;oI624KE(hȂ)
[StateDef 4501]
type = S
movetype = A
phsyics = S
poweradd = 50
velset = 6,0;4,0;6,0;0,0
anim = 4001
ctrl = 0

[State 4501, 1]
type = NotHitBy
trigger1 = time > 0
value = SCA

[State 4501, 2]
type = HitDef
trigger1 = Time = 0
attr = S, ST
hitflag = M-
priority = 1, Miss
getpower = 60, 0
damage = 0, 0
sparkno = -1
p1facing = 1         
p2facing = 1          
guardflag = N
pausetime = 0, 0
hitsound = s2,11;s1, 5
p1stateno = 6000;18391
p2stateno = 6201;4520
guard.dist = 0
fall = 1

[State 4501, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;O
;----------------------------------------------------------------------------
[Statedef 6000]
type = S		; L̕I S: C: A: L:]|
movetype = I	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
velset = 0,0
ctrl = 0
anim = 7235

----------
;ϐݒ
;----------------------------
;̈
[state 6000]
type = VarSet
trigger1 = 1
var(40) = 1

;_ҋ@
[State 6001,VarSet]
type = VarSet
trigger1 = 1
var(34) = 10

;ʌʗLtO
[state 6000]
type = VarSet
trigger1 = 1
sysfvar(1) = 0

;I[g
[state 6000]
type = VarSet
trigger1 = 1
sysfvar(2) = 0

;----------------------------
;I
;----------------------------
[State 6000, TargetState]
type = TargetState
trigger1 = 1
value = 6201

[State 6000]
type = ChangeState
trigger1 = var(59) >= 1
value = 6006

[State 6000]
type = ChangeState
trigger1 = 1
value = 6001

;----------------------------------------------------------------------------
;vC[ ҋ@
;----------------------------------------------------------------------------
[Statedef 6001]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
velset = 0,0
ctrl = 0

;----------------------------
;܂񂮂蓧߃XCb`
;----------------------------
[State 6001, ߃XCb`p]
type = Varadd
triggerall = var(59) <= 0
triggerall = sysvar(4) <= 1
trigger1 = command = "manguri8"
trigger1 = Anim = [2249,2253]
trigger2 = command = "slime4"
trigger2 = Anim = [2260,2264]
sysvar(4) = 1

[State 6001, ߃XCb`p]
type = VarSet
triggerall = var(59) <= 0
trigger1 = sysvar(4) >= 2
sysvar(4) = 0

;AIp
[State 6001, AI]
type = Trans
triggerall = var(59) >= 1
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = addalpha
alpha = 100, 120

[State 6001, ]
type = Trans
triggerall = var(59) <= 0
triggerall = sysvar(4) = 0
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = addalpha
alpha = 100, 120

[State 6001, s]
type = Trans
triggerall = var(59) <= 0
triggerall = sysvar(4) = 1
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = none

;----------------------------
;ݒ
;----------------------------
;EhIȂ
[State 6001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

;I[g񐔐ݒ
[State 6001, varset]
type = varset
trigger1 = sysfvar(2) = 0
trigger1 = roundstate >= 3
var(36) = random%20

[State 6001, varset]
type = varset
trigger1 = sysfvar(2) = 0
trigger1 = roundstate >= 3
sysfvar(2) = 100+var(36)

;ҋ@Ԑݒ
[State 6001,VarSet]
type = VarSet
trigger1 = time = 0
sysfvar(3) = var(34)+(random%3)

;----------------------------
;XvCgݒ
;----------------------------
;XvCg
[State 6001,RemoveExplod]
type = RemoveExplod
trigger1 = time >= 0

[State 6000, TargetState]
type = TargetState
trigger1 = var(59) >= 1
value = 6201

[State 6000]
type = ChangeState
trigger1 = var(59) >= 1
value = 6006

;̈ʂƂɕKvȃXvCg\
[State 6001,Explod]
type = Explod
trigger1 = var(40) = 1
anim = 2224
ID = 2224
pos = 0, 0
scale =0.5,0.5
postype = p1
removetime = -2
sprpriority = 1
bindtime = -1
removeongethit = 1

[State 6001,Explod]
type = Explod
trigger1 = var(40) = 2
anim = 2249
ID = 2249
pos = 0, 0
scale =0.5,0.5
ontop = 0
postype = p1
removetime = -2
sprpriority = -1
bindtime = -1
removeongethit = 1

[State 6001,Explod]
type = Explod
trigger1 = var(40) = 3
anim = 2260
ID = 2260
pos = 0, 0
scale =0.5,0.5
ontop = 0
postype = p1
removetime = -2
sprpriority = -1
bindtime = -1
removeongethit = 1

[State 6001,Explod]
type = Explod
trigger1 = var(40) = 4
anim = 27230
ID = 27230
pos = 0, 0
scale =0.5,0.5
ontop = 1
postype = p1
removetime = -2
sprpriority = 2
bindtime = -1
removeongethit = 1

;----------------------------
;Ajݒ
;----------------------------
;̈ʂƂɕ\Dxݒ
[State 6001,ChangeAnim]
type = SprPriority
trigger1 = var(40) = 1 || var(40) = 4
value = -2

[State 6001,ChangeAnim]
type = SprPriority
trigger1 = var(40) = 2 || var(40) = 3
value = 2

;̈ʂƂɕ\Ajݒ
[State 6001,ChangeAnim]
type = ChangeAnim
trigger1 = var(40) = 1
value = 3344

[State 6001,ChangeAnim]
type = ChangeAnim
trigger1 = var(40) = 2
value = 2249

[State 6001,ChangeAnim]
type = ChangeAnim
trigger1 = var(40) = 3
value = 2260

[State 6001,ChangeAnim]
type = ChangeAnim
trigger1 = var(40) = 4
value = 7230

;̈ʂƂɕ\ʒu
[State 6001,BindToTarget]
type = BindToTarget
trigger1 = var(40) = 1
id = -1
pos = 0, 20,food

[State 6001,BindToTarget]
type = BindToTarget
trigger1 = var(40) = 2
id = -1
pos = 0, 24,food

[State 6001,BindToTarget]
type = BindToTarget
trigger1 = var(40) = 3
id = -1
pos = -5, 35,food

[State 6001,BindToTarget]
type = BindToTarget
trigger1 = var(40) = 4
id = -1
pos = 1, 23,food

;----------------------------
;ǉR}h
;----------------------------
;I[g񐔐ݒ
[State 6001, ǉR}hx]
type = varset
trigger1 = command = "x"
var(36) = random%20

[State 6001, ǉR}hx]
type = varset
trigger1 = command = "x"
sysfvar(2) = 100+var(36)

;I[g
[State 6001, ǉR}h]
type = varset
trigger1 = command = "holdy" || command = "holdz" || command = "holda" || command = "holdb"
sysfvar(2) = 0

;ʌʗLݒ
[State 6001, ǉR}hs]
type = varset
trigger1 = command = "start"
sysfvar(1) = 1 - sysfvar(1)
[State 6001, playsnd]
type = playsnd
trigger1 = command = "start"
trigger1 = sysfvar(1) = 1
channel = 3
value = 12,0 + random%2
lowpriority = 1

;̈ʕύX
[State 6001, ǉR}hFF]
type = PlaySnd
trigger1 = var(40) = 2 || var(40) = 3 || var(40) = 4
trigger1 = command = "holdfwd"
value = 2, 10
[State 6001, TargetState]
type = TargetState
trigger1 = var(40) = 2 || var(40) = 3 || var(40) = 4
trigger1 = command = "holdfwd"
value = 6201
[State 6001, varset]
type = varset
trigger1 = var(40) = 2 || var(40) = 3 || var(40) = 4
trigger1 = command = "holdfwd"
var(40) = 1

[State 6001, ǉR}hBB]
type = PlaySnd
trigger1 = var(40) = 1 || var(40) = 3 || var(40) = 4
trigger1 = command = "holdup"
value = 2, 10
[State 6001, TargetState]
type = TargetState
trigger1 = var(40) = 1 || var(40) = 3 || var(40) = 4
trigger1 = command = "holdup"
value = 6206
[State 6001, varset]
type = varset
trigger1 = var(40) = 1 || var(40) = 3 || var(40) = 4
trigger1 = command = "holdup"
var(40) = 2

[State 6001, ǉR}hUU]
type = PlaySnd
trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 4
trigger1 = command = "holdback"
value = 2, 10
[State 6001, TargetState]
type = TargetState
trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 4
trigger1 = command = "holdback"
value = 6211
[State 6001, varset]
type = varset
trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 4
trigger1 = command = "holdback"
var(40) = 3

[State 6001, ǉR}hDD]
type = PlaySnd
trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3
trigger1 = command = "holddown"
value = 2, 10
[State 6001, TargetState]
type = TargetState
trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3
trigger1 = command = "holddown"
value = 6216
[State 6001, varset]
type = varset
trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3
trigger1 = command = "holddown"
var(40) = 4

;xݒ
[State 6001, ǉR}hy]
type = VarSet
triggerall = time > sysfvar(3)
trigger1 = command = "y"
trigger2 = command = "holdy"
trigger3 = sysfvar(2) = [81,100+var(36)]
var(39) = 1

[State 6001, ǉR}ha]
type = VarSet
triggerall = time > sysfvar(3)
trigger1 = command = "a"
trigger2 = command = "holda"
trigger3 = sysfvar(2) = [61-var(36),80]
var(39) = 2

[State 6001, ǉR}hb]
type = VarSet
triggerall = time > sysfvar(3)
trigger1 = command = "b"
trigger2 = command = "holdb"
trigger3 = sysfvar(2) = [20+var(36),60-var(36)]
var(39) = 3

[State 6001, ǉR}hc]
type = VarSet
triggerall = time > sysfvar(3)
trigger1 = command = "c"
trigger2 = command = "holdc"
trigger3 = sysfvar(2) = [1,20+var(36)]
var(39) = 4

;Xe[gړ
[State 6001, TargetState]
type = TargetState
trigger1 = time > sysfvar(3)
value = 6195+(var(40)*5)+(1+var(39))

[State 6001, ChangeState]
type = ChangeState
trigger1 = time > sysfvar(3)
value = 6000+1+var(39)

;----------------------------
;ʌʏ
;----------------------------
;c
[State 3510, AfterImage]
type = AfterImage
trigger1 = 1
time = -1*sysfvar(1)

;----------------------------
;I
;----------------------------
[State 3510, RemoveExplod]
type = varset
trigger1 = AnimTime = 0
trigger2 = command = "z"
trigger3 = command = "holdz"
var(40) = 0

;XvCg
[State 3510, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0
trigger2 = command = "z"
trigger3 = command = "holdz"

;cʒu
[State 3510, Xe[gύX]
type = Posset
trigger1 = AnimTime = 0
trigger2 = command = "z"
trigger3 = command = "holdz"
y = 0

;Xe[gړ
[State 3510, TargetState]
type = TargetState
trigger1 = time > 0
trigger1 = AnimTime = 0
trigger2 = command = "z"
trigger3 = command = "holdz"
value = 6065

[State 3510, ChangeState]
type = ChangeState
trigger1 = time > 0
trigger1 = AnimTime = 0
trigger2 = command = "z"
trigger3 = command = "holdz"
value = 0
ctrl = 1

[Statedef 6065]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40

[State 6065, xZ] ;d
type = VelAdd
Trigger1 = 1
y = 10

[State 6065, ߖ3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4218,22

;[State 6065, Xe[gύX]
;type = ChangeState
;triggerall = Vel Y > 0        
;triggerall = Pos Y >= -20
;triggerall = alive
;triggerall = CanRecover
;trigger1 = Command = "recovery"
;value = 5110 ;common1.cnsQ

;[State 6065, đ̃Xe[gɖ߂]
;type = SelfState
;triggerall = Vel Y > 0
;triggerall = alive
;triggerall = CanRecover
;trigger1 = Command = "recovery"
;value = 5110 ;common1.cnsQ

[State 6065, đ̃Xe[gɖ߂]
type = SelfState
trigger1 = time >= 2
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110 ;common1.cnsQ

;----------------------------------------------------------------------------
;vC[ sXg
;----------------------------------------------------------------------------
[Statedef 6002]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;܂񂮂蓧߃XCb`
;----------------------------
[State 6001, ߃XCb`p]
type = Varadd
triggerall = var(59) <= 0
triggerall = sysvar(4) <= 1
trigger1 = command = "manguri8"
trigger1 = Anim = [2249,2253]
trigger2 = command = "slime4"
trigger2 = Anim = [2260,2264]
sysvar(4) = 1

[State 6001, ߃XCb`p]
type = VarSet
triggerall = var(59) <= 0
trigger1 = sysvar(4) >= 2
sysvar(4) = 0

;AIp
[State 6001, AI]
type = Trans
triggerall = var(59) >= 1
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = addalpha
alpha = 100, 120

[State 6001, ]
type = Trans
triggerall = var(59) <= 0
triggerall = sysvar(4) = 0
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = addalpha
alpha = 100, 120

[State 6001, s]
type = Trans
triggerall = var(59) <= 0
triggerall = sysvar(4) = 1
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = none

;----------------------------
;ݒ
;----------------------------
;EhIȂAKO{CX(11,0)ȂAKOɃX[ɂȂȂ
[State 6002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
flag2 = nokosnd 
flag3 = nokoslow

;----------------------------
;XvCgݒ
;----------------------------
;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;̈ʂƂɕKvȃXvCg\
[State 6002]
type = Explod
trigger1 = time = 0
trigger1 = var(40) = 1
anim = 2224+var(39)
pos = 0, 0
scale =0.5,0.5
postype = p1
removetime = -2
sprpriority = 1
bindtime = -1

[State 6001,Explod]
type = Explod
trigger1 = time = 0
trigger1 = var(40) = 2
anim = 2249+var(39)
pos = 0, 0
scale =0.5,0.5
ontop = 0
postype = p1
removetime = -2
sprpriority = -1
bindtime = -1
removeongethit = 1

[State 6001,Explod]
type = Explod
trigger1 = time = 0
trigger1 = var(40) = 3
anim = 2260+var(39)
pos = 0, 0
scale =0.5,0.5
ontop = 0
postype = p1
removetime = -2
sprpriority = -1
bindtime = -1
removeongethit = 1

[State 6002]
type = Explod
trigger1 = time = 0
trigger1 = var(40) = 4
anim = 27230+var(39)
pos = 0, 0
scale =0.5,0.5
postype = p1
removetime = -2
sprpriority = 1
bindtime = -1

[State 6002]
type = Explod
trigger1 = animelem = 3
trigger1 = var(40) = 4
anim = 37230+(var(39)*(1+random%2))
ID = 37230
pos = 0, 0
scale =0.5,0.5
ontop = 1
postype = p1
removetime = -2
bindtime = -1

[State 14614, Explod] ;̈ sXg
type = Explod
trigger1 = var(40) = 1
trigger1 = AnimElem = 2
anim = 4442+(random%2)
pos = 0, 0
scale =0.5,0.5
random = 2,2
postype = p1
removetime = -2
sprpriority = -1
bindtime = -1

[State 14614, Explod] ;܂񂮂 sXg
type = Explod
trigger1 = var(40) = 2
trigger1 = AnimElem = 4
anim = 12001
ID = 12001
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1
ontop = 0
removetime = -2

[State 14614, Explod] ;XsX sXg
type = Explod
trigger1 = var(40) = 3
trigger1 = AnimElem = 4
anim = 18303
ID = 18303
pos = 0, -2
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1;0;-1
ontop = 0

[State 14614, Explod] ;˂グ sXg
type = Explod
trigger1 = var(40) = 4
trigger1 = AnimElem = 4
anim = 11520+var(39)
ID = 11521
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1
ontop = 0

;----------------------------
;Ajݒ
;----------------------------
;̈ʂƂɕ\Ajݒ
[State 6002]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(40) = 1
value = 3344+var(39)

[State 6002]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(40) = 2
value = 2249+var(39)

[State 6002]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(40) = 3
value = 2260+var(39)

[State 6002]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(40) = 4
value = 7230+var(39)

;----------------------------
;Đ
;----------------------------
;ʉ
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 12
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 12
volume = 5000

;vC[
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%10 = 0
value = 120, 0 + random%10
channel = 3
lowpriority = 1

;----------------------------
;ǉR}h
;----------------------------
;ʌʗLݒ
[State 6002, ǉR}hs]
type = varset
trigger1 = command = "start"
sysfvar(1) = 1 - sysfvar(1)
[State 6001, playsnd]
type = playsnd
trigger1 = command = "start"
trigger1 = sysfvar(1) = 1
channel = 3
value = 12,0 + random%2
lowpriority = 1

;----------------------------
;ʌʏ
;----------------------------
;c
[State 6002, AfterImage]
type = AfterImage
trigger1 = 1
time = -1*sysfvar(1)

;y
[State 6100,MakeDust]
type = MakeDust
trigger1 = AnimElem = 2
trigger1 = var(40) = 0
trigger1 = sysfvar(1) = 1
pos = -20, -87
pos2 = -10, -47
spacing = 3

; ʗh
[State 6002,7]
type = EnvShake
trigger1 = AnimElem = 2
trigger1 = sysfvar(1) = 1
time = 10
freq = 180
ampl = -2

;----------------------------
;Xe[^XύX
;----------------------------
;qbg
[State 6002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;p[
[State 6002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 200-var(39)*30

;----------------------------
;I
;----------------------------
;I[g񐔌
[State 6002, varadd]
type = varadd
trigger1 = sysfvar(2) > 0
trigger1 = AnimElem = 2
sysfvar(2) = -1

;_ҋ@ԏZbg
[State 6001,VarSet]
type = Varset
trigger1 = AnimTime = 0
trigger1 = sysfvar(4) != var(39)
var(34) = 5

;̑xۊ
[State 6001,VarSet]
type = Varset
trigger1 = AnimTime = 0
sysfvar(4) = var(39)

;xZbg
[State 6001,VarSet]
type = VarSet
trigger1 = AnimTime = 0
var(39) = 0

;_ҋ@ԏ
[State 6001,VarSet]
type = Varadd
trigger1 = random%5 = 1
trigger1 = var(34) > 1
var(34) = -1

;Xe[gړ ҋ@ɖ߂
[State 3511, TargetState]
type = TargetState
trigger1 = time > 0
trigger1 = AnimTime = 0
value = 6196+var(40)*5

[State 3511, p1Xe[gύX]
type = ChangeState
trigger1 = time > 0
trigger1 = AnimTime = 0
value = 6001

;----------------------------------------------------------------------------
;[statedef 6002]ɂ܂Ƃ߂Ă̂ňړ̂
;----------------------------------------------------------------------------
[Statedef 6003]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

[state 6003]
type = changestate
trigger1 = time = 0
value = 6002

;----------------------------------------------------------------------------
;[statedef 6002]ɂ܂Ƃ߂Ă̂ňړ̂
;----------------------------------------------------------------------------
[Statedef 6004]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

[state 6004]
type = changestate
trigger1 = time = 0
value = 6002

;----------------------------------------------------------------------------
;vC[ ː
;----------------------------------------------------------------------------
[Statedef 6005]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;܂񂮂蓧߃XCb`
;----------------------------
[State 6001, ߃XCb`p]
type = Varadd
triggerall = var(59) <= 0
triggerall = sysvar(4) <= 1
trigger1 = command = "manguri8"
trigger1 = Anim = [2249,2253]
trigger2 = command = "slime4"
trigger2 = Anim = [2260,2264]
sysvar(4) = 1

[State 6001, ߃XCb`p]
type = VarSet
triggerall = var(59) <= 0
trigger1 = sysvar(4) >= 2
sysvar(4) = 0

;AIp
[State 6001, AI]
type = Trans
triggerall = var(59) >= 1
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = addalpha
alpha = 100, 120

[State 6001, ]
type = Trans
triggerall = var(59) <= 0
triggerall = sysvar(4) = 0
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = addalpha
alpha = 100, 120

[State 6001, s]
type = Trans
triggerall = var(59) <= 0
triggerall = sysvar(4) = 1
trigger1 = Anim = [2249,2253]
trigger2 = Anim = [2260,2264]
trans = none

;----------------------------
;ݒ
;----------------------------
;EhIȂAKO{CX(11,0)Ȃ
[State 6005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
flag2 = nokosnd 

;----------------------------
;XvCgݒ
;----------------------------
;XvCg
[State 6005, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;̈ʂƂɕ\XvCgݒ
;
[State 6005, Explod]
type = Explod
trigger1 = time = 0
trigger1 = var(40) = 1
anim = 2228
pos = 0, 0
scale =0.5,0.5
postype = p1
removetime = -2
sprpriority = 1
bindtime = -1

[State 6005, Explod];fʐ}̕\
type = Explod
trigger1 = Time = 0
trigger1 = var(40) = 1
id = 13600
ownpal = 0
sprpriority = 3
pos = 0, -120
postype = p1
bindtime = -1
scale =0.25,0.25
anim = 13620
removetime = -1

;------------------------------ύX ̈:obN 
[State 16005, Explod];oU[
type = Explod
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
trigger1 = var(40) = 1
anim = 4444
pos = 0, 0
scale = 0.5,0.5
postype = p1
removetime = -2
sprpriority = -1;2
bindtime = -1

[State 16005, Effect Helper];nʂɎc鐸tpwp[
Type = Helper
Trigger1 = time = 0 		;\^C~Ow
trigger1 = var(40) = 1		;̈ʂː
ID = 191900 				;KȔԍɁiȗ,0@NumHelperȂȂȗj
StateNo = 191900 			;StateNo@gpGtFNg̃Xe[gԍ@dȂ悤
OwnPal = 1					;PalFXʂɁiȗ,0Helper̐ePalFXLj
SuperMoveTime = 0		 	;Ԓ~P
PauseMoveTime = 0		 	;Ԓ~Q
Size.XScale = 1;0.5;1 			;傫EKvȂύX
Size.YScale = 1;0.5;1 			;傫

[State 16005, Explod];ɗU[
type = Explod
trigger1 = AnimElem = 47
trigger1 = var(40) = 1
anim = 4453
pos = 0, 0
scale = 0.5,0.5
postype = p1
removetime = -2
sprpriority = -1;2
bindtime = -1

;܂񂮂
[State 6001,Explod]
type = Explod
trigger1 = time = 0
trigger1 = var(40) = 2
anim = 2253
pos = 0, 0
scale =0.5,0.5
ontop = 0
postype = p1
removetime = -2
sprpriority = -1
bindtime = -1
removeongethit = 1

[State 6005, Explod];fʐ}̕\
type = Explod
trigger1 = Time = 0
trigger1 = var(40) = 2
id = 13610
ownpal = 0
sprpriority = 3
pos = 0, -80
postype = p1
bindtime = -1
scale =0.25,0.25
anim = 13600
removetime = -1

[State 14614, Explod] ;܂񂮂 sXg
type = Explod
trigger1 = var(40) = 2
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
anim = 12001
ID = 12001
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1
ontop = 0
removetime = -2

[State 14614, Explod] ;܂񂮂 t1
type = Explod
trigger1 = var(40) = 2
trigger1 = AnimElem = 16  
anim = 12002
ID = 12002
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1
ontop = 0

[State 14614, Explod] ;܂񂮂 t2
type = Explod
trigger1 = var(40) = 2
trigger1 = AnimElem = 24 
anim = 12003
ID = 12003
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1
ontop = 0

[State 14614, Explod] ;܂񂮂 t3
type = Explod
trigger1 = var(40) = 2
trigger1 = AnimElem = 32 
anim = 12004
ID = 12004
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1
ontop = 0

[State 14614, Effect Helper];t܂
Type = Helper
Trigger1 = AnimElem = 44 	;\^C~Ow
trigger1 = var(40) = 2		;
ID = 191901 				;KȔԍɁiȗ,0@NumHelperȂȂȗj
StateNo = 191901 			;StateNo@gpGtFNg̃Xe[gԍ@dȂ悤
;scale = 0.5,0.5
OwnPal = 1					;PalFXʂɁiȗ,0Helper̐ePalFXLj
postype = p1
;sprpriority = 1
SuperMoveTime = 0		 	;Ԓ~P
PauseMoveTime = 0		 	;Ԓ~Q
Size.XScale = 0.5;1 			;傫EKvȂύX
Size.YScale = 0.5;1 			;傫

;XsX
[State 6001,Explod]
type = Explod
trigger1 = time = 0
trigger1 = var(40) = 3
anim = 2264
pos = 0, 0
scale =0.5,0.5
ontop = 0
postype = p1
removetime = -2
sprpriority = -1
bindtime = -1
removeongethit = 1

[State 6005, Explod];fʐ}̕\
type = Explod
trigger1 = Time = 0
trigger1 = var(40) = 3
id = 13630
ownpal = 0
sprpriority = 3
pos = 0, 0
postype = p1
bindtime = -1
scale =0.25,0.25
anim = 13630
removetime = -1

[State 14614, Explod] ;XsX sXg
type = Explod
trigger1 = var(40) = 3
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
anim = 18303
ID = 18303
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1
ontop = 0
removetime = -2

[State 14614, Explod] ;XsX юUt
type = Explod
trigger1 = var(40) = 3
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
anim = 18306
ID = 18306
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1
ontop = 0
removetime = -2

[State 14614, Effect Helper];t܂
Type = Helper
Trigger1 = AnimElem = 44 	;\^C~Ow
trigger1 = var(40) = 3		;
ID = 191903 				;KȔԍɁiȗ,0@NumHelperȂȂȗj
StateNo = 191903 			;StateNo@gpGtFNg̃Xe[gԍ@dȂ悤
;scale = 0.5,0.5
OwnPal = 1					;PalFXʂɁiȗ,0Helper̐ePalFXLj
postype = p1
;sprpriority = 1
SuperMoveTime = 0		 	;Ԓ~P
PauseMoveTime = 0		 	;Ԓ~Q
Size.XScale = 0.5;1 			;傫EKvȂύX
Size.YScale = 0.5;1 			;傫

;˂グ
[State 6005, Explod]
type = Explod
trigger1 = time = 0
trigger1 = var(40) = 4
anim = 27234
pos = 0, 0
scale =0.5,0.5
postype = p1
removetime = -2
sprpriority = 1
bindtime = -1

[State 6005, Explod]
type = Explod
trigger1 = time = 0
trigger1 = var(40) = 4
anim = 37237
pos = 0, 0
scale =0.5,0.5
ontop = 1
postype = p1
removetime = -2
bindtime = -1

[State 6005, Explod];fʐ}̕\
type = Explod
trigger1 = Time = 0
trigger1 = var(40) = 4
id = 13630
ownpal = 0
sprpriority = 3
pos = 0, 0
postype = p1
bindtime = -1
scale =0.25,0.25
anim = 13610
removetime = -1

[State 14614, Explod] ;˂グ sXg
type = Explod
trigger1 = var(40) = 4
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
anim = 11524
ID = 11524
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1
ontop = 0

;˂グ
[State 14614, Effect Helper];t܂ƕot
Type = Helper
Trigger1 = time = 0 		;\^C~Ow
trigger1 = var(40) = 4		;
ID = 191902 				;KȔԍɁiȗ,0@NumHelperȂȂȗj
StateNo = 191902 			;StateNo@gpGtFNg̃Xe[gԍ@dȂ悤
OwnPal = 1					;PalFXʂɁiȗ,0Helper̐ePalFXLj
postype = p1
pos = 0, 0
sprpriority = 0
SuperMoveTime = 0		 	;Ԓ~P
PauseMoveTime = 0		 	;Ԓ~Q
Size.XScale = 0.5;1 			;傫EKvȂύX
Size.YScale = 0.5;1 			;傫

;----------------------------
;Ajݒ
;----------------------------
;̈ʂƂɕ\Ajݒ
[State 6005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(40) = 1
value = 3348

[State 6005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(40) = 2
value = 2253

[State 6005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(40) = 3
value = 2264

[State 6005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(40) = 4
value = 7234

;----------------------------
;Đ
;----------------------------
;ʉ
[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 10, 6
channel = 12

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 10, 6
channel = 12

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 10, 6
channel = 12

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 11, 2
channel = 13

;----------------------------
;ʌʏ
;----------------------------
;X[p[|[Y
[State 6005, SuperPause]
type = SuperPause
triggerall = roundstate = 2
triggerall = sysfvar(1) = 1
triggerall = var(40) = 1
trigger1 = time = 0
time = 72
sound = s111,0 +random%3;S1,4
pos = -10,-47

[State 6005, SuperPause]
type = SuperPause
triggerall = roundstate = 2
triggerall = sysfvar(1) = 1
triggerall = var(40) = 2
trigger1 = time = 0
time = 72
sound = s111,0 +random%3;S1,4
pos = 1,-45

[State 6005, SuperPause]
type = SuperPause
triggerall = roundstate = 2
triggerall = sysfvar(1) = 1
triggerall = var(40) = 3
trigger1 = time = 0
time = 72
sound = s111,0 +random%3;S1,4
pos = -20,-55

[State 6005, SuperPause]
type = SuperPause
triggerall = roundstate = 2
triggerall = sysfvar(1) = 1
triggerall = var(40) = 4
trigger1 = time = 0
time = 72
sound = s111,0 +random%3;S1,4
pos = 1,-45

;ʗh
[State 6005, EnvShake]
type = EnvShake
triggerall = command = "holdc" ||  sysfvar(1) = 1
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
time = 10
freq = 180

;----------------------------
;Xe[^XύX
;----------------------------
;p[
[State 6005, PlaySnd]
type = PowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -600

;qbg
[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1

;----------------------------
;ǉR}h
;----------------------------
;ʌʗLݒ
[State 6005, ǉR}hs]
type = varset
trigger1 = command = "start"
sysfvar(1) = 1 - sysfvar(1)
[State 6001, playsnd]
type = playsnd
trigger1 = command = "start"
trigger1 = sysfvar(1) = 1
channel = 3
value = 4,1 + random%2
lowpriority = 1

;̈ʕύX
[State 6005, ϐύX]
type = varset
trigger1 = command = "holdfwd"
trigger1 = AnimTime = 0
var(40) = 1


[State 6005, ϐύX]
type = varset
trigger1 = command = "holdup"
trigger1 = AnimTime = 0
var(40) = 2

[State 6005, ϐύX]
type = varset
trigger1 = command = "holdback"
trigger1 = AnimTime = 0
var(40) = 3

[State 6005, ϐύX]
type = varset
trigger1 = command = "holddown"
trigger1 = AnimTime = 0
var(40) = 4

[State 6005, ͂މ]
type = PlaySnd
trigger1 = command = "holdfwd" || command = "holdback" ||command = "holdup" ||command = "holddown"
trigger1 = AnimTime = 0
persistent = 0
value = 2, 10

;----------------------------
;I
;----------------------------
;ʌʖ
[State 6005, varset]
type = varset
trigger1 = animtime = 0
sysfvar(1) = 0

;xZbg
[State 6001,VarSet]
type = VarSet
trigger1 = AnimTime = 0
var(39) = 0

;I[g񐔃Zbg
[State 6001, varset]
type = varset
trigger1 = sysfvar(2) > 0
trigger1 = animtime = 0
var(36) = random%20

[State 6001, varset]
type = varset
trigger1 = sysfvar(2) > 0
trigger1 = animtime = 0
sysfvar(2) = 100+var(36)

;_ҋ@ԃZbg
[State 6001,VarSet]
type = VarSet
trigger1 = animtime = 0
var(34) = 10

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
trigger1 = AnimTime = 0
value = 6196+var(40)*5

[State 6005, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6001

;----------------------------------------------------------------------------
;葤  ҋ@
;----------------------------------------------------------------------------
[Statedef 6201]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
velset = 0,0
sprpriority = 0

;----------------------------
;ݒ
;----------------------------
;yZbg
[State 6201]
type = posset
Trigger1 = Time = 0
y = 0

;----------------------------
;Ajݒ
;----------------------------
[State 6201, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180100) = 1
Trigger1 = SelfAnimExist(180100) = 1
value = 180100

[State 6201, ꑤɐpairȂꍇ1]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(19230) = 1
Trigger1 = SelfAnimExist(180100) = 0
value = 2234

[State 6201, ꑤɐpairȂꍇ2]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(19230) = 0
Trigger1 = SelfAnimExist(180100) = 0
value = 3234

[State 6201] ;ǋL pxύXtOp
type=angledraw
trigger1=Anim=3234

[State 6201] ;ǋL px
Type      = AngleSet
Trigger1  = Time = 0
value     = 90

;----------------------------
;ǉR}h
;----------------------------
;RĐ
[State 6201,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5)))))
channel = 31
lowpriority = 1

[State 6201,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down"
value = 5963, 0+random%10
channel = 31
lowpriority = 1

;----------------------------------------------------------------------------
;葤  sXg x1
;----------------------------------------------------------------------------
[Statedef 6202]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;Ajݒ
;----------------------------
[State 6202, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180101) = 1
Trigger1 = SelfAnimExist(180101) = 1
value = 180101

[State 6202, ꑤɐpairȂꍇ1]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(19230) = 1
Trigger1 = SelfAnimExist(180101) = 0
value = 2235

[State 6202, ꑤɐpairȂꍇ2]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(19230) = 0
Trigger1 = SelfAnimExist(180101) = 0
value = 3235

[State 6202] ;ǋL pxύXtOp
type=angledraw
trigger1=Anim=3235

[State ,AngleSet] ;ǋL px
Type      = AngleSet
Trigger1  = 1
value     = 90

;----------------------------
;Đ
;----------------------------
;R~
[State 6202]
type = StopSnd
trigger1 = AnimElem = 2
channel = 31

;bĐ 4218.100~114
[State 6202, ߖ100~114]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 15
channel = 30
lowpriority = 2
[State 6202, ߖ100~111]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 12
channel = 30
lowpriority = 2
[State 6202, ߖ100~108]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 9
channel = 30
lowpriority = 2
[State 6202, ߖ100~105]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 6
channel = 30
lowpriority = 2
[State 6202, ߖ100~102]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 3
channel = 30
lowpriority = 2

;bĐ 4218.21~22
[State 6202, ߖ21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 5
channel = 30
lowpriority = 2

[State 6202, ߖ3]
type = PlaySnd
trigger1 = anim = 3235
trigger1 = AnimElem = 3
value = 5000,(Random%5)*10

;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6202, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -10
absolute = 1
kill = 0

;----------------------------------------------------------------------------
;葤  sXg x2
;----------------------------------------------------------------------------
[Statedef 6203]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;Ajݒ
;----------------------------
[State 6203, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180102) = 1
Trigger1 = SelfAnimExist(180102) = 1
value = 180102

[State 6203, ꑤɐpairȂꍇ1]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(19230) = 1
Trigger1 = SelfAnimExist(180102) = 0
value = 2236

[State 6203, ꑤɐpairȂꍇ2]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(19230) = 0
Trigger1 = SelfAnimExist(180102) = 0
value = 3236

[State 6203] ;ǋL pxύXtOp
type=angledraw
trigger1=Anim=3236

[State 6203] ;ǋL px
Type      = AngleSet
Trigger1  = 1
value     = 90

;----------------------------
;Đ
;----------------------------
;R~
[State 6203]
type = StopSnd
trigger1 = time = 0
channel = 31

;Đ 4218.200~214
[State 6203, ߖ200~214]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 15
channel = 30
lowpriority = 2
[State 6203, ߖ200~211]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 12
channel = 30
lowpriority = 2
[State 6203, ߖ200~208]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 9
channel = 30
lowpriority = 2
[State 6203, ߖ200~205]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 6
channel = 30
lowpriority = 2
[State 6203, ߖ200~202]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 3
channel = 30
lowpriority = 2

;Đ 4218.21~22
[State 6203, ߖ21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 5
channel = 30
lowpriority = 2

[State 6203, ߖ3]
type = PlaySnd
trigger1 = anim = 3235
trigger1 = AnimElem = 3
value = 5000,(Random%6)*10

;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6203, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
;trigger1 = life > 10
value = -5
absolute = 1
kill = 0



;----------------------------------------------------------------------------
;葤  sXg x3
;----------------------------------------------------------------------------
[Statedef 6204]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;Ajݒ
;----------------------------

[State 6204, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180103) = 1
Trigger1 = SelfAnimExist(180103) = 1
value = 180103

[State 6204, ꑤɐpairȂꍇ1]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(19230) = 1
Trigger1 = SelfAnimExist(180103) = 0
value = 2237

[State 6204, ꑤɐpairȂꍇ2]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(19230) = 0
Trigger1 = SelfAnimExist(180103) = 0
value = 3237

[State 6204] ;ǋL pxύXtOp
type=angledraw
trigger1=Anim=3237

[State 6204] ;ǋL px
Type      = AngleSet
Trigger1  = 1
value     = 90

;----------------------------
;Đ
;----------------------------
;R~
[State 6204]
type = StopSnd
trigger1 = time = 0
channel = 31

;Đ 4218.300~314
[State 6204, ߖ300~314]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 15
channel = 30
lowpriority = 2
[State 6204, ߖ300~311]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 12
channel = 30
lowpriority = 2
[State 6204, ߖ300~308]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 9
channel = 30
lowpriority = 2
[State 6204, ߖ300~305]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 6
channel = 30
lowpriority = 2
[State 6204, ߖ300~302]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 3
channel = 30
lowpriority = 2

;Đ 4218.21~22
[State 6204, ߖ21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 5
channel = 30
lowpriority = 2

[State 6204, ߖ3]
type = PlaySnd
trigger1 = anim = 3237
trigger1 = AnimElem = 3
value = 5000,(Random%8)*10 

;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6204, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
value = -3
absolute = 1
kill = 0

;----------------------------------------------------------------------------
;葤  ː
;----------------------------------------------------------------------------
[Statedef 6205]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;Ajݒ
;----------------------------
[State 6204, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180104) = 1
Trigger1 = SelfAnimExist(180104) = 1
value = 180104

[State 6204, ꑤɐpairȂꍇ1]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(19230) = 1
Trigger1 = SelfAnimExist(180104) = 0
value = 2238

[State 6204, ꑤɐpairȂꍇ2]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(19230) = 0
Trigger1 = SelfAnimExist(180104) = 0
value = 3238

[State 6204] ;ǋL pxύXtOp
type=angledraw
trigger1=Anim=3238

[State 6204] ;ǋL px
Type      = AngleSet
Trigger1  = 1
value     = 90

;----------------------------
;Đ
;----------------------------
;R~
[State 6205]
type = StopSnd
trigger1 = time = 0
channel = 31

[State 6205]
type = PlaySnd
trigger1 = time = 0
value = 4649, 0
channel = 33
lowpriority = 2

[State 6205, ߖ1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4219,23
channel = 30
lowpriority = 2

[State 6205, ߖ2]
type = PlaySnd
trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24
value = 4218,21 + random%5
channel = 30
lowpriority = 2

[State 6205, R]
type = PlaySnd
trigger1 = AnimElem = 32
value = 5963,0 + random % 3
channel = 30
lowpriority = 2

[State 6205, ߖ3]
type = PlaySnd
trigger1 = anim = 3238
trigger1 = AnimElem = 20
value = 11,0

;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6205, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -20
absolute = 1

;----------------------------------------------------------------------------
;葤 ܂񂮂Ԃ ҋ@
;----------------------------------------------------------------------------
[Statedef 6206]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
velset = 0,0
sprpriority = 0

;----------------------------
;Ajݒ
;----------------------------

[State 6206, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
triggerall = SelfAnimExist(180110) = 1
trigger1 = SelfAnimExist(180110) = 1
value = 180110

[State 6206, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(12249) = 1
Trigger1 = SelfAnimExist(180110) = 0
value = 12249

[State 6206, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(12249) = 0
Trigger1 = SelfAnimExist(180110) = 0
Trigger1 = SelfAnimExist(15905) = 1
value = 12359

[State 6206, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(12249) = 0
Trigger1 = SelfAnimExist(180110) = 0
Trigger1 = SelfAnimExist(15905) = 0
value = 12369

;----------------------------
;ǉR}h
;----------------------------
;RĐ
[State 6206,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5)))))
channel = 31
lowpriority = 1

[State 6206,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down"
value = 5963, 0+random%10
channel = 31
lowpriority = 1

;----------------------------------------------------------------------------
;葤 ܂񂮂Ԃ sXg x1
;----------------------------------------------------------------------------
[Statedef 6207]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;Ajݒ
;----------------------------

[State 6207, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
triggerall = SelfAnimExist(180111) = 1
trigger1 = SelfAnimExist(180111) = 1
value = 180111

[State 6207, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(12250) = 1
Trigger1 = SelfAnimExist(180111) = 0
value = 12250

[State 6207, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(12250) = 0
Trigger1 = SelfAnimExist(180111) = 0
Trigger1 = SelfAnimExist(15905) = 1
value = 12360

[State 6207, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(12250) = 0
Trigger1 = SelfAnimExist(180111) = 0
Trigger1 = SelfAnimExist(15905) = 0
value = 12370

;----------------------------
;Đ
;----------------------------
;R~
[State 6207]
type = StopSnd
trigger1 = AnimElem = 2
channel = 31

;bĐ 4218.100~114
[State 6207, ߖ100~114]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 15
channel = 30
lowpriority = 2
[State 6207, ߖ100~111]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 12
channel = 30
lowpriority = 2
[State 6207, ߖ100~108]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 9
channel = 30
lowpriority = 2
[State 6207, ߖ100~105]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 6
channel = 30
lowpriority = 2
[State 6207, ߖ100~102]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 3
channel = 30
lowpriority = 2

;bĐ 4218.21~22
[State 6207, ߖ21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 5
channel = 30
lowpriority = 2


[State 6204, ߖ3]
type = PlaySnd
trigger1 = anim = 12360
trigger1 = AnimElem = 3
value = 5000,(Random%5)*10 

[State 6204, ߖ3]
type = PlaySnd
trigger1 = anim = 12370
trigger1 = AnimElem = 3
value = 5000,(Random%5)*10 
;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -10
absolute = 1
kill = 0


;----------------------------------------------------------------------------
;葤 ܂񂮂Ԃ sXg x2
;----------------------------------------------------------------------------
[Statedef 6208]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;Ajݒ
;----------------------------

[State 6208, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
triggerall = SelfAnimExist(180112) = 1
trigger1 = SelfAnimExist(180112) = 1
value = 180112

[State 6208, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(12251) = 1
Trigger1 = SelfAnimExist(180112) = 0
value = 12251

[State 6208, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(12251) = 0
Trigger1 = SelfAnimExist(180112) = 0
Trigger1 = SelfAnimExist(15905) = 1
value = 12361

[State 6208, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(12251) = 0
Trigger1 = SelfAnimExist(180112) = 0
Trigger1 = SelfAnimExist(15905) = 0
value = 12371

;----------------------------
;Đ
;----------------------------
;R~
[State 6208]
type = StopSnd
trigger1 = time = 0
channel = 31

;Đ 4218.200~214
[State 6208, ߖ200~214]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 15
channel = 30
lowpriority = 2
[State 6208, ߖ200~211]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 12
channel = 30
lowpriority = 2
[State 6208, ߖ200~208]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 9
channel = 30
lowpriority = 2
[State 6208, ߖ200~205]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 6
channel = 30
lowpriority = 2
[State 6208, ߖ200~202]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 3
channel = 30
lowpriority = 2

;Đ 4218.21~22
[State 6208, ߖ21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 5
channel = 30
lowpriority = 2

[State 6204, ߖ3]
type = PlaySnd
trigger1 = anim = 12361
trigger1 = AnimElem = 3
value = 5000,(Random%5)*10

[State 6204, ߖ3]
type = PlaySnd
trigger1 = anim = 12371
trigger1 = AnimElem = 3
value = 5000,(Random%6)*10
;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6207, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -5
absolute = 1
kill = 0

;----------------------------------------------------------------------------
;葤 ܂񂮂Ԃ sXg x3
;----------------------------------------------------------------------------
[Statedef 6209]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ


;----------------------------
;Ajݒ
;----------------------------

[State 6209, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
triggerall  = SelfAnimExist(180113) = 1
Trigger1 = SelfAnimExist(180113) = 1
value = 180113

[State 6209, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(12252) = 1
Trigger1 = SelfAnimExist(180113) = 0
value = 12252

[State 6209, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(12252) = 0
Trigger1 = SelfAnimExist(180113) = 0
Trigger1 = SelfAnimExist(15905) = 1
value = 12362

[State 6209, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(12252) = 0
Trigger1 = SelfAnimExist(180113) = 0
Trigger1 = SelfAnimExist(15905) = 0
value = 12372
;----------------------------
;Đ
;----------------------------
;R~
[State 6209]
type = StopSnd
trigger1 = time = 0
channel = 31

;Đ 4218.300~314
[State 6209, ߖ300~314]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 15
channel = 30
lowpriority = 2
[State 6209, ߖ300~311]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 12
channel = 30
lowpriority = 2
[State 6209, ߖ300~308]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 9
channel = 30
lowpriority = 2
[State 6209, ߖ300~305]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 6
channel = 30
lowpriority = 2
[State 6209, ߖ300~302]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 3
channel = 30
lowpriority = 2

;Đ 4218.21~22
[State 6209, ߖ21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 5
channel = 30
lowpriority = 2

[State 6204, ߖ3]
type = PlaySnd
trigger1 = anim = 12363
trigger1 = AnimElem = 3
value = 5000,(Random%8)*10

[State 6204, ߖ3]
type = PlaySnd
trigger1 = anim = 12372
trigger1 = AnimElem = 3
value = 5000,(Random%8)*10
;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6209, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
;;trigger1 = life > 10
value = -3
absolute = 1
kill = 0

;----------------------------------------------------------------------------
;葤 ܂񂮂Ԃ ː
;----------------------------------------------------------------------------
[Statedef 6210]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;Ajݒ
;----------------------------

[State 6210, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180114) = 1
Trigger1 = SelfAnimExist(180114) = 1
value = 180114

[State 6210, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(12253) = 1
Trigger1 = SelfAnimExist(180114) = 0
value = 12253

[State 6210, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(12253) = 0
Trigger1 = SelfAnimExist(180114) = 0
Trigger1 = SelfAnimExist(15905) = 1
value = 12363

[State 6210, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(12253) = 0
Trigger1 = SelfAnimExist(180114) = 0
Trigger1 = SelfAnimExist(15905) = 0
value = 12373
;----------------------------
;Đ
;----------------------------
;R~
[State 6210]
type = StopSnd
trigger1 = time = 0
channel = 31

[State 6210]
type = PlaySnd
trigger1 = time = 0
value = 4649, 0
channel = 33
lowpriority = 2

[State 6210, ߖ1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4219,23
channel = 30
lowpriority = 2

[State 6210, ߖ2]
type = PlaySnd
trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24
value = 4218,21 + random%5
channel = 30
lowpriority = 2

[State 6210, R]
type = PlaySnd
trigger1 = AnimElem = 32
value = 5963,0 + random % 3
channel = 30
lowpriority = 2

[State 6220, ߖ3]
type = PlaySnd
trigger1 = anim = 12363
trigger1 = AnimElem = 20
value = 11,0

[State 6220, ߖ3]
type = PlaySnd
trigger1 = anim = 12373
trigger1 = AnimElem = 20
value = 11,0
;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6210, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -20
absolute = 1

;----------------------------------------------------------------------------
;葤 XsX ҋ@
;----------------------------------------------------------------------------
[Statedef 6211]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
velset = 0,0
sprpriority = 0

;----------------------------
;ݒ
;----------------------------
;yZbg
[State 6211]
type = posset
Trigger1 = Time = 0
y = 0

;----------------------------
;Ajݒ
;----------------------------
[State 6211, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180120) = 1
Trigger1 = SelfAnimExist(180120) = 1
value = 180120

[State 6211, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(18300) = 1
Trigger1 = SelfAnimExist(180120) = 0
value = 12260

[State 6211, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(18300) = 0
Trigger1 = SelfAnimExist(180120) = 0
value = 12270

;----------------------------
;ǉR}h
;----------------------------
;RĐ
[State 6211,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5)))))
channel = 31
lowpriority = 1

[State 6211,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down"
value = 5963, 0+random%10
channel = 31
lowpriority = 1

;----------------------------------------------------------------------------
;葤 XsX sXg x1
;----------------------------------------------------------------------------
[Statedef 6212]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;Ajݒ
;----------------------------
[State 6212, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180121) = 1
Trigger1 = SelfAnimExist(180121) = 1
value = 180121

[State 6212, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(18300) = 1
Trigger1 = SelfAnimExist(180121) = 0
value = 12261

[State 6212, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(18300) = 0
Trigger1 = SelfAnimExist(180121) = 0
value = 12271
;----------------------------
;Đ
;----------------------------
;R~
[State 6212]
type = StopSnd
trigger1 = AnimElem = 2
channel = 31

;bĐ 4218.100~114
[State 6212, ߖ100~114]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 15
channel = 30
lowpriority = 2
[State 6212, ߖ100~111]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 12
channel = 30
lowpriority = 2
[State 6212, ߖ100~108]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 9
channel = 30
lowpriority = 2
[State 6212, ߖ100~105]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 6
channel = 30
lowpriority = 2
[State 6212, ߖ100~102]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 3
channel = 30
lowpriority = 2

;bĐ 4218.21~22
[State 6212, ߖ21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 5
channel = 30
lowpriority = 2

[State 6202, ߖ3]
type = PlaySnd
trigger1 = anim = 12261
trigger1 = AnimElem = 3
value = 5000,(Random%5)*10

[State 6202, ߖ3]
type = PlaySnd
trigger1 = anim = 12271
trigger1 = AnimElem = 3
value = 5000,(Random%5)*10
;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6212, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -10
absolute = 1
kill = 0

;----------------------------------------------------------------------------
;葤 XsX sXg x2
;----------------------------------------------------------------------------
[Statedef 6213]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;Ajݒ
;----------------------------
[State 6213, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180122) = 1
Trigger1 = SelfAnimExist(180122) = 1
value = 180122

[State 6213, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(18300) = 1
Trigger1 = SelfAnimExist(180122) = 0
value = 12262

[State 6213, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(18300) = 0
Trigger1 = SelfAnimExist(180122) = 0
value = 12272

;----------------------------
;Đ
;----------------------------
;R~
[State 6213]
type = StopSnd
trigger1 = time = 0
channel = 31

;Đ 4218.200~214
[State 6213, ߖ200~214]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 15
channel = 30
lowpriority = 2
[State 6213, ߖ200~211]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 12
channel = 30
lowpriority = 2
[State 6213, ߖ200~208]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 9
channel = 30
lowpriority = 2
[State 6213, ߖ200~205]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 6
channel = 30
lowpriority = 2
[State 6213, ߖ200~202]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 3
channel = 30
lowpriority = 2

;Đ 4218.21~22
[State 6213, ߖ21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 5
channel = 30
lowpriority = 2

[State 6202, ߖ3]
type = PlaySnd
trigger1 = anim = 12262
trigger1 = AnimElem = 3
value = 5000,(Random%6)*10

[State 6202, ߖ3]
type = PlaySnd
trigger1 = anim = 12272
trigger1 = AnimElem = 3
value = 5000,(Random%6)*10
;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6213, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
;trigger1 = life > 10
value = -5
absolute = 1
kill = 0

;----------------------------------------------------------------------------
;葤 XsX sXg x3
;----------------------------------------------------------------------------
[Statedef 6214]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;Ajݒ
;----------------------------
[State 6214, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180123) = 1
Trigger1 = SelfAnimExist(180123) = 1
value = 180123

[State 6214, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(18300) = 1
Trigger1 = SelfAnimExist(180123) = 0
value = 12263

[State 6214, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(18300) = 0
Trigger1 = SelfAnimExist(180123) = 0
value = 12273

;----------------------------
;Đ
;----------------------------
;R~
[State 6214]
type = StopSnd
trigger1 = time = 0
channel = 31

;Đ 4218.300~314
[State 6214, ߖ300~314]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 15
channel = 30
lowpriority = 2
[State 6214, ߖ300~311]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 12
channel = 30
lowpriority = 2
[State 6214, ߖ300~308]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 9
channel = 30
lowpriority = 2
[State 6214, ߖ300~305]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 6
channel = 30
lowpriority = 2
[State 6214, ߖ300~302]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 3
channel = 30
lowpriority = 2

;Đ 4218.21~22
[State 6214, ߖ21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 5
channel = 30
lowpriority = 2

[State 6202, ߖ3]
type = PlaySnd
trigger1 = anim = 12263
trigger1 = AnimElem = 3
value = 5000,(Random%8)*10

[State 6202, ߖ3]
type = PlaySnd
trigger1 = anim = 12273
trigger1 = AnimElem = 3
value = 5000,(Random%8)*10
;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6214, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
;;trigger1 = life > 10
value = -3
absolute = 1
kill = 0

;----------------------------------------------------------------------------
;葤 XsX ː
;----------------------------------------------------------------------------
[Statedef 6215]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;Ajݒ
;----------------------------

[State 6215, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180124) = 1
Trigger1 = SelfAnimExist(180124) = 1
value = 180124

[State 6215, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(18300) = 1
Trigger1 = SelfAnimExist(180124) = 0
value = 12264

[State 6215, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(18300) = 0
Trigger1 = SelfAnimExist(180124) = 0
value = 12274

;----------------------------
;Đ
;----------------------------
;R~
[State 6215]
type = StopSnd
trigger1 = time = 0
channel = 31

[State 6215]
type = PlaySnd
trigger1 = time = 0
value = 4649, 0
channel = 33
lowpriority = 2

[State 6215, ߖ1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4219,23
channel = 30
lowpriority = 2

[State 6215, ߖ2]
type = PlaySnd
trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24
value = 4218,21 + random%5
channel = 30
lowpriority = 2

[State 6215, R]
type = PlaySnd
trigger1 = AnimElem = 32
value = 5963,0 + random % 3
channel = 30
lowpriority = 2


[State 6220, ߖ3]
type = PlaySnd
trigger1 = anim = 12263
trigger1 = AnimElem = 20
value = 11,0

[State 6220, ߖ3]
type = PlaySnd
trigger1 = anim = 12273
trigger1 = AnimElem = 20
value = 11,0
;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6215, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -20
absolute = 1

;----------------------------------------------------------------------------
;葤 ˂グ ҋ@
;----------------------------------------------------------------------------
[Statedef 6216]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
velset = 0,0
sprpriority = 0

;----------------------------
;ݒ
;----------------------------
;yZbg
[State 6216]
type = posset
Trigger1 = Time = 0
y = 0

;----------------------------
;Ajݒ
;----------------------------
[State 6216, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180130) = 1
Trigger1 = SelfAnimExist(180130) = 1
value = 180130

;[State 6216, ꑤɐpairȂꍇ]
;type = ChangeAnim2
;Trigger1 = Time = 0
;Trigger1 = SelfAnimExist(180130) = 0
;value = 17230

[State 6216, ꑤɐpairȂꍇ2]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(15905) = 1
Trigger1 = SelfAnimExist(180130) = 0
value = 17240

[State 6216, ꑤɐpairȂꍇ3]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(15905) = 0
Trigger1 = SelfAnimExist(180130) = 0
value = 17250
;----------------------------
;ǉR}h
;----------------------------
;RĐ
[State 6216,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5)))))
channel = 31
lowpriority = 1

[State 6216,PlaySnd]
type = PlaySnd
triggerall = time > 15
trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down"
value = 5963, 0+random%10
channel = 31
lowpriority = 1

;----------------------------------------------------------------------------
;葤 ˂グ sXg x1
;----------------------------------------------------------------------------
[Statedef 6217]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;Ajݒ
;----------------------------
[State 6216, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180131) = 1
Trigger1 = SelfAnimExist(180131) = 1
value = 180131

;[State 6216, ꑤɐpairȂꍇ]
;type = ChangeAnim2
;Trigger1 = Time = 0
;Trigger1 = SelfAnimExist(180131) = 0
;value = 17231

[State 6216, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(15905) = 1
Trigger1 = SelfAnimExist(180131) = 0
value = 17241

[State 6216, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(15905) = 0
Trigger1 = SelfAnimExist(180131) = 0
value = 17251

;----------------------------
;Đ
;----------------------------
;R~
[State 6217]
type = StopSnd
trigger1 = AnimElem = 2
channel = 31

;bĐ 4218.100~114
[State 6217, ߖ100~114]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 15
channel = 30
lowpriority = 2
[State 6217, ߖ100~111]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 12
channel = 30
lowpriority = 2
[State 6217, ߖ100~108]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 9
channel = 30
lowpriority = 2
[State 6217, ߖ100~105]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 6
channel = 30
lowpriority = 2
[State 6217, ߖ100~102]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,100 + random % 3
channel = 30
lowpriority = 2

;bĐ 4218.21~22
[State 6217, ߖ21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 5
channel = 30
lowpriority = 2

[State 6217, ߖ3]
type = PlaySnd
trigger1 = anim = 17241
trigger1 = AnimElem = 4
value = 5000,(Random%6)*10

[State 6217, ߖ3]
type = PlaySnd
trigger1 = anim = 17251
trigger1 = AnimElem = 4
value = 5000,(Random%6)*10

;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6217, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
value = -10
absolute = 1
kill = 0

;----------------------------------------------------------------------------
;葤 ˂グ sXg x2
;----------------------------------------------------------------------------
[Statedef 6218]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;Ajݒ
;----------------------------
[State 6216, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180132) = 1
Trigger1 = SelfAnimExist(180132) = 1
value = 180132

;[State 6216, ꑤɐpairȂꍇ]
;type = ChangeAnim2
;Trigger1 = Time = 0
;Trigger1 = SelfAnimExist(180132) = 0
;value = 17232

[State 6216, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(15905) = 1
Trigger1 = SelfAnimExist(180132) = 0
value = 17242

[State 6216, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(15905) = 0
Trigger1 = SelfAnimExist(180132) = 0
value = 17252
;----------------------------
;Đ
;----------------------------
;R~
[State 6218]
type = StopSnd
trigger1 = time = 0
channel = 31

;Đ 4218.200~214
[State 6218, ߖ200~214]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 15
channel = 30
lowpriority = 2
[State 6218, ߖ200~211]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 12
channel = 30
lowpriority = 2
[State 6218, ߖ200~208]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 9
channel = 30
lowpriority = 2
[State 6218, ߖ200~205]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 6
channel = 30
lowpriority = 2
[State 6218, ߖ200~202]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,200 + random % 3
channel = 30
lowpriority = 2

;Đ 4218.21~22
[State 6218, ߖ21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 5
channel = 30
lowpriority = 2

[State 6218, ߖ3]
type = PlaySnd
trigger1 = anim = 17242
trigger1 = AnimElem = 4
value = 5000,(Random%6)*10

[State 6218, ߖ3]
type = PlaySnd
trigger1 = anim = 17252
trigger1 = AnimElem = 4
value = 5000,(Random%6)*10
;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6203, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 4
;trigger1 = life > 10
value = -5
absolute = 1
kill = 0

;----------------------------------------------------------------------------
;葤 ˂グ sXg x3
;----------------------------------------------------------------------------
[Statedef 6219]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;Ajݒ
;----------------------------
[State 6216, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180133) = 1
Trigger1 = SelfAnimExist(180133) = 1
value = 180133

;[State 6216, ꑤɐpairȂꍇ]
;type = ChangeAnim2
;Trigger1 = Time = 0
;Trigger1 = SelfAnimExist(180133) = 0
;value = 17233

[State 6216, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(15905) = 1
Trigger1 = SelfAnimExist(180133) = 0
value = 17243

[State 6216, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(15905) = 0
Trigger1 = SelfAnimExist(180133) = 0
value = 17253
;----------------------------
;Đ
;----------------------------
;R~
[State 6219]
type = StopSnd
trigger1 = time = 0
channel = 31

;Đ 4218.300~314
[State 6219, ߖ300~314]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 15
channel = 30
lowpriority = 2
[State 6219, ߖ300~311]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 12
channel = 30
lowpriority = 2
[State 6219, ߖ300~308]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 9
channel = 30
lowpriority = 2
[State 6219, ߖ300~305]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 6
channel = 30
lowpriority = 2
[State 6219, ߖ300~302]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,300 + random % 3
channel = 30
lowpriority = 2

;Đ 4218.21~22
[State 6219, ߖ21~22]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218,21 + random % 5
channel = 30
lowpriority = 2

[State 6219, ߖ3]
type = PlaySnd
trigger1 = anim = 17243
trigger1 = AnimElem = 4
value = 5000,(Random%6)*10

[State 6219, ߖ3]
type = PlaySnd
trigger1 = anim = 17253
trigger1 = AnimElem = 4
value = 5000,(Random%6)*10
;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6219, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
;;trigger1 = life > 10
value = -3
absolute = 1
kill = 0

;----------------------------------------------------------------------------
;葤 ˂グ ː
;----------------------------------------------------------------------------
[Statedef 6220]
type = A		; L̕I S: C: A: L:]|
movetype = H	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ

;----------------------------
;Ajݒ
;----------------------------
[State 6216, ꑤɐpairL]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(180134) = 1
Trigger1 = SelfAnimExist(180134) = 1
value = 180134

;[State 6216, ꑤɐpairȂꍇ]
;type = ChangeAnim2
;Trigger1 = Time = 0
;Trigger1 = SelfAnimExist(180134) = 0
;value = 17234

[State 6216, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(15905) = 1
Trigger1 = SelfAnimExist(180134) = 0
value = 17244

[State 6216, ꑤɐpairȂꍇ]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(15905) = 0
Trigger1 = SelfAnimExist(180134) = 0
value = 17254
;----------------------------
;Đ
;----------------------------
;R~
[State 6220]
type = StopSnd
trigger1 = time = 0
channel = 31

[State 6220]
type = PlaySnd
trigger1 = time = 0
value = 4649, 0
channel = 33
lowpriority = 2

[State 6220, ߖ1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4219,23
channel = 30
lowpriority = 2

[State 6220, ߖ2]
type = PlaySnd
trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24
value = 4218,21 + random%5
channel = 30
lowpriority = 2

[State 6220, R]
type = PlaySnd
trigger1 = AnimElem = 32
value = 5963,0 + random % 3
channel = 30
lowpriority = 2

[State 6220, ߖ3]
type = PlaySnd
trigger1 = anim = 17244
trigger1 = AnimElem = 20
value = 11,0

[State 6220, ߖ3]
type = PlaySnd
trigger1 = anim = 17254
trigger1 = AnimElem = 20
value = 11,0
;----------------------------
;Xe[^XύX
;----------------------------
;̗͌
[State 6220, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -20
absolute = 1

;oIZAIp

;----------------------------------------------------------------------------
;AI
;----------------------------------------------------------------------------
[Statedef 6006]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = -1;3

[State 6001,]
type = varset
trigger1 = time = 0
var(40) = 1

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6202

;̈ʂƂɕ\ʒu
[State 6001,BindToTarget]
type = BindToTarget
trigger1 = time = 0 
id = -1
pos = 0, 20,food

;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;̈ʂƂɕKvȃXvCg\
[State 6002]
type = Explod
trigger1 = time = 0
anim = 2225
pos = 0, 0
scale =0.5,0.5
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1

[State 14614, Explod] ;̈ sXg
type = Explod
;trigger1 = var(40) = 1
trigger1 = AnimElem = 2
anim = 4442+(random%2)
pos = 0, 0
scale =0.5,0.5
random = 2,2
postype = p1
removetime = -2
sprpriority = -1
bindtime = -1

;̈ʂƂɕ\Ajݒ
[State 6002]
type = ChangeAnim
trigger1 = time = 0
value = 3345

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;vC[
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%10 = 0;random%20 = 0
value = 120, 0 + random%10;100, 0
channel = 3
lowpriority = 1

;qbg
[State 6002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;p[
[State 6002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 170

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 48
value = 6007

;----------------------------------------------------------------------------
[Statedef 6007]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = -1;3


[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6203

;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;̈ʂƂɕKvȃXvCg\
[State 6002]
type = Explod
trigger1 = time = 0
anim = 2226
pos = 0, 0
scale =0.5,0.5
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1

;̈ʂƂɕ\Ajݒ
[State 6002]
type = ChangeAnim
trigger1 = time = 0
value = 3346

[State 14614, Explod] ;̈ sXg
type = Explod
;trigger1 = var(40) = 1
trigger1 = AnimElem = 2
anim = 4442+(random%2)
pos = 0, 0
scale =0.5,0.5
random = 2,2
postype = p1
removetime = -2
sprpriority = -1
bindtime = -1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;vC[
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%10 = 0;random%20 = 0
value = 120, 0 + random%10;100, 0
channel = 3
lowpriority = 1

;qbg
[State 6002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;p[
[State 6002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 140

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 117
value = 6008

;----------------------------------------------------------------------------
[Statedef 6008]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = -1;3


[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6204

;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

;̈ʂƂɕKvȃXvCg\
[State 6002]
type = Explod
trigger1 = time = 0
anim = 2227
pos = 0, 0
scale =0.5,0.5
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1

;̈ʂƂɕ\Ajݒ
[State 6002]
type = ChangeAnim
trigger1 = time = 0
value = 3347

[State 14614, Explod] ;̈ sXg
type = Explod
;trigger1 = var(40) = 1
trigger1 = AnimElem = 2
anim = 4442+(random%2)
pos = 0, 0
scale =0.5,0.5
random = 2,2
postype = p1
removetime = -2
sprpriority = -1
bindtime = -1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;vC[
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%10 = 0;random%20 = 0
value = 120, 0 + random%10;100, 0
channel = 3
lowpriority = 1

;qbg
[State 6002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;p[
[State 6002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 110

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 140
value = 6009

;----------------------------------------------------------------------------
[Statedef 6009]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = -1;3

;XvCg
[State 6005, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0


[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6205

;EhIȂAKO{CX(11,0)Ȃ
[State 6005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
;flag2 = nokosnd 

;̈ʂƂɕ\XvCgݒ
;
[State 6005, Explod]
type = Explod
trigger1 = time = 0
anim = 2228
pos = 0, 0
scale =0.5,0.5
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
ID = 2228

[State 6005, Explod];fʐ}̕\
type = Explod
trigger1 = Time = 0
;trigger1 = var(40) = 1
id = 13600
ownpal = 0
sprpriority = 3;-2
pos = 0, -120;-100;0;-80
postype = p1
bindtime = -1
scale =0.25,0.25
anim = 13620
removetime = -1

;------------------------------ύX ̈:obN 
[State 16005, Explod];oU[
type = Explod
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
;trigger1 = var(40) = 1
anim = 4444
pos = 0, 0
scale = 0.5,0.5
postype = p1
removetime = -2
sprpriority = -1;2
bindtime = -1

[State 16005, Effect Helper];nʂɎc鐸tpwp[
Type = Helper
Trigger1 = time = 0 		;\^C~Ow
;trigger1 = var(40) = 1		;̈ʂː
ID = 191900 				;KȔԍɁiȗ,0@NumHelperȂȂȗj
StateNo = 191900 			;StateNo@gpGtFNg̃Xe[gԍ@dȂ悤
OwnPal = 1					;PalFXʂɁiȗ,0Helper̐ePalFXLj
SuperMoveTime = 0		 	;Ԓ~P
PauseMoveTime = 0		 	;Ԓ~Q
Size.XScale = 1;0.5;1 			;傫EKvȂύX
Size.YScale = 1;0.5;1 			;傫

[State 16005, Explod];ɗU[
type = Explod
trigger1 = AnimElem = 47
;trigger1 = var(40) = 1
anim = 4453
pos = 0, 0
scale = 0.5,0.5
postype = p1
removetime = -2
sprpriority = -1;2
bindtime = -1


;̈ʂƂɕ\Ajݒ
[State 6005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 3348

;ʉ

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 10, 6
channel = 12

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 10, 6
channel = 12

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 10, 6
channel = 12

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 11, 2
channel = 13

;p[
[State 6005, PlaySnd]
type = PowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -600

;qbg
[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1

[State 6005, ͂މ]
type = PlaySnd
trigger1 = AnimTime = 0
persistent = 0
value = 2, 10

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 = AnimTime = 0
value = 6206

[State 6005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 =  AnimTime = 0
value = 6010

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
Trigger1 = (target,SelfAnimExist(18300) = 1)||(target,SelfAnimExist(180120) = 1)
trigger1 = AnimTime = 0
value = 6211

[State 6005, ChangeState]
type = ChangeState
Trigger1 = (target,SelfAnimExist(18300) = 1)||(target,SelfAnimExist(180120) = 1)
trigger1 =  AnimTime = 0
value = 6014

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 = AnimTime = 0
value = 6216

[State 6005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 =  AnimTime = 0
value = 6018

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
trigger1 = AnimTime = 0
value = 6201

[State 6005, ChangeState]
type = ChangeState
trigger1 =  AnimTime = 0
value = 6006

;----------------------------------------------------------------------------
;AI}O
;----------------------------------------------------------------------------
[Statedef 6010]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = 5

[State 6001,]
type = varset
trigger1 = time = 0
var(40) = 2

;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6207

[State 6001,BindToTarget]
type = BindToTarget
trigger1 = time = 0
id = -1
pos = 0, 24,food

[State 6001,Explod]
type = Explod
trigger1 = time = 0
anim = 2250
pos = 0, 0
scale =0.5,0.5
ontop = 0
postype = p1
removetime = -1
sprpriority = -1;3
bindtime = -1
removeongethit = 1

[State 14614, Explod] ;܂񂮂 sXg
type = Explod
;trigger1 = var(40) = 2
trigger1 = AnimElem = 4
anim = 12001
ID = 12001
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1
ontop = 0
removetime = -2

[State 6002]
type = ChangeAnim
trigger1 = time = 0
value = 2250

;ʉ
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;vC[
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%10 = 0;random%20 = 0
value = 120, 0 + random%10;100, 0
channel = 3
lowpriority = 1

;qbg
[State 6002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;p[
[State 6002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 170

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 48
value = 6011

;----------------------------------------------------------------------------
[Statedef 6011]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = 5

;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6208

[State 6001, ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 120

[State 6001,Explod]
type = Explod
trigger1 = time = 0
anim = 2251
pos = 0, 0
scale =0.5,0.5
ontop = 0
postype = p1
removetime = -1
sprpriority = -1;3
bindtime = -1
removeongethit = 1

[State 14614, Explod] ;܂񂮂 sXg
type = Explod
;trigger1 = var(40) = 2
trigger1 = AnimElem = 4
anim = 12001
ID = 12001
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1
ontop = 0
removetime = -2

[State 6002]
type = ChangeAnim
trigger1 = time = 0
value = 2251


;ʉ
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;vC[
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%10 = 0;random%20 = 0
value = 120, 0 + random%10;100, 0
channel = 3
lowpriority = 1

;qbg
[State 6002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;p[
[State 6002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 140

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 117
value = 6012

;----------------------------------------------------------------------------
[Statedef 6012]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = 5

;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6209

[State 6001, ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 120

[State 6001,Explod]
type = Explod
trigger1 = time = 0
anim = 2252
pos = 0, 0
scale =0.5,0.5
ontop = 0
postype = p1
removetime = -1
sprpriority = -1;3
bindtime = -1
removeongethit = 1

[State 14614, Explod] ;܂񂮂 sXg
type = Explod
;trigger1 = var(40) = 2
trigger1 = AnimElem = 4
anim = 12001
ID = 12001
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1
ontop = 0
removetime = -2

[State 6002]
type = ChangeAnim
trigger1 = time = 0
value = 2252


;ʉ
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;vC[
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%10 = 0;random%20 = 0
value = 120, 0 + random%10;100, 0
channel = 3
lowpriority = 1

;qbg
[State 6002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;p[
[State 6002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 110

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 140
value = 6013

;----------------------------------------------------------------------------
[Statedef 6013]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = 5

;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6210

[State 6001, ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 120

;EhIȂAKO{CX(11,0)Ȃ
[State 6005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
;flag2 = nokosnd 

;܂񂮂
[State 6001,Explod]
type = Explod
trigger1 = time = 0
anim = 2253
pos = 0, 0
scale =0.5,0.5
ontop = 0
postype = p1
removetime = -2
sprpriority = -1;3
bindtime = -1
removeongethit = 1
ID = 2253

[State 6005, Explod];fʐ}̕\
type = Explod
trigger1 = Time = 0
;trigger1 = var(40) = 2
id = 13610
ownpal = 0
sprpriority = 3;-2
pos = 0, -80;-100;0;-80
postype = p1
bindtime = -1
scale =0.25,0.25
anim = 13600
removetime = -1

[State 14614, Explod] ;܂񂮂 sXg
type = Explod
;trigger1 = var(40) = 2
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
anim = 12001
ID = 12001
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1
ontop = 0
removetime = -2

[State 14614, Explod] ;܂񂮂 t1
type = Explod
;trigger1 = var(40) = 2
trigger1 = AnimElem = 16  
anim = 12002
ID = 12002
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1;-1
ontop = 0

[State 14614, Explod] ;܂񂮂 t2
type = Explod
;trigger1 = var(40) = 2
trigger1 = AnimElem = 24 
anim = 12003
ID = 12003
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1;-1
ontop = 0

[State 14614, Explod] ;܂񂮂 t3
type = Explod
;trigger1 = var(40) = 2
trigger1 = AnimElem = 32 
anim = 12004
ID = 12004
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1;-1
ontop = 0

[State 14614, Effect Helper];t܂
Type = Helper
Trigger1 = AnimElem = 44 	;\^C~Ow
;trigger1 = var(40) = 2		;
ID = 191901 				;KȔԍɁiȗ,0@NumHelperȂȂȗj
StateNo = 191901 			;StateNo@gpGtFNg̃Xe[gԍ@dȂ悤
;scale = 0.5,0.5
OwnPal = 1					;PalFXʂɁiȗ,0Helper̐ePalFXLj
postype = p1
;sprpriority = 1
SuperMoveTime = 0		 	;Ԓ~P
PauseMoveTime = 0		 	;Ԓ~Q
Size.XScale = 0.5;1 			;傫EKvȂύX
Size.YScale = 0.5;1 			;傫

[State 6005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 2253

;ʉ

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 10, 6
channel = 12

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 10, 6
channel = 12

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 10, 6
channel = 12

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 11, 2
channel = 13

;p[
[State 6005, PlaySnd]
type = PowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -600

;qbg
[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1

[State 6005, ͂މ]
type = PlaySnd
trigger1 = AnimTime = 0
persistent = 0
value = 2, 10


;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
Trigger1 = (target,SelfAnimExist(18300) = 1)||(target,SelfAnimExist(180120) = 1)
trigger1 = AnimTime = 0
value = 6211

[State 6005, ChangeState]
type = ChangeState
Trigger1 = (target,SelfAnimExist(18300) = 1)||(target,SelfAnimExist(180120) = 1)
trigger1 =  AnimTime = 0
value = 6014

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 = AnimTime = 0
value = 6216

[State 6005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 =  AnimTime = 0
value = 6018

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 = AnimTime = 0
value = 6201

[State 6005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 =  AnimTime = 0
value = 6006

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 = AnimTime = 0
value = 6206

[State 6005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 =  AnimTime = 0
value = 6010

;----------------------------------------------------------------------------
;AIXXs
;----------------------------------------------------------------------------
[Statedef 6014]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = 5

[State 6001,]
type = varset
trigger1 = time = 0
var(40) = 3

;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6212

[State 6001,BindToTarget]
type = BindToTarget
trigger1 = time = 0
id = -1
pos = -5, 35,food

[State 6001,Explod]
type = Explod
trigger1 = time = 0
anim = 2261
pos = 0, 0
scale =0.5,0.5
ontop = 0
postype = p1
removetime = -1
sprpriority = -1;3
bindtime = -1
removeongethit = 1

[State 14614, Explod] ;XsX sXg
type = Explod
;trigger1 = var(40) = 3
trigger1 = AnimElem = 4;time = 0
anim = 18303
ID = 18303
pos = 0, -2
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1;0;-1
ontop = 0

[State 6002]
type = ChangeAnim
trigger1 = time = 0
value = 2261

;ʉ
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;vC[
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%10 = 0;random%20 = 0
value = 120, 0 + random%10;100, 0
channel = 3
lowpriority = 1

;qbg
[State 6002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;p[
[State 6002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 170

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 48
value = 6015

;----------------------------------------------------------------------------
[Statedef 6015]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = 5

;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6213

[State 6001, ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 120

[State 6001,BindToTarget]
type = BindToTarget
trigger1 = time = 0
id = -1
pos = -5, 35,food

[State 6001,Explod]
type = Explod
trigger1 = time = 0
anim = 2262
pos = 0, 0
scale =0.5,0.5
ontop = 0
postype = p1
removetime = -1
sprpriority = -1;3
bindtime = -1
removeongethit = 1

[State 14614, Explod] ;XsX sXg
type = Explod
;trigger1 = var(40) = 3
trigger1 = AnimElem = 4;time = 0
anim = 18303
ID = 18303
pos = 0, -2
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1;0;-1
ontop = 0

[State 6002]
type = ChangeAnim
trigger1 = time = 0
value = 2262

;ʉ
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;vC[
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%10 = 0;random%20 = 0
value = 120, 0 + random%10;100, 0
channel = 3
lowpriority = 1

;qbg
[State 6002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;p[
[State 6002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 140

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 117
value = 6016

;----------------------------------------------------------------------------
[Statedef 6016]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = 5

;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6214

[State 6001, ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 120

[State 6001,BindToTarget]
type = BindToTarget
trigger1 = time = 0
id = -1
pos = -5, 35,food

[State 6001,Explod]
type = Explod
trigger1 = time = 0
anim = 2263
pos = 0, 0
scale =0.5,0.5
ontop = 0
postype = p1
removetime = -1
sprpriority = -1;3
bindtime = -1
removeongethit = 1

[State 14614, Explod] ;XsX sXg
type = Explod
;trigger1 = var(40) = 3
trigger1 = AnimElem = 4;time = 0
anim = 18303
ID = 18303
pos = 0, -2
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1;0;-1
ontop = 0

[State 6002]
type = ChangeAnim
trigger1 = time = 0
value = 2263

;ʉ
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;vC[
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%10 = 0;random%20 = 0
value = 120, 0 + random%10;100, 0
channel = 3
lowpriority = 1

;qbg
[State 6002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;p[
[State 6002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 110

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 140
value = 6017

;----------------------------------------------------------------------------
[Statedef 6017]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = 5

;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6215

[State 6001, ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 120

;EhIȂAKO{CX(11,0)Ȃ
[State 6005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
;flag2 = nokosnd 

;XsX
[State 6001,Explod]
type = Explod
trigger1 = time = 0
anim = 2264
pos = 0, 0
scale =0.5,0.5
ontop = 0
postype = p1
removetime = -2
sprpriority = -1;3
bindtime = -1
removeongethit = 1
ID = 2264

[State 6005, Explod];fʐ}̕\
type = Explod
trigger1 = Time = 0
;trigger1 = var(40) = 3
id = 13630
ownpal = 0
sprpriority = 3;-2
pos = 0, 0;-50;-100;0;-80
postype = p1
bindtime = -1
scale =0.25,0.25
anim = 13630
removetime = -1

[State 14614, Explod] ;XsX sXg
type = Explod
;trigger1 = var(40) = 3
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
anim = 18303
ID = 18303
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1
ontop = 0
removetime = -2

[State 14614, Explod] ;XsX юUt
type = Explod
;trigger1 = var(40) = 3
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
anim = 18306
ID = 18306
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 1
ontop = 0
removetime = -2

[State 14614, Effect Helper];t܂
Type = Helper
Trigger1 = AnimElem = 44 	;\^C~Ow
;trigger1 = var(40) = 3		;
ID = 191903 				;KȔԍɁiȗ,0@NumHelperȂȂȗj
StateNo = 191903 			;StateNo@gpGtFNg̃Xe[gԍ@dȂ悤
;scale = 0.5,0.5
OwnPal = 1					;PalFXʂɁiȗ,0Helper̐ePalFXLj
postype = p1
;sprpriority = 1
SuperMoveTime = 0		 	;Ԓ~P
PauseMoveTime = 0		 	;Ԓ~Q
Size.XScale = 0.5;1 			;傫EKvȂύX
Size.YScale = 0.5;1 			;傫

[State 6005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 2264

;ʉ

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 10, 6
channel = 12

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 10, 6
channel = 12

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 10, 6
channel = 12

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 11, 2
channel = 13

;p[
[State 6005, PlaySnd]
type = PowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -600

;qbg
[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1

[State 6005, ͂މ]
type = PlaySnd
trigger1 = AnimTime = 0
persistent = 0
value = 2, 10

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 = AnimTime = 0
value = 6216

[State 6005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 =  AnimTime = 0
value = 6018

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 = AnimTime = 0
value = 6201

[State 6005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 =  AnimTime = 0
value = 6006

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 = AnimTime = 0
value = 6206

[State 6005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 =  AnimTime = 0
value = 6010

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
Trigger1 = (target,SelfAnimExist(18300) = 1)||(target,SelfAnimExist(180120) = 1)
trigger1 = AnimTime = 0
value = 6211

[State 6005, ChangeState]
type = ChangeState
Trigger1 = (target,SelfAnimExist(18300) = 1)||(target,SelfAnimExist(180120) = 1)
trigger1 =  AnimTime = 0
value = 6014

;----------------------------------------------------------------------------
;AI˂グ
;----------------------------------------------------------------------------
[Statedef 6018]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = -1

[State 6001,]
type = varset
trigger1 = time = 0
var(40) = 4

;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6217

[State 6001,BindToTarget]
type = BindToTarget
trigger1 = time = 0
id = -1
pos = 1, 23,food

[State 6002]
type = Explod
trigger1 = time = 0
anim = 27231
pos = 0, 0
scale =0.5,0.5
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1

[State 14614, Explod] ;˂グ sXg
type = Explod
;trigger1 = var(40) = 4
trigger1 = AnimElem = 4;time = 0
anim = 11521
ID = 11521
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 0;-1
ontop = 0

[State 6002]
type = ChangeAnim
trigger1 = time = 0
value = 7231

;ʉ
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;vC[
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%10 = 0;random%20 = 0
value = 120, 0 + random%10;100, 0
channel = 3
lowpriority = 1

;qbg
[State 6002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;p[
[State 6002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 170

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 48
value = 6019

;----------------------------------------------------------------------------
[Statedef 6019]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = -1;3

;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6218

[State 6002]
type = Explod
trigger1 = time = 0
anim = 27232
pos = 0, 0
scale =0.5,0.5
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1

[State 14614, Explod] ;˂グ sXg
type = Explod
;trigger1 = var(40) = 4
trigger1 = AnimElem = 4;time = 0
anim = 11522
ID = 11521
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 0;-1
ontop = 0

[State 6002]
type = ChangeAnim
trigger1 = time = 0
value = 7232

;ʉ
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;vC[
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%10 = 0;random%20 = 0
value = 120, 0 + random%10;100, 0
channel = 3
lowpriority = 1

;qbg
[State 6002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;p[
[State 6002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 140

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 117
value = 6020

;----------------------------------------------------------------------------
[Statedef 6020]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = -1;3

;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6219

[State 6002]
type = Explod
trigger1 = AnimElem = 4;time = 0
anim = 27233
pos = 0, 0
scale =0.5,0.5
postype = p1
removetime = -1
sprpriority = 5
bindtime = -1

[State 14614, Explod] ;˂グ sXg
type = Explod
;trigger1 = var(40) = 4
trigger1 = time = 0
anim = 11523
ID = 11521
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 0;-1
ontop = 0

[State 6002]
type = ChangeAnim
trigger1 = time = 0
value = 7233

;ʉ
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1
channel = 11
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2
channel = 12
volume = 5000

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3
channel = 13
volume = 5000

;vC[
[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random%10 = 0;random%20 = 0
value = 120, 0 + random%10;100, 0
channel = 3
lowpriority = 1

;qbg
[State 6002,7]		
type = HitAdd
trigger1 = AnimElem = 2
value = 1

;p[
[State 6002,7]		
type = PowerAdd
trigger1 = AnimElem = 2
value = 110

[State -2, ChangeState]
type = ChangeState
trigger1 = time >= 140
value = 6021

;----------------------------------------------------------------------------
[Statedef 6021]
type = S		; L̕I S: C: A: L:]|
movetype = A	; L̓ A:U H:炢 I:ĂȂ
physics = N		; L̖C N:󂯂Ȃ S:nʂ̖C A:󒆁Ad̖͂C C:SƂ܂ςȂ
sprpriority = -1;3

;XvCg
[State 6002, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0

[State 3511, TargetState]
type = TargetState
trigger1 = time = 0
value = 6220

;EhIȂAKO{CX(11,0)Ȃ
[State 6005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover
;flag2 = nokosnd

;˂グ
[State 6005, Explod]
type = Explod
trigger1 = time = 0
anim = 27234
pos = 0, 0
scale =0.5,0.5
postype = p1
removetime = -2
sprpriority = 5
bindtime = -1
ID = 27234

[State 6005, Explod];fʐ}̕\
type = Explod
trigger1 = Time = 0
;trigger1 = var(40) = 4
id = 13630
ownpal = 0
sprpriority = 3;-2
pos = 0, 0;-50;-100;0;-80
postype = p1
bindtime = -1
scale =0.25,0.25
anim = 13610
removetime = -1

[State 14614, Explod] ;˂グ sXg
type = Explod
;trigger1 = var(40) = 4
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
anim = 11524
ID = 11524
pos = 0, 0
scale = 0.5,0.5
;random = 2, 2
postype = p1
scale = 1, 1
sprpriority = 0;-1
ontop = 0

;˂グ
[State 14614, Effect Helper];t܂ƕot
Type = Helper
Trigger1 = time = 0 		;\^C~Ow
;trigger1 = var(40) = 4		;
ID = 191902 				;KȔԍɁiȗ,0@NumHelperȂȂȗj
StateNo = 191902 			;StateNo@gpGtFNg̃Xe[gԍ@dȂ悤
OwnPal = 1					;PalFXʂɁiȗ,0Helper̐ePalFXLj
postype = p1
pos = 0, 0
sprpriority = 0
SuperMoveTime = 0		 	;Ԓ~P
PauseMoveTime = 0		 	;Ԓ~Q
Size.XScale = 0.5;1 			;傫EKvȂύX
Size.YScale = 0.5;1 			;傫

[State 6005, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 7234

;ʉ

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0
channel = 11

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 10, 6
channel = 12

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 10, 6
channel = 12

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 10, 6
channel = 12

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 11, 2
channel = 13

;p[
[State 6005, PlaySnd]
type = PowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -600

;qbg
[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1

[State 6005, ͂މ]
type = PlaySnd
trigger1 = AnimTime = 0
persistent = 0
value = 2, 10

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 = AnimTime = 0
value = 6201

[State 6005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(19230) = 1
trigger1 =  AnimTime = 0
value = 6006

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 = AnimTime = 0
value = 6206

[State 6005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180110) = 1
trigger1 =  AnimTime = 0
value = 6010

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
Trigger1 = (target,SelfAnimExist(18300) = 1)||(target,SelfAnimExist(180120) = 1)
trigger1 = AnimTime = 0
value = 6211

[State 6005, ChangeState]
type = ChangeState
Trigger1 = (target,SelfAnimExist(18300) = 1)||(target,SelfAnimExist(180120) = 1)
trigger1 =  AnimTime = 0
value = 6014

;Xe[gύX ҋ@
[State 6005, TargetState]
type = TargetState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 = AnimTime = 0
value = 6216

[State 6005, ChangeState]
type = ChangeState
Trigger1 = target,SelfAnimExist(180130) = 1
trigger1 =  AnimTime = 0
value = 6018

;------------------------------
;nʂɎc錢ːt
;------------------------------
[Statedef 191900];GtFNgEXe[gԍ͎gĂȂ̂g
Physics = N

[State 191900, change anim];g̉eB
Type = AssertSpecial
Trigger1 = 1
flag = noshadow

[State 191900, change anim];Ȗ{̂ƓAjĂяo
Type = ChangeAnim
Trigger1 = !Time
value = 334800

[State 191900, {̂ɂ҂d˂]
Type = Posset
Trigger1 = time = 0
Pos x = Root,Pos x
Pos y = Root,Pos y

[State 191900, Explod];юUU[
type = Explod
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
anim = 4445+(random%8)
id = 191900
pos = 0, 0
random = 20,10
postype = p1
removetime = -2
sprpriority = -1;2
bindtime = -1
Scale = 0.25,0.25

[State 191900, Explod]
type = Explod
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
anim = 4445+(random%8)
id = 191900
pos = 0, 0
random = 20,10
postype = p1
removetime = -2
sprpriority = -1;2
bindtime = -1
Scale = 0.25,0.25

[State 191900, Explod]
type = Explod
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
anim = 4445+(random%8)
id = 191900
pos = 0, 0
random = 20,10
postype = p1
removetime = -2
sprpriority = -1;2
bindtime = -1
Scale = 0.25,0.25

[State 191900, destroy];\I点
Type = RemoveExplod
trigger1 = time > 800 ;
ID =191900

[State 191900, destroy];wp[
Type = DestroySelf
trigger1 = time > 800

;------------------------------
;܂񂮂̐t܂
;------------------------------
[Statedef 191901];GtFNgEXe[gԍ͎gĂȂ̂g
Physics = N

[State 191901, change anim];g̉eB
Type = AssertSpecial
Trigger1 = 1
flag = noshadow

[State 191901, change anim];AjύXAgGtFNgɂB
Type = ChangeAnim
Trigger1 = !Time
value = 12006

[State 1420, SprPriority]
Type = SprPriority
Trigger1 = !Time
Value = 1;5

[State 191901, bind to root];ʒuŒ肷
Type = Posset
Trigger1 = !time ;Xe[gǂݍ񂾎_̂
Y = 0 ;

[State 1420, SprPriority];̗ꗎ鐸tOɂȂ悤ɗDx
Type = SprPriority
Trigger1 = AnimElem = 2
Value = -10;4

[State 191901, destroy];\I点
Type = DestroySelf
Trigger1 = AnimTime = 0 ;Elem^̏ꍇTimeȂǂɐ؂ւ

;------------------------------
;˂グt֌W
;------------------------------
[Statedef 191902];GtFNgEXe[gԍ͎gĂȂ̂g
Physics = N

[State 191902, change anim];g̉eB
Type = AssertSpecial
Trigger1 = 1
flag = noshadow

[State 191902, change anim];AjύXAgGtFNgɂB
Type = ChangeAnim
Trigger1 = !Time
value = 11526
;scale = 0.5,0.5

[State 191902, SprPriority]
Type = SprPriority
Trigger1 = !Time
Value = 0;6

[State 191902, Explod]
type = Explod
trigger1 = !Time
anim = 11525
id = 191903
pos = 0, 0
;scale = 0.5,0.5
random = 0,0
postype = p1
sprpriority = 0
removetime = -2
sprpriority = 6
bindtime = -1
Scale = 1,1

[State 191902, SprPriority];̈ʕύX͑̂̎OɗȂ悤ɂ
Type = SprPriority
Trigger1 = Root,anim = [3344,3349]
Value = -10;4

[State 191902, SprPriority];̈ʕύX͑̂̎OɗȂ悤ɂ
Type = SprPriority
Trigger1 = Root,anim = [2249,2254]
Trigger2 = Root,anim = [2260,2265]
Value = -10;5

[State 191902, SprPriority];̈ʂ߂ɐtBȂ悤ɗDx߂
Type = SprPriority
Trigger1 = Root,anim = [7230,7235]
Value = -10;6

[State 191902, destroy];񂱂ɂĂ鐸t̕\I点
Type = RemoveExplod
trigger1 = AnimTime = 0 ;1wp[
trigger2 = Root,anim != 7230	;{̂ːAjA͑ҋ@AjȊÕAjɂȂ
trigger2 = Root,anim != 7234	;
trigger3 = AnimElem = 45, >=0	;wp[̃Aj45R}ڈȍ~
trigger3 = Root,anim = 7234		;{̂ːAj
trigger3 = Root,AnimElem = 1, =0;1R}ڂ}
ID = 191903

[State 191902, destroy];\I点
Type = DestroySelf
Trigger1 = AnimTime = 0 ;Elem^̏ꍇTimeȂǂɐ؂ւ

;------------------------------
;XsX̐t܂
;------------------------------
[Statedef 191903];GtFNgEXe[gԍ͎gĂȂ̂g
Physics = N

[State 191901, change anim];g̉eB
Type = AssertSpecial
Trigger1 = 1
flag = noshadow

[State 191901, change anim];AjύXAgGtFNgɂB
Type = ChangeAnim
Trigger1 = !Time
value = 18308

[State 1420, SprPriority]
Type = SprPriority
Trigger1 = !Time
Value = 1;5

[State 191901, bind to root];ʒuŒ肷
Type = Posset
Trigger1 = !time ;Xe[gǂݍ񂾎_̂
Y = 0 ;

[State 1420, SprPriority];̗ꗎ鐸tOɂȂ悤ɗDx
Type = SprPriority
Trigger1 = AnimElem = 9;15;2
Value = -10;4

[State 191901, destroy];\I点
Type = DestroySelf
Trigger1 = AnimTime = 0 ;Elem^̏ꍇTimeȂǂɐ؂ւ
