

;--------------------------------------------------------------------------
;--------------------------------------------------------------------------
;生きた能力ステート
;--------------------------------------------------------------------------
;--------------------------------------------------------------------------



[Statedef 20000];引き裂く
type    = S
movetype= A
anim = 20000
sprpriority = 2



[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = time = 0
ID = 29998
pos = 0, 0 
postype = p1
facing = 1
stateno = 29998
size.xscale  = 0.34
size.yscale  = 0.74
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
pos = -10, -60
pausemovetime = 99999999
supermovetime = 99999999



[State -1]
Type = posfreeze
Trigger1 = 1
Value = 1


[State -1, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 
IgnoreHitPause = 1

[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 80, 0
freqmul = 1.5




[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = sub



[State -1, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40/(root,fvar(30)), 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 18
sparkno = s10003
sparkxy = -30, -36
hitsound = s90, 0
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -12,-5
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 70
envshake.ampl = 10
envshake.phase = 80 





[State 20000, ヘルパー消滅]
type = DestroySelf
trigger1 = AnimTime = 0




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



[Statedef 20001];殴る
type    = S
movetype= A
anim = 20001
sprpriority = 3





[State -1]
Type = posfreeze
Trigger1 = 1
Value = 1


[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = time = 0
ID = 29998
pos = 0, 0 
postype = p1
facing = 1
stateno = 29998
size.xscale  = 0.34
size.yscale  = 0.74
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
pos = -20, -40
pausemovetime = 99999999
supermovetime = 99999999



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 80, 1
freqmul = 1.5



[State -1, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 
IgnoreHitPause = 1



[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = sub



[State -1, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40/(root,fvar(30)), 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 20
sparkno = s10002
sparkxy = -30, -36
hitsound = s60, 14
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -12
airguard.velocity = -12,-5
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 70
envshake.ampl = 10
envshake.phase = 80 




[State 20001, ヘルパー消滅]
type = DestroySelf
trigger1 = AnimTime = 0




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



[Statedef 20002];貫く
type    = S
movetype= A
anim = 20002
sprpriority = 1

[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = time = 0
ID = 29998
pos = 0, 0 
postype = p1
facing = 1
stateno = 29998
size.xscale  = 0.34
size.yscale  = 0.74
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
pos = -15, -20
pausemovetime = 99999999
supermovetime = 99999999




[State -1]
Type = posfreeze
Trigger1 = 1
Value = 1




[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 80, 2
freqmul = 1.5


[State -1, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 
IgnoreHitPause = 1



[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = sub



[State -1, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40/(root,fvar(30)), 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 18
sparkno = s10001
sparkxy = -30, -36
hitsound = s20, 10
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -12,-5
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 70
envshake.ampl = 10
envshake.phase = 80 




[State 20002, ヘルパー消滅]
type = DestroySelf
trigger1 = AnimTime = 0





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



[Statedef 20005];引き裂く　反転
type    = S
movetype= A
anim = 20005
sprpriority = 5



[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = time = 0
ID = 29998
pos = 0, 0 
postype = p1
facing = 1
stateno = 29998
size.xscale  = 0.34
size.yscale  = 0.74
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
pos = -30, -80
pausemovetime = 99999999
supermovetime = 99999999



[State -1]
Type = posfreeze
Trigger1 = 1
Value = 1


[State -1, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 
IgnoreHitPause = 1

[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 80, 0
freqmul = 1.5




[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = sub



[State -1, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40/(root,fvar(30)), 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 18
sparkno = s10003
sparkxy = -30, 6
hitsound = s90, 0
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -7,-12
airguard.velocity = -1
air.type = High
air.velocity = -7,-12
air.hittime = 14
getpower = 70,50
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 70
envshake.ampl = 10
envshake.phase = 80 





[State 20005, ヘルパー消滅]
type = DestroySelf
trigger1 = AnimTime = 0



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



[Statedef 20006];殴る　反転
type    = S
movetype= A
anim = 20006
sprpriority = 1

[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = time = 0
ID = 29998
pos = 0, 0 
postype = p1
facing = 1
stateno = 29998
size.xscale  = 0.34
size.yscale  = 0.74
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999




[State -1]
Type = posfreeze
Trigger1 = 1
Value = 1


[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
pos = -15, -70
pausemovetime = 99999999
supermovetime = 99999999




[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 80, 1
freqmul = 1.5



[State -1, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 
IgnoreHitPause = 1



[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = sub



[State -1, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40/(root,fvar(30)), 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 20
sparkno = s10002
sparkxy = -30, -36
hitsound = s60, 14
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -12
airguard.velocity = -12,-5
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 70
envshake.ampl = 10
envshake.phase = 80 




[State 20006, ヘルパー消滅]
type = DestroySelf
trigger1 = AnimTime = 0



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



[Statedef 20007];貫く 反転
type    = S
movetype= A
anim = 20007
sprpriority = 1

[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = time = 0
ID = 29998
pos = 0, 0 
postype = p1
facing = 1
stateno = 29998
size.xscale  = 0.34
size.yscale  = 0.74
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
pos = -25, -55
pausemovetime = 99999999
supermovetime = 99999999






[State -1]
Type = posfreeze
Trigger1 = 1
Value = 1




[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 80, 2
freqmul = 1.5


[State -1, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 
IgnoreHitPause = 1



[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = sub



[State -1, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40/(root,fvar(30)), 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 18
sparkno = s10001
sparkxy = -30, -36
hitsound = s20, 10
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -12,-5
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 70
envshake.ampl = 10
envshake.phase = 80 




[State 20007, ヘルパー消滅]
type = DestroySelf
trigger1 = AnimTime = 0







[Statedef 20010];位置変更引き裂く
type    = S
movetype= A
anim = 20000
sprpriority = 2



[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = time = 0
ID = 29998
pos = 0, 0 
postype = p1
facing = 1
stateno = 29998
size.xscale  = 0.34
size.yscale  = 0.74
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
pos = 0, -50
pausemovetime = 99999999
supermovetime = 99999999



[State -1]
Type = posfreeze
Trigger1 = 1
Value = 1


[State -1, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 
IgnoreHitPause = 1

[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 80, 0
freqmul = 1.5




[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = sub



[State -1, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40/(root,fvar(30)), 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 18
sparkno = s10003
sparkxy = -30, -36
hitsound = s90, 0
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -12,-5
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 70
envshake.ampl = 10
envshake.phase = 80 





[State 20010, ヘルパー消滅]
type = DestroySelf
trigger1 = AnimTime = 0




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



[Statedef 20011];位置変更殴る
type    = S
movetype= A
anim = 20001
sprpriority = 3





[State -1]
Type = posfreeze
Trigger1 = 1
Value = 1


[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = time = 0
ID = 29998
pos = 0, 0 
postype = p1
facing = 1
stateno = 29998
size.xscale  = 0.34
size.yscale  = 0.74
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
pos = -30, -20
pausemovetime = 99999999
supermovetime = 99999999



[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 80, 1
freqmul = 1.5



[State -1, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 
IgnoreHitPause = 1



[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = sub



[State -1, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40/(root,fvar(30)), 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 20
sparkno = s10002
sparkxy = -30, -36
hitsound = s60, 14
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -12
airguard.velocity = -12,-5
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 70
envshake.ampl = 10
envshake.phase = 80 




[State 20011, ヘルパー消滅]
type = DestroySelf
trigger1 = AnimTime = 0




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



[Statedef 20012];位置変更貫く
type    = S
movetype= A
anim = 20002
sprpriority = 1

[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = time = 0
ID = 29998
pos = 0, 0 
postype = p1
facing = 1
stateno = 29998
size.xscale  = 0.34
size.yscale  = 0.74
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
pos = -5, -35
pausemovetime = 99999999
supermovetime = 99999999




[State -1]
Type = posfreeze
Trigger1 = 1
Value = 1




[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 80, 2
freqmul = 1.5


[State -1, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 
IgnoreHitPause = 1



[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = sub



[State -1, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40/(root,fvar(30)), 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 18
sparkno = s10001
sparkxy = -30, -36
hitsound = s20, 10
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -12,-5
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 70
envshake.ampl = 10
envshake.phase = 80 




[State 20012, ヘルパー消滅]
type = DestroySelf
trigger1 = AnimTime = 0





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



[Statedef 20015];位置変更引き裂く　反転
type    = S
movetype= A
anim = 20005
sprpriority = 5



[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = time = 0
ID = 29998
pos = 0, 0 
postype = p1
facing = 1
stateno = 29998
size.xscale  = 0.34
size.yscale  = 0.74
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
pos = -20, -60
pausemovetime = 99999999
supermovetime = 99999999



[State -1]
Type = posfreeze
Trigger1 = 1
Value = 1


[State -1, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 
IgnoreHitPause = 1

[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 80, 0
freqmul = 1.5




[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = sub



[State -1, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40/(root,fvar(30)), 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 18
sparkno = s10003
sparkxy = -30, 6
hitsound = s90, 0
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -7,-12
airguard.velocity = -1
air.type = High
air.velocity = -7,-12
air.hittime = 14
getpower = 70,50
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 70
envshake.ampl = 10
envshake.phase = 80 





[State 20015, ヘルパー消滅]
type = DestroySelf
trigger1 = AnimTime = 0



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



[Statedef 20016];位置変更殴る　反転
type    = S
movetype= A
anim = 20006
sprpriority = 1

[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = time = 0
ID = 29998
pos = 0, 0 
postype = p1
facing = 1
stateno = 29998
size.xscale  = 0.34
size.yscale  = 0.74
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999




[State -1]
Type = posfreeze
Trigger1 = 1
Value = 1


[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
pos = -25, -80
pausemovetime = 99999999
supermovetime = 99999999




[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 80, 1
freqmul = 1.5



[State -1, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 
IgnoreHitPause = 1



[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = sub



[State -1, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40/(root,fvar(30)), 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 20
sparkno = s10002
sparkxy = -30, -36
hitsound = s60, 14
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -12
airguard.velocity = -12,-5
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 70
envshake.ampl = 10
envshake.phase = 80 




[State 20016, ヘルパー消滅]
type = DestroySelf
trigger1 = AnimTime = 0



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



[Statedef 20017];位置変更貫く 反転
type    = S
movetype= A
anim = 20007
sprpriority = 1

[State -1, ヘルパー召喚];波動
type = Helper
trigger1 = time = 0
ID = 29998
pos = 0, 0 
postype = p1
facing = 1
stateno = 29998
size.xscale  = 0.34
size.yscale  = 0.74
supermovetime = 99999999
pausemovetime = 99999999
superpausetime  = 9999999


[State -1];固定
type = bindtoroot
trigger1 =  1
facing = 1
time = 1
pos = -15, -65
pausemovetime = 99999999
supermovetime = 99999999






[State -1]
Type = posfreeze
Trigger1 = 1
Value = 1




[State -1, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 80, 2
freqmul = 1.5


[State -1, ]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 
IgnoreHitPause = 1



[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = sub



[State -1, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40/(root,fvar(30)), 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 18
sparkno = s10001
sparkxy = -30, -36
hitsound = s20, 10
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -12,-5
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 70
envshake.ampl = 10
envshake.phase = 80 




[State 20017, ヘルパー消滅]
type = DestroySelf
trigger1 = AnimTime = 0








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








[Statedef 29998];波動
type    = S
anim = 29998
sprpriority = 1


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow



[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = sub


[State -1];拡大Var
Type = Varset
Trigger1 = Time = 0
FV  = 11
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time < 20
Trigger1 = Time%2 = 0
FV  = 11
Value = 0.025

[State -1]
Type = VarAdd
Trigger1 = Time > 20
Trigger1 = Time%2 = 0
FV  = 11
Value = -0.025


[State -1];拡大Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time < 20
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.07

[State -1]
Type = VarAdd
Trigger1 = Time > 20
Trigger1 = Time%2 = 0
FV  = 12
Value = -0.07


[State -1]
type = AngleDraw
trigger1 = 1
scale = fvar(11),fvar(12)




[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1



[State -1, ステート変更]
Type = DestroySelf
trigger1 = Time > 40



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








[Statedef 1061];波動　本体用
type    = S
anim = 29998
sprpriority = 5


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow




[State -1, 角度入力]
type = Angleadd
trigger1 = 1
value = 60





[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1


[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = sub


[State -1];拡大Var
Type = Varset
Trigger1 = Time = 0
FV  = 11
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time < 10
Trigger1 = Time%2 = 0
FV  = 11
Value = 0.25

[State -1]
Type = VarAdd
Trigger1 = Time > 10
Trigger1 = Time%2 = 0
FV  = 11
Value = -0.25


[State -1];拡大Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time < 10
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.25

[State -1]
Type = VarAdd
Trigger1 = Time > 10
Trigger1 = Time%2 = 0
FV  = 12
Value = -0.25


[State -1]
type = AngleDraw
trigger1 = 1
scale = fvar(11),fvar(12)




[State -1, 角度変更実行]
type = AngleDraw
trigger1 = 1



[State -1, ステート変更]
Type = DestroySelf
trigger1 = Time > 20






















