(3):=(var(17)=0)*49+(var(17)=1)*92+(var(17)=2)*240+(var(17)=3)*(1+random)+(var(17)=4)*(enemy,lifemax-1)+(var(17)=5)*ceil(enemy,lifemax/3-0)+(var(17)=6)*1+(var(17)=7)*2147483647+(var(17)=8)*var(29)
trigger19 = var(5) = 100||var(5) = 127
trigger19 = 1||var(1):=1
trigger19 = var(29)!=-1
trigger19 = 0&&var(3):=var(29)
trigger20 = var(5) = 101||var(5) = 128
trigger20 = 1||var(1):=16
trigger20 = var(29)=-1
trigger20 = 0&&var(3):=(var(17)=0)*49+(var(17)=1)*92+(var(17)=2)*240+(var(17)=3)*(1+random)+(var(17)=4)*(enemy,lifemax-1)+(var(17)=5)*ceil(enemy,lifemax/3-0)+(var(17)=6)*1+(var(17)=7)*2147483647+(var(17)=8)*var(29)
trigger21 = var(5) = 101||var(5) = 128
trigger21 = 1||var(1):=16
trigger21 = var(29)!=-1
trigger21 = 0&&var(3):=var(29)
trigger22 = var(5) = 102||var(5) = 129
trigger22 = 1||var(1):=48
trigger22 = var(29)=-1
trigger22 = 0&&var(3):=(var(17)=0)*49+(var(17)=1)*92+(var(17)=2)*240+(var(17)=3)*(1+random)+(var(17)=4)*(enemy,lifemax-1)+(var(17)=5)*ceil(enemy,lifemax/3-0)+(var(17)=6)*1+(var(17)=7)*2147483647+(var(17)=8)*var(29)
trigger23 = var(5) = 102||var(5) = 129
trigger23 = 1||var(1):=48
trigger23 = var(29)!=-1
trigger23 = 0&&var(3):=var(29)
trigger24 = var(5) = 103||var(5) = 130
trigger24 = 1||var(1):=63
trigger24 = var(29)=-1
trigger24 = 0&&var(3):=(var(17)=0)*49+(var(17)=1)*92+(var(17)=2)*240+(var(17)=3)*(1+random)+(var(17)=4)*(enemy,lifemax-1)+(var(17)=5)*ceil(enemy,lifemax/3-0)+(var(17)=6)*1+(var(17)=7)*2147483647+(var(17)=8)*var(29)
trigger25 = var(5) = 103||var(5) = 130
trigger25 = 1||var(1):=63
trigger25 = var(29)!=-1
trigger25 = 0&&var(3):=var(29)

trigger26 = (var(5) = [110,113])||(var(5) = [137,140])
trigger26 = 1||var(1):=(var(11)=3)*16+(var(11)=2)*25+(var(11)=1)*33+(var(11)=0)*48+(var(11)=4)*1+(var(11)=5)*63
trigger26 = var(29)!=-1
trigger26 = 0&&var(3):=(var(17)=0)*49+(var(17)=1)*92+(var(17)=2)*240+(var(17)=3)*(1+random)+(var(17)=4)*(enemy,lifemax-1)+(var(17)=5)*ceil(enemy,lifemax/3-0)+(var(17)=6)*1+(var(17)=7)*2147483647+(var(17)=8)*var(29)
trigger27 = var(5) = [110,113]
trigger27 = 1||var(1):=(var(11)=3)*16+(var(11)=2)*25+(var(11)=1)*33+(var(11)=0)*48+(var(11)=4)*1+(var(11)=5)*63
trigger27 = var(29)=-1
trigger27 = 0&&var(3):=var(29)

trigger28 = var(5) = 200||var(5) = 227
trigger28 = 1||var(1):=(var(11)=3)*16+(var(11)=2)*25+(var(11)=1)*33+(var(11)=0)*48+(var(11)=4)*1+(var(11)=5)*63
trigger28 = 0&&var(3):=ifelse(var(29)=-1,var(23),var(29))

ignorehitpause = 1

[State 0, Null]
type = Null
triggerall = var(30)&&var(27)=6
triggerall = 1||var(5):=ifelse(var(9)||(var(30)&&var(27)=6),var(6+20*var(59)),var(5))
trigger1 = var(5) = [0+(var(5)>=27)*27,3+(var(5)>=27)*27];間隔
trigger1 = 0&&var(1):=var(11)
trigger2 = var(5) = [4+(var(5)>=27)*27,7+(var(5)>=27)*27]
trigger2 = 0&&var(1):=var(11)
trigger3 = var(5) = [8+(var(5)>=27)*27,11+(var(5)>=27)*27]
trigger3 = 0&&var(1):=var(11)
trigger4 = var(5) = [12+(var(5)>=27)*27,15+(var(5)>=27)*27]
trigger4 = 0&&var(1):=var(11)
ignorehitpause = 1


[State 0, Null];代入
type = Null
trigger1 = var(5) = [0+(var(5)>=27)*27,15+(var(5)>=27)*27];
trigger1 = 0&&var(15):=16+ifelse(var(0),11,0)
trigger2 = var(5) = [16+(var(5)>=27)*27,26+(var(5)>=27)*27];
trigger2 = 0&&var(15):=11+ifelse(var(0),16,0)
trigger3 = var(5) = (var(5) = [100,103])||(var(5) = [127,130]);
trigger3 = 0&&var(15):=4
trigger4 = var(5) = (var(5) = [110,113])||(var(5) = [137,140]);
trigger4 = 0&&var(15):=4
trigger5 = var(5) = var(5) = 200||var(5) = 227;
trigger5 = 0&&var(15):=1
ignorehitpause = 1

[State ]
type = changeanim
trigger1 = var(5)<100
trigger1 = anim != ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
value = ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
ignorehitpause = 1

[State ]
type = changeanim
trigger1=!((var(2)= 0)||(var(1)=1))
value = 9999
ignorehitpause = 1
;------------------------------------------------------------------------------

[State 0, Null]
type = Null
trigger1 = var(5)=110
trigger1 = 1||var(21):=1;AA
trigger2 = var(5)=111
trigger2 = 1||var(21):=2;AP
trigger3 = var(5)=112
trigger3 = 1||var(21):=3;AT
trigger4 = var(5)=113
trigger4 = 1||var(21):=0;AA,AP,AT
ignorehitpause = 1

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

[State ]
type = hitdef
trigger1 = 1
attr = ,na
hitflag = 
numhits = 0
sparkno = -1
hitsound = -1,0
guardsound = -1,0
ignorehitpause = 1
[State ]
type = Reversaldef
triggerall = roundstate = 2
triggerall = sysvar(1) = 1
triggerall = var(0)||var(59)
;triggerall = root,var(1)!=5150
;trigger1=!(var(16)&1024)
trigger1=(var(2)= 0)||(var(1)=1);!((var(2)= 0))
reversal.attr = SCA, AA, AT, AP
pausetime = 0,0
priority = 7
sparkno = -1
hitsound = -1
ignorehitpause = 1
[State 200, ヒット定義]
type = HitDef
triggerall = roundstate = 2
triggerall = !(var(5)=[23+(var(5)>=27)*27,24+(var(5)>=27)*27])&&!(var(16)&256)&&!(var(16)&512)
triggerall = ceil(sysfvar(0))%2=1||(var(1)=1)
triggerall = sysvar(1) = 1
triggerall = var(21)=0
triggerall=var(0)||var(59)||(playerid(ceil(root,fvar(2))),sysfvar(0)-root,var(3)= [28500,29100])
triggerall=(var(2)= 0)||(var(1)=1)
triggerall=(root,numprojid(100001)=0)||(var(1)=1)
trigger1 = 1;var(21) = 0
trigger1 = 1
givepower = 7,15
attr = SCA, AA,AP,AT
damage = var(3),var(3)
fall.damage = ceil(ifelse((var(5)=22+(var(5)>=27)*27)||(var(16)&128),0,(var(3)*2)*enemy,const(Data.Defence)/100.0))
guard.dist=0
animtype = Back
guardflag = HA
hitflag = MAFD
priority = 7, Hit
pausetime = 0,0
NumHits = 0
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
air.type = High
air.hittime = 0
id = stateno
[State 200, ヒット定義]
type = HitDef
triggerall = roundstate = 2
triggerall = !(var(5)=[23+(var(5)>=27)*27,24+(var(5)>=27)*27])&&!(var(16)&256)&&!(var(16)&512)
triggerall = ceil(sysfvar(0))%2=1||(var(1)=1)
triggerall = sysvar(1) = 1
triggerall = var(21)=1
triggerall=var(0)||var(59)||(playerid(ceil(root,fvar(2))),sysfvar(0)-root,var(3)= [28500,29100])
triggerall=(var(2)= 0)||(var(1)=1)
triggerall=(root,numprojid(100001)=0)||(var(1)=1)
trigger1 = 1;var(21) = 0
trigger1 = 1
givepower = 7,15
attr = SCA, AA
damage = var(3),var(3)
fall.damage = ceil(ifelse((var(5)=22+(var(5)>=27)*27)||(var(16)&128),0,(var(3)*2)*enemy,const(Data.Defence)/100.0))
guard.dist=0
animtype = Back
guardflag = HA
hitflag = MAFD
priority = 7, Hit
pausetime = 0,0
NumHits = 0
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
air.type = High
air.hittime = 0
id = stateno
[State 200, ヒット定義]
type = HitDef
triggerall = roundstate = 2
triggerall = !(var(5)=[23+(var(5)>=27)*27,24+(var(5)>=27)*27])&&!(var(16)&256)&&!(var(16)&512)
triggerall = ceil(sysfvar(0))%2=1||(var(1)=1)
triggerall = sysvar(1) = 1
triggerall = var(21)=2
triggerall=var(0)||var(59)||(playerid(ceil(root,fvar(2))),sysfvar(0)-root,var(3)= [28500,29100])
triggerall=(var(2)= 0)||(var(1)=1)
triggerall=(root,numprojid(100001)=0)||(var(1)=1)
trigger1 = 1;var(21) = 0
trigger1 = 1
givepower = 7,15
attr = SCA,AP
damage = var(3),var(3)
fall.damage = ceil(ifelse((var(5)=22+(var(5)>=27)*27)||(var(16)&128),0,(var(3)*2)*enemy,const(Data.Defence)/100.0))
guard.dist=0
animtype = Back
guardflag = HA
hitflag = MAFD
priority = 7, Hit
pausetime = 0,0
NumHits = 0
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
air.type = High
air.hittime = 0
id = stateno
[State 200, ヒット定義]
type = HitDef
triggerall = roundstate = 2
triggerall = !(var(5)=[23+(var(5)>=27)*27,24+(var(5)>=27)*27])&&!(var(16)&256)&&!(var(16)&512)
triggerall = ceil(sysfvar(0))%2=1||(var(1)=1)
triggerall = sysvar(1) = 1
triggerall = var(21)=3
triggerall=var(0)||var(59)||(playerid(ceil(root,fvar(2))),sysfvar(0)-root,var(3)= [28500,29100])
triggerall=(var(2)= 0)||(var(1)=1)
triggerall=(root,numprojid(100001)=0)||(var(1)=1)
trigger1 = 1;var(21) = 0
trigger1 = 1
givepower = 7,15
attr = SCA,AT
damage = var(3),var(3)
fall.damage = ceil(ifelse((var(5)=22+(var(5)>=27)*27)||(var(16)&128),0,(var(3)*2)*enemy,const(Data.Defence)/100.0))
guard.dist=0
animtype = Back
guardflag = HA
hitflag = MAFD
priority = 7, Hit
pausetime = 0,0
NumHits = 0
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
air.type = High
air.hittime = 0
id = stateno
;---------------------------------------------------------------
;---------------------------------------------------------------
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)!=(23+(var(5)>=27)*27))&&!(var(16)&256)
triggerall = ceil(sysfvar(0))%2=0||(var(1)=1)
triggerall = sysvar(1) = 1
triggerall = var(21)=0
triggerall=var(0)||var(59)||(playerid(ceil(root,fvar(2))),sysfvar(0)-root,var(3)= [28500,29100])
triggerall=(var(2)= 0)||(var(1)=1)
triggerall=(root,numprojid(100001)=0)||(var(1)=1)
trigger1 = 1
damage = var(3),var(3)
fall.damage = ceil(ifelse((var(5)=22+(var(5)>=27)*27)||(var(16)&128),0,(var(3)*2)*enemy,const(Data.Defence)/100.0))
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA, AA,AP,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = !(var(5)=23+(var(5)>=27)*27)&&!(var(16)&256)
triggerall = ceil(sysfvar(0))%2=0||(var(1)=1)
triggerall = sysvar(1) = 1
triggerall = var(21)=1
triggerall=var(0)||var(59)||(playerid(ceil(root,fvar(2))),sysfvar(0)-root,var(3)= [28500,29100])
triggerall=(var(2)= 0)||(var(1)=1)
triggerall=(root,numprojid(100001)=0)||(var(1)=1)
trigger1 = 1
damage = var(3),var(3)
fall.damage = ceil(ifelse((var(5)=22+(var(5)>=27)*27)||(var(16)&128),0,(var(3)*2)*enemy,const(Data.Defence)/100.0))
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA, AA
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = !(var(5)=23+(var(5)>=27)*27)&&!(var(16)&256)
triggerall = ceil(sysfvar(0))%2=0||(var(1)=1)
triggerall = sysvar(1) = 1
triggerall = var(21)=2
triggerall=var(0)||var(59)||(playerid(ceil(root,fvar(2))),sysfvar(0)-root,var(3)= [28500,29100])
triggerall=(var(2)= 0)||(var(1)=1)
triggerall=(root,numprojid(100001)=0)||(var(1)=1)
trigger1 = 1
damage = var(3),var(3)
fall.damage = ceil(ifelse((var(5)=22+(var(5)>=27)*27)||(var(16)&128),0,(var(3)*2)*enemy,const(Data.Defence)/100.0))
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA, AP
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = !(var(5)=23+(var(5)>=27)*27)&&!(var(16)&256)
triggerall = ceil(sysfvar(0))%2=0||(var(1)=1)
triggerall = sysvar(1) = 1
triggerall = var(21)=3
triggerall=var(0)||var(59)||(playerid(ceil(root,fvar(2))),sysfvar(0)-root,var(3)= [28500,29100])
triggerall=(var(2)= 0)||(var(1)=1)
triggerall=(root,numprojid(100001)=0)||(var(1)=1)
trigger1 = 1
damage = var(3),var(3)
fall.damage = ceil(ifelse((var(5)=22+(var(5)>=27)*27)||(var(16)&128),0,(var(3)*2)*enemy,const(Data.Defence)/100.0))
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
;-----------------------------------------------------------------------------------------------------------------
;アーマーキラー
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = var(0)||var(59)|| playerid(ceil(root,fvar(2))),sysfvar(0)-root,var(3)= [28500,29100]
triggerall = var(21)=0
trigger1 = 1
damage = var(3),var(3)
fall.damage = ceil(ifelse((var(5)=22+(var(5)>=27)*27)||(var(16)&128),0,(var(3)*2)*enemy,const(Data.Defence)/100.0))
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
attr = SCA,AA,AP,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100002
id = 100002
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
p2stateno = 51530
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
;アーマーキラー
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = var(0)||var(59)|| playerid(ceil(root,fvar(2))),sysfvar(0)-root,var(3)= [28500,29100]
triggerall = var(21)=1
trigger1 = 1
damage = var(3),var(3)
fall.damage = ceil(ifelse((var(5)=22+(var(5)>=27)*27)||(var(16)&128),0,(var(3)*2)*enemy,const(Data.Defence)/100.0))
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
attr = SCA,AA
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100002
id = 100002
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
p2stateno = 51530
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
;アーマーキラー
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = var(0)||var(59)|| playerid(ceil(root,fvar(2))),sysfvar(0)-root,var(3)= [28500,29100]
triggerall = var(21)=2
trigger1 = 1
damage = var(3),var(3)
fall.damage = ceil(ifelse((var(5)=22+(var(5)>=27)*27)||(var(16)&128),0,(var(3)*2)*enemy,const(Data.Defence)/100.0))
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
attr = SCA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100002
id = 100002
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
p2stateno = 51530
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
;アーマーキラー
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = var(0)||var(59)|| playerid(ceil(root,fvar(2))),sysfvar(0)-root,var(3)= [28500,29100]
triggerall = var(21)=3
trigger1 = 1
damage = var(3),var(3)
fall.damage = ceil(ifelse((var(5)=22+(var(5)>=27)*27)||(var(16)&128),0,(var(3)*2)*enemy,const(Data.Defence)/100.0))
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
attr = SCA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100002
id = 100002
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
p2stateno = 51530
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1




;-----------------------------------------------------------------------------------------------------------------
;多重フロー
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=0
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AP,AA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=0
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AP,AA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=0
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AP,AA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=0
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AP,AA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=0
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AP,AA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1


;多重フロー
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=1
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AA
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=1
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AA
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=1
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AA
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=1
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AA
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=1
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AA
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1

;多重フロー
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=2
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AP
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=2
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AP
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=2
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AP
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=2
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AP
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=2
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AP
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1

;多重フロー
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=3
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=3
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=3
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=3
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)||var(59)
triggerall = var(21)=3
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,0
attr = SCA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
;-----------------------------------------------------------------------------------------------------------------


;-----------------------------------------------------------------------------------------------------------------
;多重フロー
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=0
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AP,AA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=0
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AP,AA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=0
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AP,AA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=0
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AP,AA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=0
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AP,AA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1


;多重フロー
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=1
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AA
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=1
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AA
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=1
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AA
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=1
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AA
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=1
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AA
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1

;多重フロー
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=2
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AP
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=2
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AP
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=2
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AP
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=2
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AP
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=2
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AP
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1

;多重フロー
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=3
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=3
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=3
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=3
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
[State 0, helper,numtarget]
type=projectile
triggerall = roundstate = 2
triggerall = (var(5)=26+(var(5)>=27)*27)||(var(16)&2048)
triggerall = var(0)
triggerall = var(21)=3
trigger1 = 1
Damage=300+Random%9,1000+Random%9
fall.Damage=300+Random%9
guard.dist=0
HitFlag = MAFD
AnimType = back
GuardFlag = 
postype = p1
offset = 0,-5000000
p2stateno = 51530
attr = SCA,AT
projanim=ifelse(var(5)=21+(var(5)>=27)*27||(var(16)&32),100000,100002)
projscale=1,1
projid=100001
id = 100001
priority = 7, Hit
projpriority = 2147483647
projedgebound = 999999
projstagebound = 999999
projheightbound = 999999,-999999
pausemovetime=2147483647
supermovetime=2147483647
projremovetime = 1
projmisstime = 1
projremove = 0
sparkno = -1
hitsound = -1
guardsound = -1
NumHits = 0
ignorehitpause=1
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------

[State 0, Null];敵ライフ最低値,最大値初期値
type = Null
trigger1 = roundstate < 2
trigger1 = 1||var(12):=enemy,life
trigger1 = 1||var(13):=enemy,life
ignorehitpause = 1
[State 0, Null];敵ライフ最低値
type = Null
trigger1 = roundstate = 2
trigger1 = var(0)||var(59)
trigger1 = var(12)>enemy,life
trigger1 = 1||var(12):=enemy,life
ignorehitpause = 1
[State 0, Null];敵ライフ最大値
type = Null
trigger1 = roundstate = 2
trigger1 = var(0)||var(59)
trigger1 = var(13)<enemy,life
trigger1 = 1||var(13):=enemy,life
ignorehitpause = 1
[State 0, Null];敵自傷用敵ライフ保存
type = Null
trigger1 = var(0)||var(59)
trigger1 = !((enemy,alive!=0)&&(enemy,life=[0,1]))
trigger1 = 1||var(22):=enemy,life
ignorehitpause = 1
;------------------------------------------------------------------------------
;初期削り諸々
;------------------------------------------------------------------------------
[State 0, Null];time代用
type = Null
trigger1 = sysvar(1)
trigger1 = var(0)
trigger1 = 1||var(2):=var(2)+1
trigger1 = 1||var(8):=var(8)+1
ignorehitpause = 1
[State 00]
type = varadd
trigger1 = sysvar(1)
trigger1 = var(0)
sysfvar(0) = 1
ignorehitpause = 1

[State 0, Null];チャートどこまでやったっけ？
type = Null
triggerall = roundstate = 2
triggerall = var(0)
trigger1 = ifelse(var(9)=0,var(8),sysfvar(0)) >= ifelse(var(9)=0,var(7),var(7)*18)
trigger1 = var(14)<var(5)
trigger1 = 1||var(14):=var(5)
ignorehitpause = 1
[State 0, Null];削り有効判別
type = Null
triggerall = roundstate = 2
triggerall = var(0)
triggerall = var(8)>=var(7)
trigger1 = var(5) = [0+(var(5)>=27)*27,15+(var(5)>=27)*27];通常
trigger1 = (var(16)&1)=0
trigger1 = 1||var(16):=0
trigger1 = var(16):=(var(16)|1) && 0
trigger2 = var(5) = 16+(var(5)>=27)*27;lifemax-1
trigger2 = 1||var(16):=0
trigger2 = var(16):=(var(16)|2) && 0
trigger3 = var(5) = 17+(var(5)>=27)*27;lifemax/3
trigger3 = 1||var(16):=0
trigger3 = var(16):=(var(16)|4) && 0
trigger4 = var(5) = 18+(var(5)>=27)*27;1
trigger4 = 1||var(16):=0
trigger4 = var(16):=(var(16)|8) && 0
trigger5 = var(5) = 19+(var(5)>=27)*27;2147483647
trigger5 = 1||var(16):=0
trigger5 = var(16):=(var(16)|16) && 0
trigger6 = var(5) = 20+(var(5)>=27)*27;1F間隔
trigger6 = 1||var(16):=0
trigger6 = var(16):=(var(16)|32) && 0
trigger7 = var(5) = 21+(var(5)>=27)*27;全画面
trigger7 = 1||var(16):=0
trigger7 = var(16):=(var(16)|64) && 0
trigger8 = var(5) = 22+(var(5)>=27)*27;落下複合
trigger8 = 1||var(16):=0
trigger8 = var(16):=(var(16)|128) && 0
trigger9 = var(5) = 23+(var(5)>=27)*27;本体hitdef
trigger9 = 1||var(16):=0
trigger9 = var(16):=(var(16)|256) && 0
trigger10 = var(5) = 24+(var(5)>=27)*27;本体hitdef+proj
trigger10 = 1||var(16):=0
trigger10 = var(16):=(var(16)|512) && 0
trigger11 = var(5) = 25+(var(5)>=27)*27;無敵剥がし解除
trigger11 = 1||var(16):=0
trigger11 = var(16):=(var(16)|1024) && 0
trigger12 = var(5) = 26+(var(5)>=27)*27;多重フロー
trigger12 = 1||var(16):=0
trigger12 = var(16):=(var(16)|2048) && 0

ignorehitpause = 1

[State 0, Null];偽装スイッチ
type = Null
triggerall = roundstate = 2
triggerall = var(0)||var(59)
trigger1 = var(5) = [0,26];通常
trigger1 = 0&&var(18):=0
trigger2 = var(5) = [27,53];偽装
trigger2 = 1||var(18):=0
trigger2 = var(18):=(var(18)|1|2|4|8|16|32|64)
ignorehitpause = 1
[State 0, Null];即死チャート用偽装スイッチ
type = Null
triggerall = roundstate = 2
triggerall = !var(0)
triggerall = !var(59)
trigger1 = 1||var(18):=0
trigger1 = helper(40001),sysfvar(0)-root,var(3)!= [0,21000]
trigger1 = ceil(helper(40001),sysfvar(0)-root,var(3))%300 = [0,149]
trigger1 = var(18):=(var(18)|1|2|4|8|16|32|64)
ignorehitpause = 1
[State 0, Null];敵ライフ削れた値保存
type = Null
triggerall = roundstate = 2
triggerall = var(0)
trigger1 = var(9)=0;ifelse(var(9)=0,var(8),sysfvar(0)) >= ifelse(var(9)=0,var(7),var(7)*16)
trigger1 = var(4)-var(22) > 0
trigger1 = var(4)-var(22) >= var(10)
trigger1 = 1||var(10):=var(4)-var(22)
trigger1 = 1||var(6):=var(5)
ignorehitpause = 1

[State 00];死なねーし次行こうぜ？
type = varset
triggerall = roundstate = 2
triggerall = var(0)
triggerall = var(4)-var(22) < enemy,lifemax/10.0
trigger1 = var(9)
trigger1 = sysfvar(0)>= var(7)*16
trigger1 = var(8) = var(7)
trigger1 = 1||var(6):=-1
trigger1 = 1||var(10):=0
trigger1 = 1||var(9):=0
trigger1 = 1||var(5):=var(14)
sysfvar(0) = 0
ignorehitpause = 1
[State 00];さっきより減ってないじゃん!やり直し！
type = varset
triggerall = roundstate = 2
triggerall = var(0)
trigger1 = var(9)
trigger1 = sysfvar(0)>= var(7)*16
trigger1 = var(8) = var(7)
trigger1 = var(10) > var(4)-var(22)
trigger1 = 1||var(10):=0
trigger1 = 1||var(9):=0
trigger1 = 1||var(5):=var(14)
trigger1 = 1||var(57):=1
sysfvar(0) = 0
ignorehitpause = 1

[State 0, Null];削れた確認
type = Null
triggerall = roundstate = 2
triggerall = 0;var(0)
trigger1 = var(9)=0
trigger1 = var(8) = var(7)
trigger1 = sysfvar(0) = var(7)*16
trigger1 = var(10) > 0
trigger1 = 1||var(9):=1
ignorehitpause = 1
[State 0, Null];時間だ!答えを聞こう!
type = varset
triggerall = roundstate = 2
triggerall = var(0)
trigger1 = var(9)=0
trigger1 = var(8) = var(7)
trigger1 = sysfvar(0) = var(15)*var(7)
trigger1 = 1||var(9):=ifelse(var(10) > 0,1,0)
sysfvar(0) = 0
ignorehitpause = 1
[State 00];最終兼再調査
type = varset
triggerall = roundstate = 2
triggerall = var(0)
trigger1 = var(9)=1
trigger1 = sysfvar(0) >= var(7)*16
sysfvar(0) = 0
ignorehitpause = 1

[State 00];初期1段階有効打
type = varset
triggerall = roundstate = 2
triggerall = var(0)
trigger1 = var(6)!=-1
trigger1 = !var(57)
var(58) = var(6)
ignorehitpause = 1
[State 00];初期再調査有効打
type = varset
triggerall = roundstate = 2
triggerall = var(0)
trigger1 = var(6)!=-1
trigger1 = var(57)
var(56) = var(6)
ignorehitpause = 1
[State 0, Null];time代用
type = Null
triggerall = roundstate = 2
triggerall = var(0)
trigger1 = var(2) >= var(1)
trigger1 = 1||var(2):=0
trigger1 = 0
trigger2 = var(8) >= var(7)
trigger2 = 1||var(8):=0
trigger2 = var(9) = 0
trigger2 = 1||var(5):=var(5)+1;var(14)+1
trigger2 = 0
trigger3 = var(8) = 0
trigger3 = var(9) = 0
trigger3 = var(5) >= 54;チャート合計
trigger3 = 1||var(5):= 0
trigger3 = 0
ignorehitpause = 1
;------------------------------------------------------------------------------
;最終削り諸々
;------------------------------------------------------------------------------

;----------------------------------------------------------
[State 0, Null];time代用
type = Null
trigger1 = sysvar(1)
trigger1 = var(59)
trigger1 = 1||var(2):=var(2)+1
trigger1 = 1||var(8):=var(8)+1
ignorehitpause = 1
[State 00]
type = varadd
trigger1 = sysvar(1)
trigger1 = var(59)
sysfvar(0) = 1
ignorehitpause = 1

[State 0, Null];チャートどこまでやったっけ？
type = Null
triggerall = roundstate = 2
triggerall = var(59)
trigger1 = ifelse(var(30)=0,var(8),sysfvar(0)) >= ifelse(var(30)=0,var(7),var(7)*18)
trigger1 = var(14)<var(5)
trigger1 = 1||var(14):=var(5)
ignorehitpause = 1
[State 0, Null];削り有効判別
type = Null
triggerall = roundstate = 2
triggerall = var(59)
triggerall = var(8)>=var(7)
trigger1 = var(5) = [0+(var(5)>=27)*27,15+(var(5)>=27)*27];通常
trigger1 = (var(16)&1)=0
trigger1 = 1||var(16):=0
trigger1 = var(16):=(var(16)|1) && 0
trigger2 = var(5) = 16+(var(5)>=27)*27;lifemax-1
trigger2 = 1||var(16):=0
trigger2 = var(16):=(var(16)|2) && 0
trigger3 = var(5) = 17+(var(5)>=27)*27;lifemax/3
trigger3 = 1||var(16):=0
trigger3 = var(16):=(var(16)|4) && 0
trigger4 = var(5) = 18+(var(5)>=27)*27;1
trigger4 = 1||var(16):=0
trigger4 = var(16):=(var(16)|8) && 0
trigger5 = var(5) = 19+(var(5)>=27)*27;2147483647
trigger5 = 1||var(16):=0
trigger5 = var(16):=(var(16)|16) && 0
trigger6 = var(5) = 20+(var(5)>=27)*27;1F間隔
trigger6 = 1||var(16):=0
trigger6 = var(16):=(var(16)|32) && 0
trigger7 = var(5) = 21+(var(5)>=27)*27;全画面
trigger7 = 1||var(16):=0
trigger7 = var(16):=(var(16)|64) && 0
trigger8 = var(5) = 22+(var(5)>=27)*27;落下複合
trigger8 = 1||var(16):=0
trigger8 = var(16):=(var(16)|128) && 0
trigger9 = var(5) = 23+(var(5)>=27)*27;本体hitdef
trigger9 = 1||var(16):=0
trigger9 = var(16):=(var(16)|256) && 0
trigger10 = var(5) = 24+(var(5)>=27)*27;本体hitdef+proj
trigger10 = 1||var(16):=0
trigger10 = var(16):=(var(16)|512) && 0
trigger11 = var(5) = 25+(var(5)>=27)*27;hitby返し
trigger11 = 1||var(16):=0
trigger11 = var(16):=(var(16)|1024) && 0
trigger12 = var(5) = 26+(var(5)>=27)*27;多重フロー
trigger12 = 1||var(16):=0
trigger12 = var(16):=(var(16)|2048) && 0

ignorehitpause = 1

[State 0, Null];偽装スイッチ
type = Null
triggerall = roundstate = 2
triggerall = var(59)
trigger1 = var(5) = [0,26];通常
trigger1 = 0&&var(18):=0
trigger2 = var(5) = [27,53];偽装
trigger2 = 1||var(18):=0
trigger2 = var(18):=(var(18)|1|2|4|8|16|32|64)
trigger3 = var(5) = [127,130];偽装
trigger3 = 1||var(18):=0
trigger3 = var(18):=(var(18)|1|2|4|8|16|32|64)
trigger4 = var(5) = [137,140];偽装
trigger4 = 1||var(18):=0
trigger4 = var(18):=(var(18)|1|2|4|8|16|32|64)
trigger5 = var(5) = 227;偽装
trigger5 = 1||var(18):=0
trigger5 = var(18):=(var(18)|1|2|4|8|16|32|64)
ignorehitpause = 1
[State 0, Null];即死チャート用偽装スイッチ
type = Null
triggerall = roundstate = 2
triggerall = !var(0)
triggerall = !var(59)
trigger1 = 1||var(18):=0
trigger1 = helper(40001),sysfvar(0)-root,var(3)!= [0,21000]
trigger1 = ceil(helper(40001),sysfvar(0)-root,var(3))%300 = [0,149]
trigger1 = var(18):=(var(18)|1|2|4|8|16|32|64)
ignorehitpause = 1
[State 0, Null];敵ライフ削れた値保存
type = Null
triggerall = roundstate = 2
triggerall = var(59)
trigger1 = (var(30)=0)||!(var(27)=6);ifelse(var(9)=0,var(8),sysfvar(0)) >= ifelse(var(9)=0,var(7),var(7)*16)
trigger1 = var(4)-var(22) > 0
trigger1 = var(4)-var(22) >= var(31)
trigger1 = 1||var(31):=var(4)-var(22)
trigger1 = 1||var(26):=var(5)
ignorehitpause = 1

[State 00];死なねーし次行こうぜ？
type = varset
triggerall = roundstate = 2
triggerall = var(59)
triggerall = var(4)-var(22) < enemy,lifemax/10.0
trigger1 = var(30)
trigger1 = var(27)=6
trigger1 = sysfvar(0)>= var(7)*16
trigger1 = var(8) = var(7)
sysvar(2) = 0
ignorehitpause = 1
[State 00];死なねーし次行こうぜ？
type = varset
triggerall = roundstate = 2
triggerall = var(59)
triggerall = var(4)-var(22) < enemy,lifemax/10.0
trigger1 = var(30)
trigger1 = var(27)=6
trigger1 = sysfvar(0)>= var(7)*16
trigger1 = var(8) = var(7)
trigger1 = 1||var(26):=-1
trigger1 = 1||var(31):=0
trigger1 = 1||var(30):=0
trigger1 = 1||var(27):=1
trigger1 = 1||var(5):=var(14)
sysfvar(0) = 0
ignorehitpause = 1
[State 00];さっきより減ってないじゃん!やり直し！
type = varset
triggerall = roundstate = 2
triggerall = var(59)
trigger1 = var(30)
trigger1 = var(27)=6
trigger1 = sysfvar(0)>= var(7)*16
trigger1 = var(8) = var(7)
trigger1 = var(10) > var(4)-var(22)
sysvar(2) = 0
ignorehitpause = 1
[State 00];さっきより減ってないじゃん!やり直し！
type = varset
triggerall = roundstate = 2
triggerall = var(59)
trigger1 = var(30)
trigger1 = var(27)=6
trigger1 = sysfvar(0)>= var(7)*16
trigger1 = var(8) = var(7)
trigger1 = var(10) > var(4)-var(22)
trigger1 = 1||var(31):=0
trigger1 = 1||var(30):=0
trigger1 = 1||var(27):=1
trigger1 = 1||var(5):=var(14)
sysfvar(0) = 0
ignorehitpause = 1

[State 0, Null];削れた確認
type = Null
triggerall = roundstate = 2
triggerall = var(59)
trigger1 = var(30)=0
trigger1 = var(8) = var(7)
trigger1 = sysfvar(0) = var(7)*var(15)
trigger1 = 1||var(30):=ifelse(var(31) > 0,1,0)
ignorehitpause = 1
[State 0, Null];時間だ!答えを聞こう!
type = varset
triggerall = roundstate = 2
triggerall = var(59)
trigger1 = var(30)=0
trigger1 = var(8) = var(7)
trigger1 = sysfvar(0) = var(15)*var(7)
sysfvar(0) = 0
ignorehitpause = 1
[State 00];まだ調べると事あるんだわ
type = varset
triggerall = roundstate = 2
triggerall = var(59)
trigger1 = var(27)!=6
trigger1 = sysfvar(0) >= var(7)*var(15)
sysfvar(0) = 0
ignorehitpause = 1
[State 00];最終兼再調査
type = varset
triggerall = roundstate = 2
triggerall = var(59)
trigger1 = var(30)=1
trigger1 = var(27)=6
trigger1 = sysfvar(0) >= var(7)*16
sysfvar(0) = 0
ignorehitpause = 1

[State 0, Null];time代用
type = Null
triggerall = roundstate = 2
triggerall = var(59)
triggerall = var(5)!=200
trigger1 = var(2) >= var(1)
trigger1 = 1||var(2):=0
trigger1 = 0
trigger2 = var(8) >= var(7)
trigger2 = 1||var(8):=0
trigger2 = 1||var(5):=var(5)+1;var(14)+1
trigger2 = 0
ignorehitpause = 1
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
[State 00]
type = varadd
trigger1 = sysvar(1)
trigger1 = var(0)||var(59)
trigger1 = roundstate = 2
sysvar(2) = 1
ignorehitpause = 1

[state ]
type = destroyself
triggerall = 0;!numhelper(30000)
trigger1 = 0;sysvar(2) > 1
ignorehitpause = 1

[State ]
type = selfstate
trigger1 = ishelper
value = 5150
ignorehitpause = 1

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