[statedef 0]
[state ]
type=null
trigger1=0
[statedef 10]
[state ]
type=null
trigger1=0
[statedef 11]
[state ]
type=null
trigger1=0
[statedef 12]
[state ]
type=null
trigger1=0
[statedef 20]
[state ]
type=null
trigger1=0
[statedef 40]
[state ]
type=null
trigger1=0
[statedef 45]
[state ]
type=null
trigger1=0
[statedef 50]
[state ]
type=null
trigger1=0
[statedef 51]
[state ]
type=null
trigger1=0
[statedef 52]
[state ]
type=null
trigger1=0
[statedef 100]
[state ]
type=null
trigger1=0
[statedef 105]
[state ]
type=null
trigger1=0
[statedef 106]
[state ]
type=null
trigger1=0
[statedef 110]
[state ]
type=null
trigger1=0
[statedef 115]
[state ]
type=null
trigger1=0
[statedef 120]
[state ]
type=null
trigger1=0
[statedef 130]
[state ]
type=null
trigger1=0
[statedef 131]
[state ]
type=null
trigger1=0
[statedef 132]
[state ]
type=null
trigger1=0
[statedef 140]
[state ]
type=null
trigger1=0
[statedef 150]
[state ]
type=null
trigger1=0
[statedef 151]
[state ]
type=null
trigger1=0
[statedef 152]
[state ]
type=null
trigger1=0
[statedef 153]
[state ]
type=null
trigger1=0
[statedef 154]
[state ]
type=null
trigger1=0
[statedef 155]
[state ]
type=null
trigger1=0
[statedef 170]
[state ]
type=null
trigger1=0
[statedef 175]
[state ]
type=null
trigger1=0
[statedef 190]
[state ]
type=null
trigger1=0
[statedef 191]
[state ]
type=null
trigger1=0
[statedef 5000]
[state ]
type=null
trigger1=0
[statedef 5001]
[state ]
type=null
trigger1=0
[statedef 5010]
[state ]
type=null
trigger1=0
[statedef 5011]
[state ]
type=null
trigger1=0
[statedef 5020]
[state ]
type=null
trigger1=0
[statedef 5030]
[state ]
type=null
trigger1=0
[statedef 5035]
[state ]
type=null
trigger1=0
[statedef 5040]
[state ]
type=null
trigger1=0
[statedef 5050]
[state ]
type=null
trigger1=0
[statedef 5070]
[state ]
type=null
trigger1=0
[statedef 5071]
[state ]
type=null
trigger1=0
[statedef 5080]
[state ]
type=null
trigger1=0
[statedef 5081]
[state ]
type=null
trigger1=0
[statedef 5100]
[state ]
type=null
trigger1=0
[statedef 5101]
[state ]
type=null
trigger1=0
[statedef 5110]
[state ]
type=null
trigger1=0
[statedef 5120]
[state ]
type=null
trigger1=0
[statedef 5200]
[state ]
type=null
trigger1=0
[statedef 5201]
[state ]
type=null
trigger1=0
[statedef 5210]
[state ]
type=null
trigger1=0
[statedef 5500]
[state ]
type=null
trigger1=0
[statedef 5900]
[state ]
type=null
trigger1=0

;===============================================================================
;開幕変数整理
[StateDef 10000]
Type=S
MoveType=I
Physics=N
;----------
[State ]
type = varset
trigger1 = sysvar(3) != stateno
sysvar(2) = 0
ignorehitpause = 1
[State ]
type = varset
trigger1 = sysvar(3) != stateno
sysvar(3) = stateno
ignorehitpause = 1
[State ]
type=changeanim
trigger1=anim!=9999
value=9999
[State ]
type = ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1
;----------
[State 0, Null]
type = Null
trigger1 = !sysvar(2)
Trigger1 = 1||var(58):=random%4;スタート地点
Trigger1 = 1||var(57):=var(58)-2;ゴール地点
Trigger1 = 1||var(57):=ifelse(var(58)=var(57),var(58)-2,var(57))
Trigger1 = 1||var(57):=ifelse(var(57)<0,var(57)+4,var(57))
ignorehitpause = 1
[State 0, Null]
type = Null
triggerall = !sysvar(2)
trigger1 = var(58)=0
trigger1 = 0&&var(32):=1*100+1;スタート地点
trigger2 = var(58)=1
trigger2 = 0&&var(32):=1*100+(var(59)-2);スタート地点
trigger3 = var(58)=2
trigger3 = 0&&var(32):=(var(59)-2)*100+(var(59)-2);スタート地点
trigger4 = var(58)=3
trigger4 = 0&&var(32):=(var(59)-2)*100+1;スタート地点
ignorehitpause = 1
[State 0, Null]
type = Null
triggerall = !sysvar(2)
trigger1 = var(57)=0
trigger1 = 0&&var(33):=1*100+1;ゴール地点
trigger2 = var(57)=1
trigger2 = 0&&var(33):=1*100+(var(59)-2);ゴール地点
trigger3 = var(57)=2
trigger3 = 0&&var(33):=(var(59)-2)*100+(var(59)-2);ゴール地点
trigger4 = var(57)=3
trigger4 = 0&&var(33):=(var(59)-2)*100+1;ゴール地点
ignorehitpause = 1


[State 0, Null]
type = Null
trigger1 = 1||var(58):=0
trigger1 = 1||var(57):=0
ignorehitpause = 1

[State 0, Null]
type = Null
trigger1 = 1||fvar(0):=240.0/(50.0*var(59))
ignorehitpause = 1

[State 0, Null]
type = Null
trigger1 = var(59) = 6
trigger1 = 1||var(56):=32
trigger2 = var(59) = 7
trigger2 = 1||var(56):=64
trigger3 = var(59) = 8
trigger3 = 1||var(56):=128
trigger4 = var(59) = 9
trigger4 = 1||var(56):=256
trigger5 = var(59) = 10
trigger5 = 1||var(56):=512
trigger6 = var(59) = 11
trigger6 = 1||var(56):=1024 
trigger7 = var(59) = 12
trigger7 = 1||var(56):=2048 
trigger8 = var(59) = 13
trigger8 = 1||var(56):=4096 
trigger9 = var(59) = 14
trigger9 = 1||var(56):=8192 
trigger10 = var(59) = 15
trigger10 = 1||var(56):=16384 
trigger11 = var(59) = 16
trigger11 = 1||var(56):=32768
trigger12 = var(59) = 17
trigger12 = 1||var(56):=65536  
trigger13 = var(59) = 18
trigger13 = 1||var(56):=131072  
trigger14 = var(59) = 19
trigger14 = 1||var(56):=262144  
trigger15 = var(59) = 20
trigger15 = 1||var(56):=524288  
trigger16 = var(59) = 21
trigger16 = 1||var(56):=1048576  
trigger17 = var(59) = 22
trigger17 = 1||var(56):=2097152  
trigger18 = var(59) = 23
trigger18 = 1||var(56):=4194304 
trigger19 = var(59) = 24
trigger19 = 1||var(56):=8388608  
trigger20 = var(59) = 25
trigger20 = 1||var(56):=16777216  
trigger21 = var(59) = 26
trigger21 = 1||var(56):=33554432  
trigger22 = var(59) = 27
trigger22 = 1||var(56):=67108864  
trigger23 = var(59) = 28
trigger23 = 1||var(56):=134217728  
trigger24 = var(59) = 29
trigger24 = 1||var(56):=268435456  
trigger25 = var(59) = 30
trigger25 = 1||var(56):=536870912  
trigger26 = var(59) = 31
trigger26 = 1||var(56):=1073741824 
trigger27 = var(59) = 32
trigger27 = 1||var(56):=-2147483648  
ignorehitpause = 1


[State -1,End State]
Type = ChangeState
Trigger1 = 1
Value = 11000
Ctrl = 0
persistent=256
ignorehitpause=1
;-------------------------------------------------
[State ]
type = varadd
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1
;===============================================================================
;壁生成
[StateDef 11000]
Type=S
MoveType=I
Physics=N
;----------
[State ]
type = varset
trigger1 = sysvar(3) != stateno
sysvar(2) = 0
ignorehitpause = 1
[State ]
type = varset
trigger1 = sysvar(3) != stateno
sysvar(3) = stateno
ignorehitpause = 1
[State ]
type=changeanim
trigger1=anim!=9999
value=9999
[State ]
type = ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1
;----------

[State 0, Null]
type = Null
trigger1 = 1||var(0):=-1
trigger1 = 1||var(1):=(var(1)|1|(var(56)))
trigger1 = 1||var(2):=(var(2)|1|var(56))
trigger1 = 1||var(3):=(var(3)|1|var(56))
trigger1 = 1||var(4):=(var(4)|1|var(56))
trigger1 = 1||var(5):=ifelse(var(59)=6,-1,(var(5)|1|var(56)))
trigger1 = 1||var(6):=ifelse(var(59)=7,-1,(var(6)|1|var(56)))
trigger1 = 1||var(7):=ifelse(var(59)=8,-1,(var(7)|1|var(56)))
trigger1 = 1||var(8):=ifelse(var(59)=9,-1,(var(8)|1|var(56)))
trigger1 = 1||var(9):=ifelse(var(59)=10,-1,(var(9)|1|var(56)))
trigger1 = 1||var(10):=ifelse(var(59)=11,-1,(var(10)|1|var(56)))
trigger1 = 1||var(11):=ifelse(var(59)=12,-1,(var(11)|1|var(56)))
trigger1 = 1||var(12):=ifelse(var(59)=13,-1,(var(12)|1|var(56)))
trigger1 = 1||var(13):=ifelse(var(59)=14,-1,(var(13)|1|var(56)))
trigger1 = 1||var(14):=ifelse(var(59)=15,-1,(var(14)|1|var(56)))
trigger1 = 1||var(15):=ifelse(var(59)=16,-1,(var(15)|1|var(56)))
trigger1 = 1||var(16):=ifelse(var(59)=17,-1,(var(16)|1|var(56)))
trigger1 = 1||var(17):=ifelse(var(59)=18,-1,(var(17)|1|var(56)))
trigger1 = 1||var(18):=ifelse(var(59)=19,-1,(var(18)|1|var(56)))
trigger1 = 1||var(19):=ifelse(var(59)=20,-1,(var(19)|1|var(56)))
trigger1 = 1||var(20):=ifelse(var(59)=21,-1,(var(20)|1|var(56)))
trigger1 = 1||var(21):=ifelse(var(59)=22,-1,(var(21)|1|var(56)))
trigger1 = 1||var(22):=ifelse(var(59)=23,-1,(var(22)|1|var(56)))
trigger1 = 1||var(23):=ifelse(var(59)=24,-1,(var(23)|1|var(56)))
trigger1 = 1||var(24):=ifelse(var(59)=25,-1,(var(24)|1|var(56)))
trigger1 = 1||var(25):=ifelse(var(59)=26,-1,(var(25)|1|var(56)))
trigger1 = 1||var(26):=ifelse(var(59)=27,-1,(var(26)|1|var(56)))
trigger1 = 1||var(27):=ifelse(var(59)=28,-1,(var(27)|1|var(56)))
trigger1 = 1||var(28):=ifelse(var(59)=29,-1,(var(28)|1|var(56)))
trigger1 = 1||var(29):=ifelse(var(59)=30,-1,(var(29)|1|var(56)))
trigger1 = 1||var(30):=ifelse(var(59)=31,-1,(var(30)|1|var(56)))
trigger1 = 1||var(31):=-1
ignorehitpause = 1



[State -1,End State]
Type = ChangeState
Trigger1 = 1||var(58):=2
Trigger1 = 1||var(57):=2
Value = 12000
Ctrl = 0
persistent=256
ignorehitpause=1
;-------------------------------------------------
[State ]
type = varadd
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1
;===============================================================================
;迷路全体に1マスおきに壁を配置する
[StateDef 12000]
Type=S
MoveType=I
Physics=N
;----------
[State ]
type = varset
trigger1 = sysvar(3) != stateno
sysvar(2) = 0
ignorehitpause = 1
[State ]
type = varset
trigger1 = sysvar(3) != stateno
sysvar(3) = stateno
ignorehitpause = 1
[State ]
type=changeanim
trigger1=anim!=9999
value=9999
[State ]
type = ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1
;----------

[State ];メモリ位置調整
type = Null
trigger1 = var(58)=0
trigger1 = 0&&var(55):=1
trigger2 = var(58)=1
trigger2 = 0&&var(55):=2
trigger3 = var(58)=2
trigger3 = 0&&var(55):=4
trigger4 = var(58)=3
trigger4 = 0&&var(55):=8
trigger5 = var(58)=4
trigger5 = 0&&var(55):=16
trigger6 = var(58)=5
trigger6 = 0&&var(55):=32
trigger7 = var(58)=6
trigger7 = 0&&var(55):=64
trigger8 = var(58)=7
trigger8 = 0&&var(55):=128
trigger9 = var(58)=8
trigger9 = 0&&var(55):=256
trigger10 = var(58)=9
trigger10 = 0&&var(55):=512
trigger11 = var(58)=10
trigger11 = 0&&var(55):=1024
trigger12 = var(58)=11
trigger12 = 0&&var(55):=2048
trigger13 = var(58)=12
trigger13 = 0&&var(55):=4096
trigger14 = var(58)=13
trigger14 = 0&&var(55):=8192 
trigger15 = var(58)=14
trigger15 = 0&&var(55):=16384 
trigger16 = var(58)=15
trigger16 = 0&&var(55):=32768 
trigger17 = var(58)=16
trigger17 = 0&&var(55):=65536 
trigger18 = var(58)=17
trigger18 = 0&&var(55):=131072 
trigger19 = var(58)=18
trigger19 = 0&&var(55):=262144 
trigger20 = var(58)=19
trigger20 = 0&&var(55):=524288 
trigger21 = var(58)=20
trigger21 = 0&&var(55):=1048576 
trigger22 = var(58)=21
trigger22 = 0&&var(55):=2097152 
trigger23 = var(58)=22
trigger23 = 0&&var(55):=4194304 
trigger24 = var(58)=23
trigger24 = 0&&var(55):=8388608 
trigger25 = var(58)=24
trigger25 = 0&&var(55):=16777216 
trigger26 = var(58)=25
trigger26 = 0&&var(55):=33554432 
trigger27 = var(58)=26
trigger27 = 0&&var(55):=67108864 
trigger28 = var(58)=27
trigger28 = 0&&var(55):=134217728 
trigger29 = var(58)=28
trigger29 = 0&&var(55):=268435456
trigger30 = var(58)=29
trigger30 = 0&&var(55):=536870912  
trigger31 = var(58)=30
trigger31 = 0&&var(55):=1073741824 
trigger32 = var(58)=31
trigger32 = 0&&var(55):=-2147483648
ignorehitpause = 1
[State 0, Null]
type = Null
triggerall = 1
trigger1 = 1||var(0+var(57)):=(var(0+var(57))|(var(55)))
ignorehitpause = 1

[State ];メモリ位置調整（左）
type = Null
triggerall = 1
trigger1 = var(58)-1=0
trigger1 = 0&&var(44):=1
trigger2 = var(58)-1=1
trigger2 = 0&&var(44):=2
trigger3 = var(58)-1=2
trigger3 = 0&&var(44):=4
trigger4 = var(58)-1=3
trigger4 = 0&&var(44):=8
trigger5 = var(58)-1=4
trigger5 = 0&&var(44):=16
trigger6 = var(58)-1=5
trigger6 = 0&&var(44):=32
trigger7 = var(58)-1=6
trigger7 = 0&&var(44):=64
trigger8 = var(58)-1=7
trigger8 = 0&&var(44):=128
trigger9 = var(58)-1=8
trigger9 = 0&&var(44):=256
trigger10 = var(58)-1=9
trigger10 = 0&&var(44):=512
trigger11 = var(58)-1=10
trigger11 = 0&&var(44):=1024
trigger12 = var(58)-1=11
trigger12 = 0&&var(44):=2048
trigger13 = var(58)-1=12
trigger13 = 0&&var(44):=4096
trigger14 = var(58)-1=13
trigger14 = 0&&var(44):=8192 
trigger15 = var(58)-1=14
trigger15 = 0&&var(44):=16384 
trigger16 = var(58)-1=15
trigger16 = 0&&var(44):=32768 
trigger17 = var(58)-1=16
trigger17 = 0&&var(44):=65536 
trigger18 = var(58)-1=17
trigger18 = 0&&var(44):=131072 
trigger19 = var(58)-1=18
trigger19 = 0&&var(44):=262144 
trigger20 = var(58)-1=19
trigger20 = 0&&var(44):=524288 
trigger21 = var(58)-1=20
trigger21 = 0&&var(44):=1048576 
trigger22 = var(58)-1=21
trigger22 = 0&&var(44):=2097152 
trigger23 = var(58)-1=22
trigger23 = 0&&var(44):=4194304 
trigger24 = var(58)-1=23
trigger24 = 0&&var(44):=8388608 
trigger25 = var(58)-1=24
trigger25 = 0&&var(44):=16777216 
trigger26 = var(58)-1=25
trigger26 = 0&&var(44):=33554432 
trigger27 = var(58)-1=26
trigger27 = 0&&var(44):=67108864 
trigger28 = var(58)-1=27
trigger28 = 0&&var(44):=134217728 
trigger29 = var(58)-1=28
trigger29 = 0&&var(44):=268435456
trigger30 = var(58)-1=29
trigger30 = 0&&var(44):=536870912  
trigger31 = var(58)-1=30
trigger31 = 0&&var(44):=1073741824 
trigger32 = var(58)-1=31
trigger32 = 0&&var(44):=-2147483648
ignorehitpause = 1
[State 0, Null];上と左確認
type = Null
triggerall = var(57) = 2
trigger1 = !(var(0+var(57)-1)&var(55))
trigger1 = !(var(0+var(57))&var(44))
trigger1 = 0&&var(43):=0
trigger2 = !(var(0+var(57)-1)&var(55))
trigger2 = (var(0+var(57))&var(44))
trigger2 = 0&&var(43):=1
trigger3 = (var(0+var(57)-1)&var(55))
trigger3 = !(var(0+var(57))&var(44))
trigger3 = 0&&var(43):=2
trigger4 = (var(0+var(57)-1)&var(55))
trigger4 = (var(0+var(57))&var(44))
trigger4 = 0&&var(43):=3
ignorehitpause = 1
[State 0, Null];左確認
type = Null
triggerall = var(57) != 2
trigger1 = !(var(0+var(57))&var(44))
trigger1 = 0&&var(43):=1
trigger2 = (var(0+var(57))&var(44))
trigger2 = 0&&var(43):=3
ignorehitpause = 1

[State 0, Null];ランダム
type = Null
triggerall = var(57) = 2
trigger1 = var(43)=0;上と左が開いてる
trigger1 = 0&&var(42):=random%4
trigger2 = var(43)=1;上は閉じてる左は空いてる
trigger2 = 1&&var(42):=random%3
trigger3 = var(43)=2;左は閉じてる上は空いてる
trigger3 = 1&&var(42):=random%3
trigger3 = ifelse(var(42)=2,3,var(42))
trigger4 = var(43)=3;どっちも閉じてる
trigger4 = 0&&var(42):=random%2
ignorehitpause = 1
[State 0, Null];ランダム
type = Null
triggerall = var(57) != 2
trigger1 = var(43)=0;上と左が開いてる
trigger1 = 0&&var(42):=random%3
trigger2 = var(43)=1;上は閉じてる左は空いてる
trigger2 = 1&&var(42):=random%3
trigger3 = var(43)=2;左は閉じてる上は空いてる
trigger3 = 1&&var(42):=random%2
trigger4 = var(43)=3;どっちも閉じてる
trigger4 = 0&&var(42):=random%2
ignorehitpause = 1

[State 0, Null]
type = Null
triggerall = var(42)=1;下
trigger1 = 1||var(0+var(57)+1):=(var(0+var(57)+1)|(var(55)))
ignorehitpause = 1
[State 0, Null]
type = Null
triggerall = var(42)=2;左
trigger1 = 1||var(0+var(57)):=(var(0+var(57))|(var(44)))
ignorehitpause = 1
[State 0, Null]
type = Null
triggerall = var(57) = 2
triggerall = var(42)=3;上
trigger1 = 1||var(0+var(57)-1):=(var(0+var(57)-1)|(var(55)))
ignorehitpause = 1

[State ];メモリ位置調整(右)
type = Null
triggerall = 1
trigger1 = var(58)+1=0
trigger1 = 0&&var(44):=1
trigger2 = var(58)+1=1
trigger2 = 0&&var(44):=2
trigger3 = var(58)+1=2
trigger3 = 0&&var(44):=4
trigger4 = var(58)+1=3
trigger4 = 0&&var(44):=8
trigger5 = var(58)+1=4
trigger5 = 0&&var(44):=16
trigger6 = var(58)+1=5
trigger6 = 0&&var(44):=32
trigger7 = var(58)+1=6
trigger7 = 0&&var(44):=64
trigger8 = var(58)+1=7
trigger8 = 0&&var(44):=128
trigger9 = var(58)+1=8
trigger9 = 0&&var(44):=256
trigger10 = var(58)+1=9
trigger10 = 0&&var(44):=512
trigger11 = var(58)+1=10
trigger11 = 0&&var(44):=1024
trigger12 = var(58)+1=11
trigger12 = 0&&var(44):=2048
trigger13 = var(58)+1=12
trigger13 = 0&&var(44):=4096
trigger14 = var(58)+1=13
trigger14 = 0&&var(44):=8192 
trigger15 = var(58)+1=14
trigger15 = 0&&var(44):=16384 
trigger16 = var(58)+1=15
trigger16 = 0&&var(44):=32768 
trigger17 = var(58)+1=16
trigger17 = 0&&var(44):=65536 
trigger18 = var(58)+1=17
trigger18 = 0&&var(44):=131072 
trigger19 = var(58)+1=18
trigger19 = 0&&var(44):=262144 
trigger20 = var(58)+1=19
trigger20 = 0&&var(44):=524288 
trigger21 = var(58)+1=20
trigger21 = 0&&var(44):=1048576 
trigger22 = var(58)+1=21
trigger22 = 0&&var(44):=2097152 
trigger23 = var(58)+1=22
trigger23 = 0&&var(44):=4194304 
trigger24 = var(58)+1=23
trigger24 = 0&&var(44):=8388608 
trigger25 = var(58)+1=24
trigger25 = 0&&var(44):=16777216 
trigger26 = var(58)+1=25
trigger26 = 0&&var(44):=33554432 
trigger27 = var(58)+1=26
trigger27 = 0&&var(44):=67108864 
trigger28 = var(58)+1=27
trigger28 = 0&&var(44):=134217728 
trigger29 = var(58)+1=28
trigger29 = 0&&var(44):=268435456
trigger30 = var(58)+1=29
trigger30 = 0&&var(44):=536870912  
trigger31 = var(58)+1=30
trigger31 = 0&&var(44):=1073741824 
trigger32 = var(58)+1=31
trigger32 = 0&&var(44):=-2147483648
ignorehitpause = 1
[State 0, Null]
type = Null
triggerall = var(42)=0;右
trigger1 = 1||var(0+var(57)):=(var(0+var(57))|(var(44)))
ignorehitpause = 1

[State -1,End State]
Type = ChangeState
Trigger1 = var(40)< 2000
Trigger1 = var(58)<var(59)-3
Trigger1 = 1||var(58):=var(58)+2
Trigger1 = 1||var(40):=var(40)+1
Value = stateno
Ctrl = 0
persistent=256
ignorehitpause=1

[State -1,End State]
Type = ChangeState
Trigger1 = var(40)< 2000
Trigger1 = var(57)<var(59)-3
Trigger1 = 1||var(57):=var(57)+2
Trigger1 = 1||var(58):=2
Trigger1 = 1||var(40):=var(40)+1
Value = stateno
Ctrl = 0
persistent=256
ignorehitpause=1

[State -1,End State]
Type = ChangeState
Trigger1 = 1||var(58):=0
Trigger1 = 1||var(57):=0
Value = 14000
Ctrl = 0
persistent=256
ignorehitpause=1
;-------------------------------------------------
[State ]
type = varadd
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1
;===============================================================================
;壁を配置した場所にexplodを生成する
[StateDef 14000]
Type=S
MoveType=I
Physics=N
;----------
[State ]
type = varset
trigger1 = sysvar(3) != stateno
sysvar(2) = 0
ignorehitpause = 1
[State ]
type = varset
trigger1 = sysvar(3) != stateno
sysvar(3) = stateno
ignorehitpause = 1
[State ]
type=changeanim
trigger1=anim!=9999
value=9999
[State ]
type = ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1
;----------
[State 0, Null]
type = Null
trigger1 = !var(58)
trigger1 = !var(57)
trigger1 = 1||fvar(2):=0
trigger1 = 1||fvar(1):=40
ignorehitpause = 1
[State 0, Null]
type = Null
trigger1 = !var(58)
trigger1 = 1||fvar(1):=40
ignorehitpause = 1
[State 0, Null]
type = Null
trigger1 = var(58)=0
trigger1 = 0&&var(55):=1
trigger2 = var(58)=1
trigger2 = 0&&var(55):=2
trigger3 = var(58)=2
trigger3 = 0&&var(55):=4
trigger4 = var(58)=3
trigger4 = 0&&var(55):=8
trigger5 = var(58)=4
trigger5 = 0&&var(55):=16
trigger6 = var(58)=5
trigger6 = 0&&var(55):=32
trigger7 = var(58)=6
trigger7 = 0&&var(55):=64
trigger8 = var(58)=7
trigger8 = 0&&var(55):=128
trigger9 = var(58)=8
trigger9 = 0&&var(55):=256
trigger10 = var(58)=9
trigger10 = 0&&var(55):=512
trigger11 = var(58)=10
trigger11 = 0&&var(55):=1024
trigger12 = var(58)=11
trigger12 = 0&&var(55):=2048
trigger13 = var(58)=12
trigger13 = 0&&var(55):=4096
trigger14 = var(58)=13
trigger14 = 0&&var(55):=8192 
trigger15 = var(58)=14
trigger15 = 0&&var(55):=16384 
trigger16 = var(58)=15
trigger16 = 0&&var(55):=32768 
trigger17 = var(58)=16
trigger17 = 0&&var(55):=65536 
trigger18 = var(58)=17
trigger18 = 0&&var(55):=131072 
trigger19 = var(58)=18
trigger19 = 0&&var(55):=262144 
trigger20 = var(58)=19
trigger20 = 0&&var(55):=524288 
trigger21 = var(58)=20
trigger21 = 0&&var(55):=1048576 
trigger22 = var(58)=21
trigger22 = 0&&var(55):=2097152 
trigger23 = var(58)=22
trigger23 = 0&&var(55):=4194304 
trigger24 = var(58)=23
trigger24 = 0&&var(55):=8388608 
trigger25 = var(58)=24
trigger25 = 0&&var(55):=16777216 
trigger26 = var(58)=25
trigger26 = 0&&var(55):=33554432 
trigger27 = var(58)=26
trigger27 = 0&&var(55):=67108864 
trigger28 = var(58)=27
trigger28 = 0&&var(55):=134217728 
trigger29 = var(58)=28
trigger29 = 0&&var(55):=268435456
trigger30 = var(58)=29
trigger30 = 0&&var(55):=536870912  
trigger31 = var(58)=30
trigger31 = 0&&var(55):=1073741824 
trigger32 = var(58)=31
trigger32 = 0&&var(55):=-2147483648
ignorehitpause = 1
[State 0, Null]
type = Null
trigger1 = var(58)
trigger1 = 1||fvar(1):=fvar(1)+(fvar(0)*50)
ignorehitpause = 1
[State 0, Null]
type = Null
trigger1 = var(58)=0
trigger1 = var(57)
trigger1 = 1||fvar(2):=fvar(2)+(fvar(0)*50)
ignorehitpause = 1
[State 101, Dash_dust]
type = Explod
trigger1 = (var(0+var(57))&(var(55)))
anim = 10000
id = 10000
pos = ceil(fvar(1)),ceil(fvar(2))
ownpal = 1
postype = left
sprpriority = 2147483645
scale = fvar(0),fvar(0)
Facing = 1
bindtime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1
[State 101, Dash_dust]
type = Explod
trigger1 = !(var(0+var(57))&(var(55)))
anim = 11000
id = 11000
pos = ceil(fvar(1)),ceil(fvar(2))
ownpal = 1
postype = left
sprpriority = 2147483640
scale = fvar(0),fvar(0)
Facing = 1
bindtime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[State 101, Dash_dust]
type = Explod
trigger1 = var(32) = var(58)*100+var(57)
anim = 15000
id = 15000
pos = ceil(fvar(1)),ceil(fvar(2))
ownpal = 1
postype = left
sprpriority = 2147483641
scale = fvar(0),fvar(0)
Facing = 1
bindtime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1
[State 101, Dash_dust]
type = Explod
trigger1 = var(33) = var(58)*100+var(57)
anim = 16000
id = 16000
pos = ceil(fvar(1)),ceil(fvar(2))
ownpal = 1
postype = left
sprpriority = 2147483641
scale = fvar(0),fvar(0)
Facing = 1
bindtime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1

[State -1,End State]
Type = ChangeState
Trigger1 = var(40)< 2000
Trigger1 = var(58)<var(59)-1
Trigger1 = 1||var(58):=var(58)+1
Trigger1 = 1||var(40):=var(40)+1
Value = stateno
Ctrl = 0
persistent=256
ignorehitpause=1

[State -1,End State]
Type = ChangeState
Trigger1 = var(40)< 2000
Trigger1 = var(57)<var(59)-1
Trigger1 = 1||var(57):=var(57)+1
Trigger1 = 1||var(58):=0
Trigger1 = 1||var(40):=var(40)+1
Value = stateno
Ctrl = 0
persistent=256
ignorehitpause=1

[State 0, VarSet]
type = VarSet
Trigger1 = var(40)>= 2000
trigger1 = sysvar(2)
var(40) = 0
ignorehitpause = 1



[State -1,End State]
Type = ChangeState
Trigger1 = var(58)>=var(59)-1
Trigger1 = var(57)>=var(59)-1
Value = 19000
Ctrl = 0
persistent=256
ignorehitpause=1
;-------------------------------------------------
[State ]
type = varadd
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1
;===============================================================================
;完了したので待機
[StateDef 19000]
Type=S
MoveType=I
Physics=N
;----------
[State ]
type = varset
trigger1 = sysvar(3) != stateno
sysvar(2) = 0
ignorehitpause = 1
[State ]
type = varset
trigger1 = sysvar(3) != stateno
sysvar(3) = stateno
ignorehitpause = 1
[State ]
type=changeanim
trigger1=anim!=9999
value=9999
[State ]
type = ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1
;----------
[State 0, Null]
type = Null
trigger1 = 1||var(34):=var(32);敵の位置
trigger1 = 1||fvar(1):=40+(fvar(0)*50)*(var(33)/100)
trigger1 = 1||fvar(2):=0+(fvar(0)*50)*(var(33)%100)
ignorehitpause = 1



[State -1,End State]
Type = ChangeState
Trigger1 = 1||var(58):=0
Trigger1 = 1||var(57):=0
Value = 20000
Ctrl = 0
persistent=256
ignorehitpause=1
;-------------------------------------------------
[State ]
type = varadd
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1
;===============================================================================
;== 試合中 ==
[StateDef 20000]
Type=A
MoveType=I
Physics=N
;----------
[State ]
type = varset
trigger1 = sysvar(3) != stateno
sysvar(2) = 0
ignorehitpause = 1
[State ]
type = varset
trigger1 = sysvar(3) != stateno
sysvar(3) = stateno
ignorehitpause = 1
[State ]
type=changeanim
trigger1=anim!=20000
value=20000
[State ]
type = ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1
;=========================================================================

[State ];メモリ位置調整（左）
type = Null
triggerall = 1
trigger1 = (var(34)/100)-1=0
trigger1 = 0&&var(44):=1
trigger2 = (var(34)/100)-1=1
trigger2 = 0&&var(44):=2
trigger3 = (var(34)/100)-1=2
trigger3 = 0&&var(44):=4
trigger4 = (var(34)/100)-1=3
trigger4 = 0&&var(44):=8
trigger5 = (var(34)/100)-1=4
trigger5 = 0&&var(44):=16
trigger6 = (var(34)/100)-1=5
trigger6 = 0&&var(44):=32
trigger7 = (var(34)/100)-1=6
trigger7 = 0&&var(44):=64
trigger8 = (var(34)/100)-1=7
trigger8 = 0&&var(44):=128
trigger9 = (var(34)/100)-1=8
trigger9 = 0&&var(44):=256
trigger10 = (var(34)/100)-1=9
trigger10 = 0&&var(44):=512
trigger11 = (var(34)/100)-1=10
trigger11 = 0&&var(44):=1024
trigger12 = (var(34)/100)-1=11
trigger12 = 0&&var(44):=2048
trigger13 = (var(34)/100)-1=12
trigger13 = 0&&var(44):=4096
trigger14 = (var(34)/100)-1=13
trigger14 = 0&&var(44):=8192 
trigger15 = (var(34)/100)-1=14
trigger15 = 0&&var(44):=16384 
trigger16 = (var(34)/100)-1=15
trigger16 = 0&&var(44):=32768 
trigger17 = (var(34)/100)-1=16
trigger17 = 0&&var(44):=65536 
trigger18 = (var(34)/100)-1=17
trigger18 = 0&&var(44):=131072 
trigger19 = (var(34)/100)-1=18
trigger19 = 0&&var(44):=262144 
trigger20 = (var(34)/100)-1=19
trigger20 = 0&&var(44):=524288 
trigger21 = (var(34)/100)-1=20
trigger21 = 0&&var(44):=1048576 
trigger22 = (var(34)/100)-1=21
trigger22 = 0&&var(44):=2097152 
trigger23 = (var(34)/100)-1=22
trigger23 = 0&&var(44):=4194304 
trigger24 = (var(34)/100)-1=23
trigger24 = 0&&var(44):=8388608 
trigger25 = (var(34)/100)-1=24
trigger25 = 0&&var(44):=16777216 
trigger26 = (var(34)/100)-1=25
trigger26 = 0&&var(44):=33554432 
trigger27 = (var(34)/100)-1=26
trigger27 = 0&&var(44):=67108864 
trigger28 = (var(34)/100)-1=27
trigger28 = 0&&var(44):=134217728 
trigger29 = (var(34)/100)-1=28
trigger29 = 0&&var(44):=268435456
trigger30 = (var(34)/100)-1=29
trigger30 = 0&&var(44):=536870912  
trigger31 = (var(34)/100)-1=30
trigger31 = 0&&var(44):=1073741824 
trigger32 = (var(34)/100)-1=31
trigger32 = 0&&var(44):=-2147483648
ignorehitpause = 1
[State 0, Null];左確認
type = Null
trigger1 = (var(0+(var(34)%100))&var(44))
trigger1 = 0&&var(35):=(var(35)|4)
trigger2 = !(var(0+(var(34)%100))&var(44))
trigger2 = (var(35)&4)
trigger2 = 0&&var(35):=var(35)-4
ignorehitpause = 1

[State 0, Null]
type = Null
trigger1 = (var(34)/100)=0
trigger1 = 0&&var(55):=1
trigger2 = (var(34)/100)=1
trigger2 = 0&&var(55):=2
trigger3 = (var(34)/100)=2
trigger3 = 0&&var(55):=4
trigger4 = (var(34)/100)=3
trigger4 = 0&&var(55):=8
trigger5 = (var(34)/100)=4
trigger5 = 0&&var(55):=16
trigger6 = (var(34)/100)=5
trigger6 = 0&&var(55):=32
trigger7 = (var(34)/100)=6
trigger7 = 0&&var(55):=64
trigger8 = (var(34)/100)=7
trigger8 = 0&&var(55):=128
trigger9 = (var(34)/100)=8
trigger9 = 0&&var(55):=256
trigger10 = (var(34)/100)=9
trigger10 = 0&&var(55):=512
trigger11 = (var(34)/100)=10
trigger11 = 0&&var(55):=1024
trigger12 = (var(34)/100)=11
trigger12 = 0&&var(55):=2048
trigger13 = (var(34)/100)=12
trigger13 = 0&&var(55):=4096
trigger14 = (var(34)/100)=13
trigger14 = 0&&var(55):=8192 
trigger15 = (var(34)/100)=14
trigger15 = 0&&var(55):=16384 
trigger16 = (var(34)/100)=15
trigger16 = 0&&var(55):=32768 
trigger17 = (var(34)/100)=16
trigger17 = 0&&var(55):=65536 
trigger18 = (var(34)/100)=17
trigger18 = 0&&var(55):=131072 
trigger19 = (var(34)/100)=18
trigger19 = 0&&var(55):=262144 
trigger20 = (var(34)/100)=19
trigger20 = 0&&var(55):=524288 
trigger21 = (var(34)/100)=20
trigger21 = 0&&var(55):=1048576 
trigger22 = (var(34)/100)=21
trigger22 = 0&&var(55):=2097152 
trigger23 = (var(34)/100)=22
trigger23 = 0&&var(55):=4194304 
trigger24 = (var(34)/100)=23
trigger24 = 0&&var(55):=8388608 
trigger25 = (var(34)/100)=24
trigger25 = 0&&var(55):=16777216 
trigger26 = (var(34)/100)=25
trigger26 = 0&&var(55):=33554432 
trigger27 = (var(34)/100)=26
trigger27 = 0&&var(55):=67108864 
trigger28 = (var(34)/100)=27
trigger28 = 0&&var(55):=134217728 
trigger29 = (var(34)/100)=28
trigger29 = 0&&var(55):=268435456
trigger30 = (var(34)/100)=29
trigger30 = 0&&var(55):=536870912  
trigger31 = (var(34)/100)=30
trigger31 = 0&&var(55):=1073741824 
trigger32 = (var(34)/100)=31
trigger32 = 0&&var(55):=-2147483648
ignorehitpause = 1
[State 0, Null];上確認
type = Null
trigger1 = (var(0+(var(34)%100)-1)&var(55))
trigger1 = 0&&var(35):=(var(35)|8)
trigger2 = !(var(0+(var(34)%100)-1)&var(55))
trigger2 = (var(35)&8)
trigger2 = 0&&var(35):=var(35)-8
ignorehitpause = 1
[State 0, Null];下確認
type = Null
trigger1 = (var(0+(var(34)%100)+1)&var(55))
trigger1 = 0&&var(35):=(var(35)|2)
trigger2 = !(var(0+(var(34)%100)+1)&var(55))
trigger2 = (var(35)&2)
trigger2 = 0&&var(35):=var(35)-2
ignorehitpause = 1

[State ];メモリ位置調整（右）
type = Null
triggerall = 1
trigger1 = (var(34)/100)+1=0
trigger1 = 0&&var(44):=1
trigger2 = (var(34)/100)+1=1
trigger2 = 0&&var(44):=2
trigger3 = (var(34)/100)+1=2
trigger3 = 0&&var(44):=4
trigger4 = (var(34)/100)+1=3
trigger4 = 0&&var(44):=8
trigger5 = (var(34)/100)+1=4
trigger5 = 0&&var(44):=16
trigger6 = (var(34)/100)+1=5
trigger6 = 0&&var(44):=32
trigger7 = (var(34)/100)+1=6
trigger7 = 0&&var(44):=64
trigger8 = (var(34)/100)+1=7
trigger8 = 0&&var(44):=128
trigger9 = (var(34)/100)+1=8
trigger9 = 0&&var(44):=256
trigger10 = (var(34)/100)+1=9
trigger10 = 0&&var(44):=512
trigger11 = (var(34)/100)+1=10
trigger11 = 0&&var(44):=1024
trigger12 = (var(34)/100)+1=11
trigger12 = 0&&var(44):=2048
trigger13 = (var(34)/100)+1=12
trigger13 = 0&&var(44):=4096
trigger14 = (var(34)/100)+1=13
trigger14 = 0&&var(44):=8192 
trigger15 = (var(34)/100)+1=14
trigger15 = 0&&var(44):=16384 
trigger16 = (var(34)/100)+1=15
trigger16 = 0&&var(44):=32768 
trigger17 = (var(34)/100)+1=16
trigger17 = 0&&var(44):=65536 
trigger18 = (var(34)/100)+1=17
trigger18 = 0&&var(44):=131072 
trigger19 = (var(34)/100)+1=18
trigger19 = 0&&var(44):=262144 
trigger20 = (var(34)/100)+1=19
trigger20 = 0&&var(44):=524288 
trigger21 = (var(34)/100)+1=20
trigger21 = 0&&var(44):=1048576 
trigger22 = (var(34)/100)+1=21
trigger22 = 0&&var(44):=2097152 
trigger23 = (var(34)/100)+1=22
trigger23 = 0&&var(44):=4194304 
trigger24 = (var(34)/100)+1=23
trigger24 = 0&&var(44):=8388608 
trigger25 = (var(34)/100)+1=24
trigger25 = 0&&var(44):=16777216 
trigger26 = (var(34)/100)+1=25
trigger26 = 0&&var(44):=33554432 
trigger27 = (var(34)/100)+1=26
trigger27 = 0&&var(44):=67108864 
trigger28 = (var(34)/100)+1=27
trigger28 = 0&&var(44):=134217728 
trigger29 = (var(34)/100)+1=28
trigger29 = 0&&var(44):=268435456
trigger30 = (var(34)/100)+1=29
trigger30 = 0&&var(44):=536870912  
trigger31 = (var(34)/100)+1=30
trigger31 = 0&&var(44):=1073741824 
trigger32 = (var(34)/100)+1=31
trigger32 = 0&&var(44):=-2147483648
ignorehitpause = 1
[State 0, Null];右確認
type = Null
trigger1 = (var(0+(var(34)%100))&var(44))
trigger1 = 0&&var(35):=(var(35)|1)
trigger2 = !(var(0+(var(34)%100))&var(44))
trigger2 = (var(35)&1)
trigger2 = 0&&var(35):=var(35)-1
ignorehitpause = 1
;=========================================================================
[State 0, Null]
type = Null
trigger1 = roundstate = 2
trigger1 = var(53)=0
trigger1 = var(54)
trigger1 = command="holdfwd"||command="fwd"
trigger1 = command!="holdback"&&command!="back"
trigger1 = command!="holddown"&&command!="down"
trigger1 = command!="holdup"&&command!="up"
trigger1 = 1||var(53):=30
trigger1 = !(var(35)&1)
trigger1 = 1||var(34):=var(34)+100
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(54)
trigger1 = command="holdfwd"||command="fwd"
trigger1 = command!="holdback"&&command!="back"
trigger1 = command!="holddown"&&command!="down"
trigger1 = command!="holdup"&&command!="up"
trigger1 = var(53)=30
value = S0,1+!!(var(35)&1)
ignorehitpause = 1
[State 0, Null]
type = Null
trigger1 = roundstate = 2
trigger1 = var(53)=0
trigger1 = var(54)
trigger1 = command!="holdfwd"&&command!="fwd"
trigger1 = command="holdback"||command="back"
trigger1 = command!="holddown"&&command!="down"
trigger1 = command!="holdup"&&command!="up"
trigger1 = 1||var(53):=30
trigger1 = !(var(35)&4)
trigger1 = 1||var(34):=var(34)-100
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(54)
trigger1 = command!="holdfwd"&&command!="fwd"
trigger1 = command="holdback"||command="back"
trigger1 = command!="holddown"&&command!="down"
trigger1 = command!="holdup"&&command!="up"
trigger1 = var(53)=30
value = S0,1+!!(var(35)&4)
ignorehitpause = 1
[State 0, Null]
type = Null
trigger1 = roundstate = 2
trigger1 = var(53)=0
trigger1 = var(54)
trigger1 = command!="holdfwd"&&command!="fwd"
trigger1 = command!="holdback"&&command!="back"
trigger1 = command="holddown"||command="down"
trigger1 = command!="holdup"&&command!="up"
trigger1 = 1||var(53):=30
trigger1 = !(var(35)&2)
trigger1 = 1||var(34):=var(34)+1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(54)
trigger1 = command!="holdfwd"&&command!="fwd"
trigger1 = command!="holdback"&&command!="back"
trigger1 = command="holddown"||command="down"
trigger1 = command!="holdup"&&command!="up"
trigger1 = var(53)=30
value = S0,1+!!(var(35)&2)
ignorehitpause = 1
[State 0, Null]
type = Null
trigger1 = roundstate = 2
trigger1 = var(53)=0
trigger1 = var(54)
trigger1 = command!="holdfwd"&&command!="fwd"
trigger1 = command!="holdback"&&command!="back"
trigger1 = command!="holddown"&&command!="down"
trigger1 = command="holdup"||command="up"
trigger1 = 1||var(53):=30
trigger1 = !(var(35)&8)
trigger1 = 1||var(34):=var(34)-1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(54)
trigger1 = command!="holdfwd"&&command!="fwd"
trigger1 = command!="holdback"&&command!="back"
trigger1 = command!="holddown"&&command!="down"
trigger1 = command="holdup"||command="up"
trigger1 = var(53)=30
value = S0,1+!!(var(35)&8)
ignorehitpause = 1
;=========================================================================
[State 0, Null]
type = Null
trigger1 = roundstate = 2
trigger1 = var(53)=0
trigger1 = var(54)=0
trigger1 = enemy,vel x > 0
trigger1 = enemy,vel y =0
trigger1 = 1||var(53):=30
trigger1 = !(var(35)&1)
trigger1 = 1||var(34):=var(34)+100
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = enemy,vel x > 0
trigger1 = enemy,vel y =0
trigger1 = var(53)=30
value = S0,1+!!(var(35)&1)
ignorehitpause = 1
[State 0, Null]
type = Null
trigger1 = roundstate = 2
trigger1 = var(53)=0
trigger1 = var(54)=0
trigger1 = enemy,vel x < 0
trigger1 = enemy,vel y =0
trigger1 = 1||var(53):=30
trigger1 = !(var(35)&4)
trigger1 = 1||var(34):=var(34)-100
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = enemy,vel x < 0
trigger1 = enemy,vel y =0
trigger1 = var(53)=30
value = S0,1+!!(var(35)&4)
ignorehitpause = 1
[State 0, Null]
type = Null
trigger1 = roundstate = 2
trigger1 = var(53)=0
trigger1 = var(54)=0
trigger1 = enemy,vel x = 0
trigger1 = enemy,vel y > 0
trigger1 = 1||var(53):=30
trigger1 = !(var(35)&2)
trigger1 = 1||var(34):=var(34)+1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = enemy,vel x = 0
trigger1 = enemy,vel y > 0
trigger1 = var(53)=30
value = S0,1+!!(var(35)&2)
ignorehitpause = 1
[State 0, Null]
type = Null
trigger1 = roundstate = 2
trigger1 = var(53)=0
trigger1 = var(54)=0
trigger1 = enemy,vel x = 0
trigger1 = enemy,vel y < 0
trigger1 = 1||var(53):=30
trigger1 = !(var(35)&8)
trigger1 = 1||var(34):=var(34)-1
ignorehitpause = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = enemy,vel x = 0
trigger1 = enemy,vel y < 0
trigger1 = var(53)=30
value = S0,1+!!(var(35)&8)
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = var(53)
var(53) = -1
ignorehitpause = 1


[State 0, Null]
type = Null
trigger1 = 1||fvar(0):=240.0/(25.0*var(59))
trigger1 = 1||fvar(1):=40+(fvar(0)*25)*(var(34)/100);横
trigger1 = 1||fvar(2):=0+(fvar(0)*25)*(var(34)%100);縦
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 2147483644
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(0)
ignorehitpause = 1
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = facing=-1
ignorehitpause = 1
[State 0, Posadd]
type = Posadd
trigger1 = 1
x = ceil(-screenpos X+fvar(1))
y = ceil(-screenpos Y+fvar(2))
ignorehitpause = 1


[State 101, Dash_dust]
type = Explod
trigger1 = !sysvar(2)
anim = 12000
id = 12000
pos = ceil(fvar(1)),ceil(fvar(2))
ownpal = 1
postype = left
sprpriority = 2147483643
scale = fvar(0)/2.0,fvar(0)/2.0
Facing = 1
bindtime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 12000
pos = ceil(fvar(1)),ceil(fvar(2))
sprpriority = 2147483643
scale = fvar(0)/2.0,fvar(0)/2.0
postype = left
bindtime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1


[State -1,End State]
Type = ChangeState
Trigger1 = var(33) = var(34)
Value = 5150
Ctrl = 0
persistent=256
ignorehitpause=1
;-------------------------------------------------
[State ]
type = varadd
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1
;===============================================================================
;== KO ==
[StateDef 5150]
type = u
movetype= u
physics = n
hitdefpersist = 1
movehitpersist = 1
;----------
[State ]
type = varset
trigger1 = !ishelper
trigger1 = sysvar(3) != stateno
sysvar(2) = 0
ignorehitpause = 1
[State ]
type = varset
trigger1 = !ishelper
trigger1 = sysvar(3) != stateno
sysvar(3) = stateno
ignorehitpause = 1
[State ]
type=changeanim
trigger1 = !ishelper
trigger1=anim!=20000
value=20000
[State ]
type=changeanim
trigger1 = !ishelper
trigger1 = roundstate=4
trigger1=anim!=9999
value=9999
[State ]
type = ctrlset
trigger1 = !ishelper
trigger1 = 1
value = 1
ignorehitpause = 1
[State ]
type = statetypeset
triggerall = !ishelper
trigger1 = !sysvar(2)
statetype = L
movetype = H
physics = N
ignorehitpause = 1
;=========================================================================
[State 0, LifeSet]
type = LifeSet
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !ishelper
trigger1 = !sysvar(2)
value = S0,0
ignorehitpause = 1


[State 0, Null]
type = Null
trigger1 = !ishelper
trigger1 = 1||fvar(0):=240.0/(25.0*var(59))
trigger1 = 1||fvar(1):=40+(fvar(0)*25)*(var(34)/100);横
trigger1 = 1||fvar(2):=0+(fvar(0)*25)*(var(34)%100);縦
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = !ishelper
trigger1 = 1
value = 2147483644
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
trigger1 = !ishelper
trigger1 = 1
scale = fvar(0),fvar(0)
ignorehitpause = 1
[State 0, ScreenBound]
type = ScreenBound
trigger1 = !ishelper
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1
[State 0, VelSet]
type = VelSet
trigger1 = !ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1
[State 0, PlayerPush]
type = PlayerPush
trigger1 = !ishelper
trigger1 = 1
value = 0
ignorehitpause = 1
[State 0, Turn]
type = Turn
trigger1 = !ishelper
trigger1 = facing=-1
ignorehitpause = 1
[State 0, Posadd]
type = Posadd
trigger1 = !ishelper
trigger1 = 1
x = ceil(-screenpos X+fvar(1))
y = ceil(-screenpos Y+fvar(2))
ignorehitpause = 1


[State 101, Dash_dust]
type = Explod
trigger1 = !ishelper
trigger1 = !sysvar(2)
anim = 12000
id = 12000
pos = ceil(fvar(1)),ceil(fvar(2))
ownpal = 1
postype = left
sprpriority = 2147483643
scale = fvar(0)/2.0,fvar(0)/2.0
Facing = 1
bindtime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = !ishelper
trigger1 = 1
ID = 12000
pos = ceil(fvar(1)),ceil(fvar(2))
sprpriority = 2147483643
scale = fvar(0)/2.0,fvar(0)/2.0
postype = left
bindtime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1


[State -1,End State]
Type = ChangeState
Trigger1 = 0;AnimTime = 0
Value = 0
Ctrl = 1
persistent=256
ignorehitpause=1
;-------------------------------------------------
[State ]
type = varadd
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1
;===============================================================================
;★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
;解除ヘルパーのヘルパー領域確保用
[StateDef 40000]
movehitpersist = 1
hitdefpersist = 1
[State ]
type=Statetypeset
trigger1=ishelper
statetype=S
movetype=I
physics=N
ignorehitpause=1
[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
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
time = 1
[State 00]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[State ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;------------<上に置け！>-------------
[State ]
type=Changeanim
trigger1=ishelper
value=9999
ignorehitpause=1
[State ]
type=lifeset;死なないように
trigger1=ishelper
value=1000
ignorehitpause=1
[State ]
type=AttackDist;相手にガードさせない
trigger1=ishelper
value=0
ignorehitpause=1
[State , 位置を本体と同期]
type = Bindtoroot
trigger1 =ishelper;別にいらんけど意図しないP2参照偽装が怖い
ignorehitpause = 1

[State ]
type=screenbound;カメラ動かさない
trigger1=ishelper
value=0
movecamera=0,0
ignorehitpause=1
[state ]
type=AssertSpecial
trigger1=ishelper
flag=invisible;透明に
flag2=noshadow;影なし
ignorehitpause=1

[State ];解除用ヘルパーにヘルパー領域を明け渡す
type=DestroySelf
trigger1 = numhelper(40000)
trigger1 = numhelper(40002)=0
trigger2 = root,sysfvar(1) = 0;本体死んだら消す
ignorehitpause=1
;------------<下に置け！>-------------
[State 00]
type = varadd
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1
[State ]
type = selfstate
trigger1 = ishelper
value = 5150
ignorehitpause = 1

;==============================================================================================
;解除ヘルパーを出すステート
[StateDef 40001]
ctrl=0
movehitpersist = 1
hitdefpersist = 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 ]
type=Statetypeset
trigger1=ishelper
statetype=S
movetype=I;プレイヤー同士の処理順に気をつける（Aだと他より早く読み込む）
physics=N
ignorehitpause=1
[State ]
type=Changeanim
trigger1=ishelper
value=9999
ignorehitpause=1
[State ]
type=lifeset
trigger1=ishelper
value=root,lifemax
ignorehitpause=1
[State , 位置を本体と同期]
type = Bindtoroot
trigger1 =ishelper;別にいらんけど意図しないP2参照偽装が怖い
ignorehitpause = 1
[State ]
type=Assertspecial
trigger1=ishelper
flag=invisible
flag2=noshadow
ignorehitpause=1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
[State ]
type=Screenbound
trigger1=ishelper
value=0
ignorehitpause=1

[State ];解除ヘルパーを出す
type=Helper
trigger1=ishelper
trigger1=!numhelper(40002)
name="kaijo"
id=40002
pos=0,0
postype=p1
stateno=40002
size.height = 40002
Helpertype=player
keyctrl=0
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[State 0, DestroySelf]
type = DestroySelf
trigger1 = !root,alive
ignorehitpause = 1
;------------<下に置け！>-------------
[State 00]
type = varadd
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1
[State ]
type = selfstate
trigger1 = ishelper
value = 5150
ignorehitpause = 1
;================================================================================
;解除ヘルパーのステート
[StateDef 40002]
ctrl=0
movehitpersist = 1
hitdefpersist = 1
[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
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
time = 1
[State 00]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[State ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;------------<上に置け！>-------------

[State , 位置を本体と同期]
type = Bindtoroot
trigger1 =ishelper;別にいらんけど意図しないP2参照偽装が怖い
ignorehitpause = 1

;1F内の流れとして
;ヘルパー出してもらう→時止め解除→ヘルパー消去　の単純なやり方だと
;処理順の問題で、相手がヘルパー領域に割り込んでくるパターンがある
;なので
;時止め解除→ヘルパー消す→ヘルパー出してもらう→（何もせずに待機）
;という順番で処理する
;(時止め解除した後は解除ヘルパーの時止め耐性が消えるので、解除したら即消さなきゃならない）
;(なので時止め解除→ヘルパー消す　はセット）
;この為、ヘルパーが出てから時止め解除を実行するまで
;1F待たなきゃならない

;まあこっちが２P側だとそれで完璧とはいかねーのが辛いところだな！！！！！！
;一応ほぼ確率は０に近いけど！！！！！！！！

[state ];１F開ける
type=varadd
trigger1=ishelper
trigger1=1;roundstate<3
sysvar(0)=1
ignorehitpause=1


[State ]
type=Statetypeset
trigger1=ishelper
statetype=S
movetype=I ;さっきと同じ　Aだと処理順が狂う
physics=N
ignorehitpause=1
[State ]
type=Changeanim
trigger1=ishelper
value=9999
ignorehitpause=1
[State ]
type=lifeset
trigger1=ishelper
value=root,lifemax
ignorehitpause=1
[State ]
type=AttackDist
trigger1=ishelper
value=0
ignorehitpause=1
[State ]
type=screenbound
trigger1=ishelper
value=0
movecamera=0,0
ignorehitpause=1
time=-1
[state ]
type=AssertSpecial
trigger1=ishelper
flag=invisible
flag2=noshadow
ignorehitpause=1

;時止め解除のタイミングについてはヘルパーを出した直後に実行する派と１F待って実行する派（総勢俺一名）がある
;これは処理順の問題で、出した直後だと動くタイミングは一度プレイヤー領域が全て処理をした後なのでより強力な解除ができる
;ただしmovetime=0の状態で処理を終了するので、相手のヘルパーの出し方次第では時止めを食らって固まってしまう可能性が僅かにある
;１F待って実行すると処理順的にヘルパーからの時止めは解除できないが、movetimeが付いた状態で処理を終了するので時止めはどうあっても食らわない
;作者が１F待つ派なのでここではそうしているが、より強力な時止め解除がしたければ↓のsysvar(0)>1となっている２つをsysvar(0)>0とするべし

[state ];時止め解除
type=pause
triggerall=ishelper
trigger1 = sysvar(0)>1
time=0
movetime=0
ignorehitpause=1
[state ];時止め解除
type=superpause
triggerall=ishelper
trigger1 = sysvar(0)>1
anim=-1
time=0
movetime=0
unhittable=0
darken=0
p2defmul=1
ignorehitpause=1
[State ]
type=DestroySelf
trigger1=ishelper
trigger1=sysvar(0)>1;1F置いてから消す
ignorehitpause=1

;------------<下に置け！>-------------
[State 00]
type = varadd
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1
[State ]
type = selfstate
trigger1 = ishelper
value = 5150
ignorehitpause = 1
;★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
;★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
;カメラ固定
[Statedef 800000]
movehitpersist = 1
hitdefpersist = 1
sprpriority = 99999

[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 ]
type = Changeanim
trigger1 = anim != 9999
value = 9999

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

[State ]
type = posset
trigger1 = Ishelper
X = 0
Y = 0**-1*-1
ignorehitpause = 1

[State ]
type = width
trigger1 = 0;1
value = 145,145
ignorehitpause = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = ishelper
value = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
ignorehitpause = 1


[State 0, PosSet]
type = PosSet
trigger1 = 0;ishelper
x = 0

[State 0, Width]
type = Width
trigger1 = ishelper
edge = 99999,99999

[State 0, ScreenBound]
type = ScreenBound
trigger1 = ishelper
value = 0
movecamera = 1,1
[State ]
type = varadd
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1
[State ]
type = selfstate
trigger1 = ishelper
value = 5150
ignorehitpause = 1

;★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
