;基本データ================================================================================================
[Data]
life=1000
power=3000
attack=100
defence=100
fall.defence_up=50
liedown.time=60
airjuggle=15
sparkno=2
guard.sparkno=40
KO.echo=0
volume=255
IntPersistIndex=60
FloatPersistIndex=40  

[Size]
xscale=1.0
yscale=1.0
ground.back=34
ground.front=28
air.back=12
air.front=12
height= 64
attack.dist=160
proj.attack.dist=90
head.pos= 0,-120
mid.pos= 0,-64

[Velocity]
walk.fwd=2.4
walk.back=-2.2
run.fwd=4.6,0
run.back=-4.5,-3.8
jump.neu=0,-8.4
jump.back=-2.55
jump.fwd= 2.5
runjump.back=-2.55,-8.1
runjump.fwd=4,-8.1
airjump.neu=0,-8.1
airjump.back=-2.55
airjump.fwd=2.5

[Movement]
airjump.num=1
airjump.height= 35
yaccel = .44
stand.friction  = .85
crouch.friction = .82

;基本行動==================================================================================================
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 0]
type = lifeset
trigger1 = time = 60
value = lifemax

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
value = 0
elem = 8

[State 0, 1]
type = ChangeAnim
trigger1 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0


[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type    = C
physics = C
sprpriority = 0

[State 11, 1]
type = ChangeAnim
trigger1 = Anim != 11 && Anim != 6
value = 11
elem = 6

[State 11, 1]
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0 ;Turn anim over
value = 11

; Walk
[Statedef 21]
type    = S
physics = S
sprpriority = 0
ctrl = 0

[State 21]
type = VelSet
trigger1 = var(25)%4 = 1
trigger1 = p2bodydist X > 10
trigger2 = var(25)%4 = 2
trigger2 = p2bodydist X > 130
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = var(25)%4 = 2
trigger1 = p2bodydist X <= 80
trigger2 = var(25)%4 = 3
trigger2 = BackEdgeBodyDist > 10
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State 20, 5]
type = varset
trigger1 = var(25)%4 = 1
trigger1 = p2bodydist X <= 10
trigger2 = var(25)%4 = 2
trigger2 = vel x > 0
trigger2 = p2bodydist X <= 80
trigger3 = var(25)%4 = 2
trigger3 = vel x < 0
trigger3 = p2bodydist X >= 130
trigger4 = var(25)%4 = 3
trigger4 = BackEdgeBodyDist <= 10
var(26) = 0

[State 20, 6]
type = Changestate
trigger1 = var(26) = 0
trigger2 = var(25)%4 = 0
trigger3 = vel x = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = var(25)%4 = 1
trigger2 = p2bodydist X > 10
trigger3 = var(25)%4 = 2
trigger3 = p2bodydist X > 130
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
trigger2 = var(25)%4 = 2
trigger2 = p2bodydist X < 80
trigger3 = var(25)%4 = 3
trigger3 = BackEdgeBodyDist > 10
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;------------------------------------------------------------------------------------------------------
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52]
type = PlaySnd
trigger1 = time = 0
value = S20, 0

[State 52]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = Statetype = S
trigger1 = !var(27)
trigger1 = command = "holddown"
trigger2 = var(27)
trigger2 = EnemyNear,StateType! = A
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = Statetype = C
trigger1 = !var(27)
trigger1 = command != "holddown"
trigger2 = var(27)
trigger2 = EnemyNear,StateType = A
statetype = S
physics = S

[State 120, 5]
type = changestate
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = !var(27)
trigger1 = command != "holdback"
trigger2 = !var(27)
trigger2 = !inguarddist
trigger3 = var(27)
trigger3 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = !var(27)
trigger1 = command = "holddown"
trigger2 = var(27)
trigger2 = EnemyNear,StateType != A
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = !var(27)
trigger1 = command != "holdback"
trigger2 = !var(27)
trigger2 = !inguarddist
trigger3 = var(27)
trigger3 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = !var(27)
trigger1 = command != "holddown"
trigger2 = var(27)
trigger2 = EnemyNear,StateType = A
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = !var(27)
trigger1 = command != "holdback"
trigger2 = !var(27)
trigger2 = !inguarddist
trigger3 = var(27)
trigger3 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = !var(27)
trigger1 = command != "holdback"
trigger2 = !var(27)
trigger2 = !inguarddist
trigger3 = var(27)
trigger3 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
triggerall = Statetype = S
trigger1 = !var(27)
trigger1 = command = "holddown"
trigger2 = var(27)
trigger2 = EnemyNear,StateType! = A
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
triggerall = Statetype = C
trigger1 = !var(27)
trigger1 = command != "holddown"
trigger2 = var(27)
trigger2 = EnemyNear,StateType = A
statetype = S
physics = S

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
triggerall = Statetype = S
trigger1 = !var(27)
trigger1 = command = "holddown"
trigger2 = var(27)
trigger2 = EnemyNear,StateType != A
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
triggerall = Statetype = C
trigger1 = !var(27)
trigger1 = command != "holddown"
trigger2 = var(27)
trigger2 = EnemyNear,StateType = A
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
triggerall = Statetype = S
trigger1 = !var(27)
trigger1 = command = "holddown"
trigger2 = var(27)
trigger2 = EnemyNear,StateType != A
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
triggerall = Statetype = C
trigger1 = !var(27)
trigger1 = command != "holddown"
trigger2 = var(27)
trigger2 = EnemyNear,StateType = A
statetype = S
physics = S

[State 150, 1]
type = ChangeAnim
trigger1 = time = 0
value = 150 + (statetype = C) + (statetype = A)*2

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
triggerall = Statetype = S
trigger1 = !var(27)
trigger1 = command = "holddown"
trigger2 = var(27)
trigger2 = EnemyNear,StateType != A
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
triggerall = Statetype = C
trigger1 = !var(27)
trigger1 = command != "holddown"
trigger2 = var(27)
trigger2 = EnemyNear,StateType = A
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
triggerall = Statetype = S
trigger1 = !var(27)
trigger1 = command = "holddown"
trigger2 = var(27)
trigger2 = EnemyNear,StateType != A
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
triggerall = Statetype = C
trigger1 = !var(27)
trigger1 = command != "holddown"
trigger2 = var(27)
trigger2 = EnemyNear,StateType = A
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = var(16) = 1
trigger2 = var(23)>=var(22)
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = var(16) = 1
trigger2 = var(23)>=var(22)
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N

[State 5100]
type = ChangeState
triggerall = Alive
trigger1 = var(16) = 2
trigger1 = var(36)
trigger1 = Time = 0
value = 1000

[State 5100]
type = ChangeState
triggerall = Alive
trigger1 = var(16) = 3
trigger1 = var(36)
trigger1 = Time = 0
value = 1001

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;勝利ポーズ-----------------------------------------------------------------------------
[Statedef 180]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 180]
type = AssertSpecial
trigger1 = time = [0, 330]
flag = roundnotover

[State 180]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;イントロ-----------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190]
type = playsnd
trigger1 = time = 30
value = S0, 0
channel = 0

[State 190]
type = Changestate
trigger1 = Animtime = 0
value = 0

;頭の場所チェック！---------------------------------------------------------------
[Statedef 200]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0

[State 200]
type = ChangeAnim
trigger1 = time = 0
value = 200

[State 200]
type = Explod
trigger1 = time = 30
anim = ifelse(facing = 1,20101,20102)
ID = 20101
pos = 70 ,-160
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 1
ontop = 1
shadow = 0, 0, 0
ownpal = 1

[State 200]
type = ModifyExplod
trigger1 = time = [30,40]
scale = 0.05*(time-30), 0.05*(time-30)
id = 20101

[State 200]
type = Explod
trigger1 = Numexplod(20200)+Numexplod(20201) = 0
trigger1 = time > 30
trigger1 = enemy(0),facing = 1
anim = 20200
ID = 20200
pos = enemy(0),Const(size.head.pos.x) ,enemy(0),Const(size.head.pos.y)
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 1
ontop = 1
shadow = 0, 0, 0
ownpal = 1

[State 200]
type = Explod
trigger1 = Numexplod(20200)+Numexplod(20201) = 0
trigger1 = time > 30
trigger1 = enemy(0),facing = -1
anim = 20200
ID = 20201
pos = enemy(0),Const(size.head.pos.x) ,enemy(0),Const(size.head.pos.y)
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 1
ontop = 1
shadow = 0, 0, 0
ownpal = 1

[State 200]
type = RemoveExplod
trigger1 = enemy(0),facing = -1
id = 20200

[State 200]
type = RemoveExplod
trigger1 = enemy(0),facing = 1
id = 20201

[State 200]
type = Changestate
trigger1 = time > 30
trigger1 = command = "a"
value = 202

;体の場所チェック！---------------------------------------------------------------
[Statedef 201]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0

[State 201]
type = ChangeAnim
trigger1 = time = 0
value = 201

[State 201]
type = Explod
trigger1 = time = 30
anim = ifelse(facing = 1,20103,20104)
ID = 20101
pos = 60 ,-160
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 1
ontop = 1
shadow = 0, 0, 0
ownpal = 1

[State 201]
type = ModifyExplod
trigger1 = time = [30,40]
scale = 0.05*(time-30), 0.05*(time-30)
id = 20101

[State 201]
type = Explod
trigger1 = Numexplod(20200)+Numexplod(20201) = 0
trigger1 = time > 30
trigger1 = enemy(0),facing = 1
anim = 20200
ID = 20200
pos = enemy(0),Const(size.mid.pos.x) ,enemy(0),Const(size.mid.pos.y)
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 1
ontop = 1
shadow = 0, 0, 0
ownpal = 1

[State 201]
type = Explod
trigger1 = Numexplod(20200)+Numexplod(20201) = 0
trigger1 = time > 30
trigger1 = enemy(0),facing = -1
anim = 20200
ID = 20201
pos = enemy(0),Const(size.mid.pos.x) ,enemy(0),Const(size.mid.pos.y)
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 1
ontop = 1
shadow = 0, 0, 0
ownpal = 1

[State 201]
type = RemoveExplod
trigger1 = enemy(0),facing = -1
id = 20200

[State 201]
type = RemoveExplod
trigger1 = enemy(0),facing = 1
id = 20201

[State 201]
type = Changestate
trigger1 = time > 30
trigger1 = command = "b"
value = 203

[Statedef 202]
type = S
movetype = I
physics = S
ctrl = 0
anim = 202
velset = 0,0

[State 202]
type = RemoveExplod
trigger1 = time = 0
ID = 20101

[State 202]
type = RemoveExplod
trigger1 = time = 0
ID = 20200

[State 202]
type = RemoveExplod
trigger1 = time = 0
ID = 20201

[State 202]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 203]
type = S
movetype = I
physics = S
ctrl = 0
anim = 203
velset = 0,0

[State 203]
type = RemoveExplod
trigger1 = time = 0
ID = 20101

[State 203]
type = RemoveExplod
trigger1 = time = 0
ID = 20200

[State 203]
type = RemoveExplod
trigger1 = time = 0
ID = 20201

[State 203]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;射程距離チェック！------------------------------------------------------------------------------
[Statedef 300]
type = S
movetype = I
physics = S
ctrl = 0
anim = 300
velset = 0,0

[State 300]
type = Pause
triggerall = enemy(0),movetype = A
trigger1 = command != "a"
time = 99999
movetime = 99999

[State 300]
type = Pause
trigger1 = command = "a"
trigger2 = command = "b"
time = 1
movetime = 1

[State 300]
type = Changestate
trigger1 = time > 0
trigger1 = enemy(0),movetype = A
trigger1 = command = "c"
value = 301

[State 300]
type = Changestate
trigger1 = time > 0
trigger1 = enemy(0),movetype = A
trigger1 = command = "x"
value = 310

[State 300]
type = Changestate
trigger1 = command = "b"
value = 0
ctrl = 1

[Statedef 301]
type = S
movetype = I
physics = S
anim = 301
ctrl = 0
velset = 0,0

[State 301]
type = helper
trigger1 = time = 0
helpertype = normal
name = "Atacck_dist"
ID = 303
pos = 1, 0
postype = p2
facing = 1
stateno = 303
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
size.xscale = 0.5
size.yscale = 0.5

[State 301]
type = Explod
trigger1 = time = 30
anim = ifelse(facing = 1,20105,20106)
ID = 20105
pos = 65 ,-160
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 1
ontop = 1
shadow = 0, 0, 0
ownpal = 1

[State 301]
type = ModifyExplod
trigger1 = time = [30,40]
scale = 0.05*(time-30), 0.05*(time-30)
id = 20105

[State 301]
type = Changestate
triggerall = time > 30
trigger1 = command = "b"
trigger2 = command = "c"
value = 302

[Statedef 302]
type = S
movetype = I
physics = S
anim = 302
ctrl = 0
velset = 0,0

[State 302]
type = Pause
trigger1 = Animtime = 0
time = 1
movetime = 1

[State 302]
type = RemoveExplod
trigger1 = time = 0
ID = 20105

[State 302]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 303]
type = A
movetype = I
physics = N
Anim = 20201
ctrl = 0
velset = 5,0
SprPriority = 5

[State 303]
type = Pause
trigger1 = vel x > 0
time = 999999
movetime = 999999

[State 303]
type = Pause
trigger1 = vel x = 0
time = 60
movetime = 60
persistent=0

[State 303]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 303]
type = velset
trigger1 = InGuardDist = 0
x = 0

[State 303]
type = Explod
trigger1 = Numexplod(20202) = 0
trigger1 = vel X = 0
anim = 20202
ID = 20202
pos = 0 ,-60
postype = p1
facing = -1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = 1
ontop = 1
shadow = 0, 0, 0
ownpal = 1

[State 303]
type = RemoveExplod
trigger1 = parent,stateno = 302
ID = 20202

[State 303]
type = Destroyself
trigger1 = parent,stateno = 302

[Statedef 310]
type = S
movetype = I
physics = S
anim = 301
ctrl = 0
velset = 0,0

[State 310]
type = helper
trigger1 = time = 0
helpertype = normal
name = "Atacck_dist_EX"
ID = 311
pos = 0, 0
postype = p1
facing = 1
stateno = 311
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
size.xscale = 0.5
size.yscale = 0.5

[State 310]
type = Changestate
triggerall = time > 30
trigger1 = command = "b"
trigger2 = command = "c"
trigger3 = command = "x"
value = 302

[Statedef 311]
type = S
movetype = I
physics = N
Anim = 311
ctrl = 0
velset = 1,0
SprPriority = 5

[State 311]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 313
time = 1

[State 311]
type = Pause
trigger1 = time = [0,239]
time = 999999
movetime = 999999

[State 311]
type = Pause
trigger1 = time >= 240
time = 1
movetime = 1

[State 311]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 311]
type = RemoveExplod
trigger1 = parent,stateno = 302
trigger2 = time > 240
ID = 20202

[State 311]
type = Destroyself
trigger1 = parent,stateno = 302
trigger2 = time > 240

[Statedef 313]
type = S
movetype = H
physics = N
ctrl = 0
anim = 10000
velset = 0,0
SprPriority = 5

[State 313]
type = varset
trigger1 = time = 0
var(0) = p2dist x

[State 313]
type = turn
trigger1 = facing = -1

[State 313]
type = Explod
trigger1 = time = 0
anim = 20201
ID = 20201
pos = 0 ,0
postype = p1
facing = -1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = 1
ontop = 1
shadow = 0, 0, 0
ownpal = 1

;1の位-------------------------------------
[State 313];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = var(0)%10 = 0
anim = 30010
id = 320
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = var(0)%10 = 1
anim = 30011
id = 321
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = var(0)%10 = 2
anim = 30012
id = 322
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = var(0)%10 = 3
anim = 30013
id = 323
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = var(0)%10 = 4
anim = 30014
id = 324
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = var(0)%10 = 5
anim = 30015
id = 325
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = var(0)%10 = 6
anim = 30016
id = 326
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = var(0)%10 = 7
anim = 30017
id = 327
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = var(0)%10 = 8
anim = 30018
id = 328
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = var(0)%10 = 9
anim = 30019
id = 329
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

;10の位-------------------------------------
[State 313];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = floor(var(0)/10)%10 = 0
anim = 30020
id = 330
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = floor(var(0)/10)%10 = 1
anim = 30021
id = 331
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = floor(var(0)/10)%10 = 2
anim = 30022
id = 332
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = floor(var(0)/10)%10 = 3
anim = 30023
id = 333
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -1
ontop = 1
shadow = 0, 0, 0

[State 313];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = floor(var(0)/10)%10 = 4
anim = 30024
id = 334
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = floor(var(0)/10)%10 = 5
anim = 30025
id = 335
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = floor(var(0)/10)%10 = 6
anim = 30026
id = 336
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = floor(var(0)/10)%10 = 7
anim = 30027
id = 337
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = floor(var(0)/10)%10 = 8
anim = 30028
id = 338
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = floor(var(0)/10)%10 = 9
anim = 30029
id = 339
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

;100の位-------------------------------------
[State 313];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = floor(var(0)/100)%10 = 0
anim = 30030
id = 340
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = floor(var(0)/100)%10 = 1
anim = 30031
id = 341
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = floor(var(0)/100)%10 = 2
anim = 30032
id = 342
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = time = 0
trigger1 = floor(var(0)/100)%10 = 3
anim = 30033
id = 343
pos = 0 ,-50
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 120
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 313]
type = Pause
trigger1 = time = 0
time = 1
movetime = 1

[State 313]
type = Destroyself
trigger1 = time = 10

;おっそい攻撃1--------------------------------------------
[Statedef 400]
type = S
movetype = A
physics = S
Anim = 400
ctrl = 0
velset = 0,0

[State 400]
type = playsnd
trigger1 = time = 0
trigger2 = time = 40
trigger3 = time = 80
value = S1,6

[State 400]
type = playsnd
trigger1 = time = 120
value = S1,7

[State 400]
type = playsnd
trigger1 = time = 120
value = S10,0

[State 400]
type = Explod
trigger1 = time = 0
anim = ifelse(facing = 1,401,402)
ID = 401
pos = 0 ,-130
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 3
ontop = 1
shadow = 0, 0, 0
removeongethit = 1

[State 400]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Light
damage    = 0, 0
guardflag = MA
pausetime = 8,8
sparkxy = -10,-37
hitsound   = S10,1
guardsound = S10,2
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
air.velocity = 0,0

[State 400]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;おっそい攻撃2--------------------------------------------
[Statedef 405]
type = C
movetype = A
physics = C
Anim = 405
ctrl = 0
velset = 0,0

[State 405]
type = playsnd
trigger1 = time = 0
trigger2 = time = 40
trigger3 = time = 80
value = S1,6

[State 405]
type = playsnd
trigger1 = time = 120
value = S1,7

[State 405]
type = playsnd
trigger1 = time = 120
value = S10,0

[State 405]
type = Explod
trigger1 = time = 0
anim = ifelse(facing = 1,401,402)
ID = 401
pos = 0 ,-100
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 3
ontop = 1
shadow = 0, 0, 0
removeongethit = 1

[State 405]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
animtype  = Light
damage    = 0, 0
guardflag = LA
pausetime = 8,8
sparkxy = -10,-37
hitsound   = S10,1
guardsound = S10,2
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
air.velocity = 0,0

[State 405]
type = Changestate
trigger1 = Animtime = 0
value = 11
ctrl = 1

;おっそい攻撃3--------------------------------------------
[Statedef 406]
type = A
movetype = A
physics = N
Anim = 406
ctrl = 0
velset = 0,0

[State 406]
type = playsnd
trigger1 = time = 0
trigger2 = time = 40
trigger3 = time = 80
value = S1,6

[State 406]
type = playsnd
trigger1 = time = 120
value = S1,7

[State 406]
type = playsnd
trigger1 = time = 120
value = S10,0

[State 406]
type = Explod
trigger1 = time = 0
anim = ifelse(facing = 1,401,402)
ID = 401
pos = 0 ,-130
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 3
ontop = 1
shadow = 0, 0, 0
removeongethit = 1

[State 406]
type = HitDef
trigger1 = animelem = 4
attr = A, NA
animtype  = Light
damage    = 0, 0
guardflag = HA
pausetime = 8,8
sparkxy = -10,-37
hitsound   = S10,1
guardsound = S10,2
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
air.velocity = 0,0

[State 406]
type = Gravity
trigger1 = Animelemtime(5) > 0

[State 406]
type = Changestate
trigger1 = Animelemtime(5) > 0
trigger1 = pos Y > 0
value = 52

;飛び道具P---------------------------------------------------------------
[Statedef 410]
type = S
movetype = A
physics = S
Anim = 410
ctrl = 0
velset = 0,0

[State 410]
type = Explod
trigger1 = time = 0
anim = ifelse(facing = 1,413,414)
ID = 413
pos = 0 ,-30
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 60
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
removeongethit = 1

[State 410]
type = playsnd
trigger1 = AnimElem = 2
value = S10,0

[State 410]
type = Projectile
trigger1 = AnimElem = 2
attr = S, NP
hitflag = MAF
guardflag = MA
damage = 0, 0
sparkxy = 0,0
animtype = Light
pausetime = 0,8
hitsound = S10,1
guardsound = S10,2
ground.slidetime = 30
ground.hittime  = 30
projID = 411
projanim = 411
projhitanim = 412
projremanim = 412
projcancelanim = 412
projscale = 1, 1
projremove = 1
projremovetime = 240
velocity = 2,0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 1
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 10, -50
postype = p1

[State 410]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;飛び道具H---------------------------------------------------------------
[Statedef 420]
type = S
movetype = A
physics = S
Anim = 410
ctrl = 0
velset = 0,0

[State 420]
type = Explod
trigger1 = time = 0
anim = ifelse(facing = 1,415,416)
ID = 415
pos = 0 ,-30
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 60
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
removeongethit = 1

[State 420]
type = playsnd
trigger1 = AnimElem = 2
value = S10,0

[State 420]
type = helper
trigger1 = Animelem = 2
helpertype = normal
name = "Ita"
ID = 421
pos = 10, -50
postype = p1
facing = 1
stateno = 421
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State 420]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 421]
type = A
movetype = A
physics = N
Anim = 411
ctrl = 0
velset = 2,0
SprPriority = 2

[State 421]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = 1

[State 421]
type = HitOverride
trigger1 = 1
attr = SCA,AP
stateno = 422
time = 1

[State 421]
type = HitDef
trigger1 = 1
attr = S, NP
animtype  = Light
damage    = 0, 0
guardflag = MA
pausetime = 0,8
sparkxy = 0,0
hitsound   = S10,1
guardsound = S10,2
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
air.velocity = 0,0
persistent=0

[State 421]
type = changestate
trigger1 = movecontact
trigger2 = time >= 240
value = 422

[Statedef 422]
type = A
movetype = I
physics = N
Anim = 412
ctrl = 0
velset = 0,0
SprPriority = 2

[State 422]
type = Destroyself
trigger1 = Animtime = 0

;移動起き上がり（前）---------------------------------------------------------------------
[Statedef 1000]
type    = L
movetype= I
physics = N
anim = 1000
ctrl = 0

[State 1000]
type = Posset
trigger1 = 1
y = 0

[State 1000]
type = velset
trigger1 = 1
x = 7
y = 0

[State 1000]
type = ChangeState
trigger1 = time >= 30
value = 0
ctrl = 1

;移動起き上がり（後ろ）---------------------------------------------------------------------
[Statedef 1001]
type    = L
movetype= I
physics = N
anim = 1001
ctrl = 0

[State 1001]
type = Posset
trigger1 = 1
y = 0

[State 1001]
type = velset
trigger1 = 1
x = -7
y = 0

[State 1001]
type = ChangeState
trigger1 = time >= 30
value = 0
ctrl = 1

;アドバンシングガード（立ち）---------------------------------------------------------------------
[Statedef 2000]
type    = S
movetype= H
physics = S
anim = 2000
ctrl = 0

[State 2000]
type = velset
trigger1 = 1
x = 0
y = 0

[State 2000]
type = Nothitby
trigger1 = 1
value = SCA

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = S10, 3

[State 2000]
type = Explod
trigger1 = time = 0
anim = 2005
ID = 2005
pos = 0, -40
postype = p1
bindtime = 1
removetime = -2
supermovetime = 7
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 3

[State 2000]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "push_F"
ID = 2010
pos = 0, 0
postype = p1
facing = 1
stateno = 2010
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0

[State 2000]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "push_B"
ID = 2011
pos = 0, 0
postype = p1
facing = 1
stateno = 2011
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 130
ctrl = 1

;アドバンシングガード（屈）---------------------------------------------------------------------
[Statedef 2001]
type    = C
movetype= H
physics = C
anim = 2001
ctrl = 0

[State 2001]
type = velset
trigger1 = 1
x = 0
y = 0

[State 2001]
type = Nothitby
trigger1 = 1
value = SCA

[State 2001]
type = PlaySnd
trigger1 = time = 0
value = S10, 3

[State 2001]
type = Explod
trigger1 = time = 0
anim = 2005
ID = 2005
pos = 0, -30
postype = p1
bindtime = 1
removetime = -2
supermovetime = 7
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 3

[State 2001]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "push_F"
ID = 2010
pos = 0, 0
postype = p1
facing = 1
stateno = 2010
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0

[State 2001]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "push_B"
ID = 2011
pos = 0, 0
postype = p1
facing = 1
stateno = 2011
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0

[State 2001]
type = ChangeState
trigger1 = AnimTime = 0
value = 131
ctrl = 1

;アドバンシングガード（空中）---------------------------------------------------------------------
[Statedef 2002]
type    = A
movetype= H
physics = A
anim = 2002
ctrl = 0

[State 2002]
type = velset
trigger1 = 1
x = 0
y = 0

[State 2002]
type = Nothitby
trigger1 = 1
value = SCA

[State 2002]
type = PlaySnd
trigger1 = time = 0
value = S10, 3

[State 2002]
type = Explod
trigger1 = time = 0
anim = 2005
ID = 2005
pos = 0, -50
postype = p1
bindtime = 1
removetime = -2
supermovetime = 7
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 3

[State 2002]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "push_F"
ID = 2010
pos = 0, 0
postype = p1
facing = 1
stateno = 2010
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0

[State 2002]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "push_B"
ID = 2011
pos = 0, 0
postype = p1
facing = 1
stateno = 2011
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0

[State 2002]
type = ChangeState
trigger1 = AnimTime = 0
value = 132
ctrl = 1

;押し出し（前）---------------------------------------------------------------------
[Statedef 2010]
type    = S
movetype= I
physics = N
anim = 10000
ctrl = 0

[State 2010]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "push"
ID = 2020
pos = 0, 0
postype = p1
facing = 1
stateno = 2020
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0

[State 2010]
type = posset
trigger1 = 1
y = 0

[State 2010]
type = velset
trigger1 = 1
x = 13

[State 2010]
type = DestroySelf
trigger1 = Time = 12

;押し出し（後ろ）---------------------------------------------------------------------
[Statedef 2011]
type    = S
movetype= I
physics = N
anim = 10000
ctrl = 0

[State 2011]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "push"
ID = 2020
pos = 0, 0
postype = p1
facing = 1
stateno = 2020
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.0
size.yscale = 1.0

[State 2011]
type = posset
trigger1 = 1
y = 0

[State 2011]
type = velset
trigger1 = 1
x = -13

[State 2011]
type = DestroySelf
trigger1 = Time = 12

;押し出し判定---------------------------------------------------------------------
[Statedef 2020]
type    = A
movetype= I
physics = N
anim = 2020
ctrl = 0

[State 2020]
type = BindtoParent
trigger1 = 1
pos = 0, 0

[State 2020]
type = PlayerPush
trigger1 = 1
value = 1

[State 2020]
type = Nothitby
trigger1 = 1
value = SCA

[State 2020]
type = DestroySelf
trigger1 = Time = 12

;トレモヘルパー---------------------------------------------------------------------
[Statedef 20000]
type = S
movetype = I
physics = N
Anim = 10000
ctrl = 0
velset = 0,0

[State 20000]
type = varadd
trigger1 = time = 0
var(0) = parent,var(0)
persistent=0

[State 20000]
type = parentvaradd
trigger1 = time = 0
var(17) = parent,var(1)
persistent=0

[State 20000]
type = parentvaradd
trigger1 = time = 0
var(29) = parent,var(2)
persistent=0

[State 20000]
type = parentvaradd
trigger1 = time = 0
var(21) = parent,var(4)
persistent=0

[State 20000]
type = parentvaradd
trigger1 = time = 0
var(28) = parent,var(5)
persistent=0

[State 20000]
type = parentvaradd
trigger1 = time = 0
var(22) = parent,var(7)
persistent=0

[State 20000]
type = parentvaradd
trigger1 = time = 0
var(16) = parent,var(6)
persistent=0

[State 20000]
type = parentvaradd
trigger1 = time = 0
var(35) = parent,var(3)
persistent=0

[State 20000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(20001) = 0
anim = ifelse(facing = 1,20001,20002)
ID = 20001
pos = 0 ,0+var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(17)%2 = 1
id = 20001

;damege--------------------------------------------------
;一万以上
[State 20000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21040) = 0
trigger1 = parent,var(10) > 10000
anim = ifelse(facing = 1,21040,21041)
ID = 21040
pos = ifelse(facing = 1,150,10) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(10) < 10000
trigger3 = parent,var(17)%2 = 1
id = 21040

;1の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21000) = 0
trigger1 = parent,var(10)%10 = 0
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20010,20020)
ID = 21000
pos = ifelse(facing = 1,150,10) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(10)%10 != 0
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21000

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21001) = 0
trigger1 = parent,var(10)%10 = 1
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20011,20021)
ID = 21001
pos = ifelse(facing = 1,150,10) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(10)%10 != 1
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21001

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21002) = 0
trigger1 = parent,var(10)%10 = 2
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20012,20022)
ID = 21002
pos = ifelse(facing = 1,150,10) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(10)%10 != 2
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21002

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21003) = 0
trigger1 = parent,var(10)%10 = 3
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20013,20023)
ID = 21003
pos = ifelse(facing = 1,150,10) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(10)%10 != 3
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21003

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21004) = 0
trigger1 = parent,var(10)%10 = 4
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20014,20024)
ID = 21004
pos = ifelse(facing = 1,150,10) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(10)%10 != 4
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21004

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21005) = 0
trigger1 = parent,var(10)%10 = 5
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20015,20025)
ID = 21005
pos = ifelse(facing = 1,150,10) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(10)%10 != 5
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21005

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21006) = 0
trigger1 = parent,var(10)%10 = 6
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20016,20026)
ID = 21006
pos = ifelse(facing = 1,150,10) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(10)%10 != 6
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21006

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21007) = 0
trigger1 = parent,var(10)%10 = 7
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20017,20027)
ID = 21007
pos = ifelse(facing = 1,150,10) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(10)%10 != 7
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21007

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21008) = 0
trigger1 = parent,var(10)%10 = 8
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20018,20028)
ID = 21008
pos = ifelse(facing = 1,150,10) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(10)%10 != 8
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21008

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21009) = 0
trigger1 = parent,var(10)%10 = 9
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20019,20029)
ID = 21009
pos = ifelse(facing = 1,150,10) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(10)%10 != 9
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21009

;10の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21010) = 0
trigger1 = floor(parent,var(10)/10)%10 = 0
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20010,20020)
ID = 21010
pos = ifelse(facing = 1,140,20) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/10)%10 != 0
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21010

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21011) = 0
trigger1 = floor(parent,var(10)/10)%10 = 1
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20011,20021)
ID = 21011
pos = ifelse(facing = 1,140,20) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/10)%10 != 1
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21011

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21012) = 0
trigger1 = floor(parent,var(10)/10)%10 = 2
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20012,20022)
ID = 21012
pos = ifelse(facing = 1,140,20) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/10)%10 != 2
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21012

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21013) = 0
trigger1 = floor(parent,var(10)/10)%10 = 3
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20013,20023)
ID = 21013
pos = ifelse(facing = 1,140,20) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/10)%10 != 3
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21013

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21014) = 0
trigger1 = floor(parent,var(10)/10)%10 = 4
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20014,20024)
ID = 21014
pos = ifelse(facing = 1,140,20) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/10)%10 != 4
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21014

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21015) = 0
trigger1 = floor(parent,var(10)/10)%10 = 5
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20015,20025)
ID = 21015
pos = ifelse(facing = 1,140,20) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/10)%10 != 5
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21015

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21016) = 0
trigger1 = floor(parent,var(10)/10)%10 = 6
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20016,20026)
ID = 21016
pos = ifelse(facing = 1,140,20) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/10)%10 != 6
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21016

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21017) = 0
trigger1 = floor(parent,var(10)/10)%10 = 7
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20017,20027)
ID = 21017
pos = ifelse(facing = 1,140,20) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/10)%10 != 7
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21017

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21018) = 0
trigger1 = floor(parent,var(10)/10)%10 = 8
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20018,20028)
ID = 21018
pos = ifelse(facing = 1,140,20) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/10)%10 != 8
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21018

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21019) = 0
trigger1 = floor(parent,var(10)/10)%10 = 9
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20019,20029)
ID = 21019
pos = ifelse(facing = 1,140,20) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/10)%10 != 9
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21019

;100の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21020) = 0
trigger1 = floor(parent,var(10)/100)%10 = 0
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20010,20020)
ID = 21020
pos = ifelse(facing = 1,130,30) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/100)%10 != 0
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21020

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21021) = 0
trigger1 = floor(parent,var(10)/100)%10 = 1
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20011,20021)
ID = 21021
pos = ifelse(facing = 1,130,30) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/100)%10 != 1
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21021

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21022) = 0
trigger1 = floor(parent,var(10)/100)%10 = 2
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20012,20022)
ID = 21022
pos = ifelse(facing = 1,130,30) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/100)%10 != 2
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21022

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21023) = 0
trigger1 = floor(parent,var(10)/100)%10 = 3
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20013,20023)
ID = 21023
pos = ifelse(facing = 1,130,30) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/100)%10 != 3
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21023

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21024) = 0
trigger1 = floor(parent,var(10)/100)%10 = 4
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20014,20024)
ID = 21024
pos = ifelse(facing = 1,130,30) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/100)%10 != 4
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21024

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21025) = 0
trigger1 = floor(parent,var(10)/100)%10 = 5
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20015,20025)
ID = 21025
pos = ifelse(facing = 1,130,30) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/100)%10 != 5
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21025

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21026) = 0
trigger1 = floor(parent,var(10)/100)%10 = 6
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20016,20026)
ID = 21026
pos = ifelse(facing = 1,130,30) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/100)%10 != 6
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21026

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21027) = 0
trigger1 = floor(parent,var(10)/100)%10 = 7
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20017,20027)
ID = 21027
pos = ifelse(facing = 1,130,30) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/100)%10 != 7
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21027

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21028) = 0
trigger1 = floor(parent,var(10)/100)%10 = 8
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20018,20028)
ID = 21028
pos = ifelse(facing = 1,130,30) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger1 = parent,var(17)%2 != 1
trigger2 = floor(parent,var(10)/100)%10 != 8
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21028

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(21029) = 0
trigger1 = floor(parent,var(10)/100)%10 = 9
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20019,20029)
ID = 21029
pos = ifelse(facing = 1,130,30) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/100)%10 != 9
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21029

;1000の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21030) = 0
trigger1 = floor(parent,var(10)/1000)%10 = 0
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20010,20020)
ID = 21030
pos = ifelse(facing = 1,120,40) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/1000)%10 != 0
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21030

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21031) = 0
trigger1 = floor(parent,var(10)/1000)%10 = 1
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20011,20021)
ID = 21031
pos = ifelse(facing = 1,120,40) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/1000)%10 != 1
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21031

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21032) = 0
trigger1 = floor(parent,var(10)/1000)%10 = 2
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20012,20022)
ID = 21032
pos = ifelse(facing = 1,120,40) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/1000)%10 != 2
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21032

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21033) = 0
trigger1 = floor(parent,var(10)/1000)%10 = 3
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20013,20023)
ID = 21033
pos = ifelse(facing = 1,120,40) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/1000)%10 != 3
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21033

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21034) = 0
trigger1 = floor(parent,var(10)/1000)%10 = 4
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20014,20024)
ID = 21034
pos = ifelse(facing = 1,120,40) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/1000)%10 != 4
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21034

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21035) = 0
trigger1 = floor(parent,var(10)/1000)%10 = 5
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20015,20025)
ID = 21035
pos = ifelse(facing = 1,120,40) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/1000)%10 != 5
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21035

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21036) = 0
trigger1 = floor(parent,var(10)/1000)%10 = 6
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20016,20026)
ID = 21036
pos = ifelse(facing = 1,120,40) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/1000)%10 != 6
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21036

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21037) = 0
trigger1 = floor(parent,var(10)/1000)%10 = 7
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20017,20027)
ID = 21037
pos = ifelse(facing = 1,120,40) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/1000)%10 != 7
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21037

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21038) = 0
trigger1 = floor(parent,var(10)/1000)%10 = 8
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20018,20028)
ID = 21038
pos = ifelse(facing = 1,120,40) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/1000)%10 != 8
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21038

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21039) = 0
trigger1 = floor(parent,var(10)/1000)%10 = 9
trigger1 = parent,var(10) < 10000
anim = ifelse(facing = 1,20019,20029)
ID = 21039
pos = ifelse(facing = 1,120,40) ,60+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(10)/1000)%10 != 9
trigger3 = parent,var(10) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21039

;total damage---------------------------------------------------------------------------------
;一万以上
[State 20000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21140) = 0
trigger1 = parent,var(11) > 10000
anim = ifelse(facing = 1,21040,21041)
ID = 21140
pos = ifelse(facing = 1,150,10) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(11) < 10000
trigger3 = parent,var(17)%2 = 1
id = 21140

;1の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21100) = 0
trigger1 = parent,var(11)%10 = 0
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20010,20020)
ID = 21100
pos = ifelse(facing = 1,150,10) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(11)%10 != 0
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21100

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21101) = 0
trigger1 = parent,var(11)%10 = 1
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20011,20021)
ID = 21101
pos = ifelse(facing = 1,150,10) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(11)%10 != 1
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21101

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21102) = 0
trigger1 = parent,var(11)%10 = 2
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20012,20022)
ID = 21102
pos = ifelse(facing = 1,150,10) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(11)%10 != 2
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21102

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21103) = 0
trigger1 = parent,var(11)%10 = 3
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20013,20023)
ID = 21103
pos = ifelse(facing = 1,150,10) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(11)%10 != 3
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21103

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21104) = 0
trigger1 = parent,var(11)%10 = 4
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20014,20024)
ID = 21104
pos = ifelse(facing = 1,150,10) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(11)%10 != 4
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21104

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21105) = 0
trigger1 = parent,var(11)%10 = 5
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20015,20025)
ID = 21105
pos = ifelse(facing = 1,150,10) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(11)%10 != 5
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21105

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21106) = 0
trigger1 = parent,var(11)%10 = 6
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20016,20026)
ID = 21106
pos = ifelse(facing = 1,150,10) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(11)%10 != 6
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21106

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21107) = 0
trigger1 = parent,var(11)%10 = 7
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20017,20027)
ID = 21107
pos = ifelse(facing = 1,150,10) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(11)%10 != 7
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21107

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21108) = 0
trigger1 = parent,var(11)%10 = 8
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20018,20028)
ID = 21108
pos = ifelse(facing = 1,150,10) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(11)%10 != 8
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21108

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21109) = 0
trigger1 = parent,var(11)%10 = 9
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20019,20029)
ID = 21109
pos = ifelse(facing = 1,150,10) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(11)%10 != 9
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21109

;10の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21110) = 0
trigger1 = floor(parent,var(11)/10)%10 = 0
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20010,20020)
ID = 21110
pos = ifelse(facing = 1,140,20) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/10)%10 != 0
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21110

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21111) = 0
trigger1 = floor(parent,var(11)/10)%10 = 1
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20011,20021)
ID = 21111
pos = ifelse(facing = 1,140,20) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/10)%10 != 1
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21111

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21112) = 0
trigger1 = floor(parent,var(11)/10)%10 = 2
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20012,20022)
ID = 21112
pos = ifelse(facing = 1,140,20) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/10)%10 != 2
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21112

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21113) = 0
trigger1 = floor(parent,var(11)/10)%10 = 3
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20013,20023)
ID = 21113
pos = ifelse(facing = 1,140,20) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/10)%10 != 3
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21113

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21114) = 0
trigger1 = floor(parent,var(11)/10)%10 = 4
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20014,20024)
ID = 21114
pos = ifelse(facing = 1,140,20) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/10)%10 != 4
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21114

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21115) = 0
trigger1 = floor(parent,var(11)/10)%10 = 5
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20015,20025)
ID = 21115
pos = ifelse(facing = 1,140,20) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/10)%10 != 5
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21115

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21116) = 0
trigger1 = floor(parent,var(11)/10)%10 = 6
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20016,20026)
ID = 21116
pos = ifelse(facing = 1,140,20) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/10)%10 != 6
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21116

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21117) = 0
trigger1 = floor(parent,var(11)/10)%10 = 7
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20017,20027)
ID = 21117
pos = ifelse(facing = 1,140,20) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/10)%10 != 7
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21117

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21118) = 0
trigger1 = floor(parent,var(11)/10)%10 = 8
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20018,20028)
ID = 21118
pos = ifelse(facing = 1,140,20) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/10)%10 != 8
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21118

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21119) = 0
trigger1 = floor(parent,var(11)/10)%10 = 9
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20019,20029)
ID = 21119
pos = ifelse(facing = 1,140,20) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/10)%10 != 9
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21119

;100の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21120) = 0
trigger1 = floor(parent,var(11)/100)%10 = 0
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20010,20020)
ID = 21120
pos = ifelse(facing = 1,130,30) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/100)%10 != 0
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21120

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21121) = 0
trigger1 = floor(parent,var(11)/100)%10 = 1
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20011,20021)
ID = 21121
pos = ifelse(facing = 1,130,30) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/100)%10 != 1
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21121

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21122) = 0
trigger1 = floor(parent,var(11)/100)%10 = 2
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20012,20022)
ID = 21122
pos = ifelse(facing = 1,130,30) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/100)%10 != 2
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21122

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21123) = 0
trigger1 = floor(parent,var(11)/100)%10 = 3
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20013,20023)
ID = 21123
pos = ifelse(facing = 1,130,30) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/100)%10 != 3
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21123

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21124) = 0
trigger1 = floor(parent,var(11)/100)%10 = 4
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20014,20024)
ID = 21124
pos = ifelse(facing = 1,130,30) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/100)%10 != 4
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21124

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21125) = 0
trigger1 = floor(parent,var(11)/100)%10 = 5
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20015,20025)
ID = 21125
pos = ifelse(facing = 1,130,30) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/100)%10 != 5
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21125

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21126) = 0
trigger1 = floor(parent,var(11)/100)%10 = 6
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20016,20026)
ID = 21126
pos = ifelse(facing = 1,130,30) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/100)%10 != 6
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21126

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21127) = 0
trigger1 = floor(parent,var(11)/100)%10 = 7
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20017,20027)
ID = 21127
pos = ifelse(facing = 1,130,30) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/100)%10 != 7
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21127

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21128) = 0
trigger1 = floor(parent,var(11)/100)%10 = 8
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20018,20028)
ID = 21128
pos = ifelse(facing = 1,130,30) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/100)%10 != 8
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21128

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21129) = 0
trigger1 = floor(parent,var(11)/100)%10 = 9
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20019,20029)
ID = 21129
pos = ifelse(facing = 1,130,30) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/100)%10 != 9
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21129

;1000の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21130) = 0
trigger1 = floor(parent,var(11)/1000)%10 = 0
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20010,20020)
ID = 21130
pos = ifelse(facing = 1,120,40) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/1000)%10 != 0
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21130

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21131) = 0
trigger1 = floor(parent,var(11)/1000)%10 = 1
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20011,20021)
ID = 21131
pos = ifelse(facing = 1,120,40) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/1000)%10 != 1
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21131

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21132) = 0
trigger1 = floor(parent,var(11)/1000)%10 = 2
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20012,20022)
ID = 21132
pos = ifelse(facing = 1,120,40) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/1000)%10 != 2
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21132

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21133) = 0
trigger1 = floor(parent,var(11)/1000)%10 = 3
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20013,20023)
ID = 21133
pos = ifelse(facing = 1,120,40) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/1000)%10 != 3
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21133

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21134) = 0
trigger1 = floor(parent,var(11)/1000)%10 = 4
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20014,20024)
ID = 21134
pos = ifelse(facing = 1,120,40) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/1000)%10 != 4
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21134

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21135) = 0
trigger1 = floor(parent,var(11)/1000)%10 = 5
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20015,20025)
ID = 21135
pos = ifelse(facing = 1,120,40) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/1000)%10 != 5
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21135

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21136) = 0
trigger1 = floor(parent,var(11)/1000)%10 = 6
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20016,20026)
ID = 21136
pos = ifelse(facing = 1,120,40) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/1000)%10 != 6
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21136

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21137) = 0
trigger1 = floor(parent,var(11)/1000)%10 = 7
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20017,20027)
ID = 21137
pos = ifelse(facing = 1,120,40) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/1000)%10 != 7
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21137

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21138) = 0
trigger1 = floor(parent,var(11)/1000)%10 = 8
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20018,20028)
ID = 21138
pos = ifelse(facing = 1,120,40) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/1000)%10 != 8
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21138

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21139) = 0
trigger1 = floor(parent,var(11)/1000)%10 = 9
trigger1 = parent,var(11) < 10000
anim = ifelse(facing = 1,20019,20029)
ID = 21139
pos = ifelse(facing = 1,120,40) ,74+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(11)/1000)%10 != 9
trigger3 = parent,var(11) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21139

;max damage---------------------------------------------------------------------------------
;一万以上
[State 20000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21240) = 0
trigger1 = parent,var(13) > 10000
anim = ifelse(facing = 1,21040,21041)
ID = 21240
pos = ifelse(facing = 1,150,10) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(13) < 10000
trigger3 = parent,var(17)%2 = 1
id = 21240
;1の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21200) = 0
trigger1 = parent,var(13)%10 = 0
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20010,20020)
ID = 21200
pos = ifelse(facing = 1,150,10) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(13)%10 != 0
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21200

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21201) = 0
trigger1 = parent,var(13)%10 = 1
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20011,20021)
ID = 21201
pos = ifelse(facing = 1,150,10) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(13)%10 != 1
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21201

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21202) = 0
trigger1 = parent,var(13)%10 = 2
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20012,20022)
ID = 21202
pos = ifelse(facing = 1,150,10) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(13)%10 != 2
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21202

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21203) = 0
trigger1 = parent,var(13)%10 = 3
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20013,20023)
ID = 21203
pos = ifelse(facing = 1,150,10) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(13)%10 != 3
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21203

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21204) = 0
trigger1 = parent,var(13)%10 = 4
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20014,20024)
ID = 21204
pos = ifelse(facing = 1,150,10) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(13)%10 != 4
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21204

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21205) = 0
trigger1 = parent,var(13)%10 = 5
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20015,20025)
ID = 21205
pos = ifelse(facing = 1,150,10) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(13)%10 != 5
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21205

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21206) = 0
trigger1 = parent,var(13)%10 = 6
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20016,20026)
ID = 21206
pos = ifelse(facing = 1,150,10) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(13)%10 != 6
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21206

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21207) = 0
trigger1 = parent,var(13)%10 = 7
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20017,20027)
ID = 21207
pos = ifelse(facing = 1,150,10) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(13)%10 != 7
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21207

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21208) = 0
trigger1 = parent,var(13)%10 = 8
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20018,20028)
ID = 21208
pos = ifelse(facing = 1,150,10) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(13)%10 != 8
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21208

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21209) = 0
trigger1 = parent,var(13)%10 = 9
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20019,20029)
ID = 21209
pos = ifelse(facing = 1,150,10) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(13)%10 != 9
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21209

;10の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21210) = 0
trigger1 = floor(parent,var(13)/10)%10 = 0
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20010,20020)
ID = 21210
pos = ifelse(facing = 1,140,20) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/10)%10 != 0
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21210

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21211) = 0
trigger1 = floor(parent,var(13)/10)%10 = 1
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20011,20021)
ID = 21211
pos = ifelse(facing = 1,140,20) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/10)%10 != 1
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21211

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21212) = 0
trigger1 = floor(parent,var(13)/10)%10 = 2
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20012,20022)
ID = 21212
pos = ifelse(facing = 1,140,20) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/10)%10 != 2
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21212

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21213) = 0
trigger1 = floor(parent,var(13)/10)%10 = 3
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20013,20023)
ID = 21213
pos = ifelse(facing = 1,140,20) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/10)%10 != 3
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21213

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21214) = 0
trigger1 = floor(parent,var(13)/10)%10 = 4
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20014,20024)
ID = 21214
pos = ifelse(facing = 1,140,20) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/10)%10 != 4
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21214

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21215) = 0
trigger1 = floor(parent,var(13)/10)%10 = 5
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20015,20025)
ID = 21215
pos = ifelse(facing = 1,140,20) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/10)%10 != 5
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21215

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21216) = 0
trigger1 = floor(parent,var(13)/10)%10 = 6
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20016,20026)
ID = 21216
pos = ifelse(facing = 1,140,20) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/10)%10 != 6
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21216

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21217) = 0
trigger1 = floor(parent,var(13)/10)%10 = 7
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20017,20027)
ID = 21217
pos = ifelse(facing = 1,140,20) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/10)%10 != 7
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21217

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21218) = 0
trigger1 = floor(parent,var(13)/10)%10 = 8
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20018,20028)
ID = 21218
pos = ifelse(facing = 1,140,20) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/10)%10 != 8
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21218

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21219) = 0
trigger1 = floor(parent,var(13)/10)%10 = 9
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20019,20029)
ID = 21219
pos = ifelse(facing = 1,140,20) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/10)%10 != 9
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21219

;100の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21220) = 0
trigger1 = floor(parent,var(13)/100)%10 = 0
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20010,20020)
ID = 21220
pos = ifelse(facing = 1,130,30) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/100)%10 != 0
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21220

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21221) = 0
trigger1 = floor(parent,var(13)/100)%10 = 1
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20011,20021)
ID = 21221
pos = ifelse(facing = 1,130,30) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/100)%10 != 1
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21221

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21222) = 0
trigger1 = floor(parent,var(13)/100)%10 = 2
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20012,20022)
ID = 21222
pos = ifelse(facing = 1,130,30) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/100)%10 != 2
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21222

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21223) = 0
trigger1 = floor(parent,var(13)/100)%10 = 3
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20013,20023)
ID = 21223
pos = ifelse(facing = 1,130,30) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/100)%10 != 3
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21223

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21224) = 0
trigger1 = floor(parent,var(13)/100)%10 = 4
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20014,20024)
ID = 21224
pos = ifelse(facing = 1,130,30) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/100)%10 != 4
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21224

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21225) = 0
trigger1 = floor(parent,var(13)/100)%10 = 5
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20015,20025)
ID = 21225
pos = ifelse(facing = 1,130,30) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/100)%10 != 5
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21225

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21226) = 0
trigger1 = floor(parent,var(13)/100)%10 = 6
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20016,20026)
ID = 21226
pos = ifelse(facing = 1,130,30) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/100)%10 != 6
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21226

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21227) = 0
trigger1 = floor(parent,var(13)/100)%10 = 7
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20017,20027)
ID = 21227
pos = ifelse(facing = 1,130,30) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/100)%10 != 7
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21227

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21228) = 0
trigger1 = floor(parent,var(13)/100)%10 = 8
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20018,20028)
ID = 21228
pos = ifelse(facing = 1,130,30) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/100)%10 != 8
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21228

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21229) = 0
trigger1 = floor(parent,var(13)/100)%10 = 9
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20019,20029)
ID = 21229
pos = ifelse(facing = 1,130,30) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/100)%10 != 9
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21229

;1000の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21230) = 0
trigger1 = floor(parent,var(13)/1000)%10 = 0
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20010,20020)
ID = 21230
pos = ifelse(facing = 1,120,40) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/1000)%10 != 0
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21230

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21231) = 0
trigger1 = floor(parent,var(13)/1000)%10 = 1
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20011,20021)
ID = 21231
pos = ifelse(facing = 1,120,40) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/1000)%10 != 1
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21231

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21232) = 0
trigger1 = floor(parent,var(13)/1000)%10 = 2
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20012,20022)
ID = 21232
pos = ifelse(facing = 1,120,40) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/1000)%10 != 2
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21232

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21233) = 0
trigger1 = floor(parent,var(13)/1000)%10 = 3
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20013,20023)
ID = 21233
pos = ifelse(facing = 1,120,40) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/1000)%10 != 3
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21233

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21234) = 0
trigger1 = floor(parent,var(13)/1000)%10 = 4
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20014,20024)
ID = 21234
pos = ifelse(facing = 1,120,40) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/1000)%10 != 4
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21234

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21235) = 0
trigger1 = floor(parent,var(13)/1000)%10 = 5
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20015,20025)
ID = 21235
pos = ifelse(facing = 1,120,40) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/1000)%10 != 5
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21235

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21236) = 0
trigger1 = floor(parent,var(13)/1000)%10 = 6
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20016,20026)
ID = 21236
pos = ifelse(facing = 1,120,40) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/1000)%10 != 6
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21236

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21237) = 0
trigger1 = floor(parent,var(13)/1000)%10 = 7
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20017,20027)
ID = 21237
pos = ifelse(facing = 1,120,40) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/1000)%10 != 7
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21237

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21238) = 0
trigger1 = floor(parent,var(13)/1000)%10 = 8
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20018,20028)
ID = 21238
pos = ifelse(facing = 1,120,40) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/1000)%10 != 8
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21238

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21239) = 0
trigger1 = floor(parent,var(13)/1000)%10 = 9
trigger1 = parent,var(13) < 10000
anim = ifelse(facing = 1,20019,20029)
ID = 21239
pos = ifelse(facing = 1,120,40) ,88+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(13)/1000)%10 != 9
trigger3 = parent,var(13) >= 10000
trigger4 = parent,var(17)%2 = 1
id = 21239

;Max combo---------------------------------------------------------------------------------
;千以上
[State 20000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21340) = 0
trigger1 = parent,var(15) > 1000
anim = ifelse(facing = 1,21040,21041)
ID = 21340
pos = ifelse(facing = 1,150,10) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(15) < 1000
trigger3 = parent,var(17)%2 = 1
id = 21340
;1の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21300) = 0
trigger1 = parent,var(15)%10 = 0
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20010,20020)
ID = 21300
pos = ifelse(facing = 1,150,10) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(15)%10 != 0
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21300

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21301) = 0
trigger1 = parent,var(15)%10 = 1
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20011,20021)
ID = 21301
pos = ifelse(facing = 1,150,10) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(15)%10 != 1
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21301

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21302) = 0
trigger1 = parent,var(15)%10 = 2
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20012,20022)
ID = 21302
pos = ifelse(facing = 1,150,10) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(15)%10 != 2
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21302

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21303) = 0
trigger1 = parent,var(15)%10 = 3
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20013,20023)
ID = 21303
pos = ifelse(facing = 1,150,10) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(15)%10 != 3
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21303

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21304) = 0
trigger1 = parent,var(15)%10 = 4
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20014,20024)
ID = 21304
pos = ifelse(facing = 1,150,10) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(15)%10 != 4
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21304

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21305) = 0
trigger1 = parent,var(15)%10 = 5
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20015,20025)
ID = 21305
pos = ifelse(facing = 1,150,10) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(15)%10 != 5
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21305

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21306) = 0
trigger1 = parent,var(15)%10 = 6
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20016,20026)
ID = 21306
pos = ifelse(facing = 1,150,10) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(15)%10 != 6
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21306

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21307) = 0
trigger1 = parent,var(15)%10 = 7
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20017,20027)
ID = 21307
pos = ifelse(facing = 1,150,10) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(15)%10 != 7
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21307

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21308) = 0
trigger1 = parent,var(15)%10 = 8
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20018,20028)
ID = 21308
pos = ifelse(facing = 1,150,10) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(15)%10 != 8
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21308

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21309) = 0
trigger1 = parent,var(15)%10 = 9
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20019,20029)
ID = 21309
pos = ifelse(facing = 1,150,10) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(15)%10 != 9
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21309

;10の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21310) = 0
trigger1 = floor(parent,var(15)/10)%10 = 0
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20010,20020)
ID = 21310
pos = ifelse(facing = 1,140,20) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/10)%10 != 0
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21310

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21311) = 0
trigger1 = floor(parent,var(15)/10)%10 = 1
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20011,20021)
ID = 21311
pos = ifelse(facing = 1,140,20) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/10)%10 != 1
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21311

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21312) = 0
trigger1 = floor(parent,var(15)/10)%10 = 2
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20012,20022)
ID = 21312
pos = ifelse(facing = 1,140,20) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/10)%10 != 2
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21312

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21313) = 0
trigger1 = floor(parent,var(15)/10)%10 = 3
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20013,20023)
ID = 21313
pos = ifelse(facing = 1,140,20) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/10)%10 != 3
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21313

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21314) = 0
trigger1 = floor(parent,var(15)/10)%10 = 4
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20014,20024)
ID = 21314
pos = ifelse(facing = 1,140,20) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/10)%10 != 4
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21314

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21315) = 0
trigger1 = floor(parent,var(15)/10)%10 = 5
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20015,20025)
ID = 21315
pos = ifelse(facing = 1,140,20) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/10)%10 != 5
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21315

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21316) = 0
trigger1 = floor(parent,var(15)/10)%10 = 6
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20016,20026)
ID = 21316
pos = ifelse(facing = 1,140,20) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/10)%10 != 6
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21316

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21317) = 0
trigger1 = floor(parent,var(15)/10)%10 = 7
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20017,20027)
ID = 21317
pos = ifelse(facing = 1,140,20) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/10)%10 != 7
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21317

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21318) = 0
trigger1 = floor(parent,var(15)/10)%10 = 8
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20018,20028)
ID = 21318
pos = ifelse(facing = 1,140,20) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/10)%10 != 8
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21318

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21319) = 0
trigger1 = floor(parent,var(15)/10)%10 = 9
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20019,20029)
ID = 21319
pos = ifelse(facing = 1,140,20) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/10)%10 != 9
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21319

;100の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21320) = 0
trigger1 = floor(parent,var(15)/100)%10 = 0
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20010,20020)
ID = 21320
pos = ifelse(facing = 1,130,30) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/100)%10 != 0
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21320

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21321) = 0
trigger1 = floor(parent,var(15)/100)%10 = 1
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20011,20021)
ID = 21321
pos = ifelse(facing = 1,130,30) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/100)%10 != 1
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21321

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21322) = 0
trigger1 = floor(parent,var(15)/100)%10 = 2
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20012,20022)
ID = 21322
pos = ifelse(facing = 1,130,30) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/100)%10 != 2
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21322

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21323) = 0
trigger1 = floor(parent,var(15)/100)%10 = 3
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20013,20023)
ID = 21323
pos = ifelse(facing = 1,130,30) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/100)%10 != 3
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21323

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21324) = 0
trigger1 = floor(parent,var(15)/100)%10 = 4
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20014,20024)
ID = 21324
pos = ifelse(facing = 1,130,30) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/100)%10 != 4
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21324

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21325) = 0
trigger1 = floor(parent,var(15)/100)%10 = 5
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20015,20025)
ID = 21325
pos = ifelse(facing = 1,130,30) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/100)%10 != 5
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21325

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21326) = 0
trigger1 = floor(parent,var(15)/100)%10 = 6
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20016,20026)
ID = 21326
pos = ifelse(facing = 1,130,30) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/100)%10 != 6
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21326

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21327) = 0
trigger1 = floor(parent,var(15)/100)%10 = 7
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20017,20027)
ID = 21327
pos = ifelse(facing = 1,130,30) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/100)%10 != 7
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21327

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21328) = 0
trigger1 = floor(parent,var(15)/100)%10 = 8
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20018,20028)
ID = 21328
pos = ifelse(facing = 1,130,30) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/100)%10 != 8
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21328

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21329) = 0
trigger1 = floor(parent,var(15)/100)%10 = 9
trigger1 = parent,var(15) < 1000
anim = ifelse(facing = 1,20019,20029)
ID = 21329
pos = ifelse(facing = 1,130,30) ,102+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(15)/100)%10 != 9
trigger3 = parent,var(15) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21329

;有利フレーム--------------------------------------------------------------------------
;千以上
[State 20000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21440) = 0
trigger1 = abs(parent,var(34) -parent,var(32)) > 1000
anim = ifelse(facing = 1,21040,21041)
ID = 21440
pos = ifelse(facing = 1,150,10) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(parent,var(34) -parent,var(32)) < 1000
trigger3 = parent,var(17)%2 = 1
id = 21440

;マイナス
[State 20000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21050) = 0
trigger1 = (parent,var(34) - parent,var(32)) < 0
anim = ifelse(facing = 1,21050,21051)
ID = 21050
pos = ifelse(facing = 1,120,40) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger3 = parent,var(17)%2 = 1
trigger4 = parent,var(34) - parent,var(32) >= 0
id = 21050

;1の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21400) = 0
trigger1 = abs(parent,var(34) -parent,var(32))%10 = 0
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20010,20020)
ID = 21400
pos = ifelse(facing = 1,150,10) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(parent,var(34) -parent,var(32))%10 != 0
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21400

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21401) = 0
trigger1 = abs(parent,var(34) -parent,var(32))%10 = 1
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20011,20021)
ID = 21401
pos = ifelse(facing = 1,150,10) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(parent,var(34) -parent,var(32))%10 != 1
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21401

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21402) = 0
trigger1 = abs(parent,var(34) -parent,var(32))%10 = 2
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20012,20022)
ID = 21402
pos = ifelse(facing = 1,150,10) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(parent,var(34) -parent,var(32))%10 != 2
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21402

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21403) = 0
trigger1 = abs(parent,var(34) -parent,var(32))%10 = 3
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20013,20023)
ID = 21403
pos = ifelse(facing = 1,150,10) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(parent,var(34) -parent,var(32))%10 != 3
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21403

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21404) = 0
trigger1 = abs(parent,var(34) -parent,var(32))%10 = 4
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20014,20024)
ID = 21404
pos = ifelse(facing = 1,150,10) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(parent,var(34) -parent,var(32))%10 != 4
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21404

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21405) = 0
trigger1 = abs(parent,var(34) -parent,var(32))%10 = 5
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20015,20025)
ID = 21405
pos = ifelse(facing = 1,150,10) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(parent,var(34) -parent,var(32))%10 != 5
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21405

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21406) = 0
trigger1 = abs(parent,var(34) -parent,var(32))%10 = 6
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20016,20026)
ID = 21406
pos = ifelse(facing = 1,150,10) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(parent,var(34) -parent,var(32))%10 != 6
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21406

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21407) = 0
trigger1 = abs(parent,var(34) -parent,var(32))%10 = 7
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20017,20027)
ID = 21407
pos = ifelse(facing = 1,150,10) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(parent,var(34) -parent,var(32))%10 != 7
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21407

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21408) = 0
trigger1 = abs(parent,var(34) -parent,var(32))%10 = 8
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20018,20028)
ID = 21408
pos = ifelse(facing = 1,150,10) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(parent,var(34) -parent,var(32))%10 != 8
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21408

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21409) = 0
trigger1 = abs(parent,var(34) -parent,var(32))%10 = 9
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20019,20029)
ID = 21409
pos = ifelse(facing = 1,150,10) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(parent,var(34) -parent,var(32))%10 != 9
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21409

;10の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21410) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/10))%10 = 0
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20010,20020)
ID = 21410
pos = ifelse(facing = 1,140,20) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/10))%10 != 0
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21410

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21411) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/10))%10 = 1
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20011,20021)
ID = 21411
pos = ifelse(facing = 1,140,20) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/10))%10 != 1
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21411

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21412) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/10))%10 = 2
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20012,20022)
ID = 21412
pos = ifelse(facing = 1,140,20) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/10))%10 != 2
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21412

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21413) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/10))%10 = 3
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20013,20023)
ID = 21413
pos = ifelse(facing = 1,140,20) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/10))%10 != 3
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21413

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21414) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/10))%10 = 4
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20014,20024)
ID = 21414
pos = ifelse(facing = 1,140,20) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/10))%10 != 4
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21414

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21415) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/10))%10 = 5
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20015,20025)
ID = 21415
pos = ifelse(facing = 1,140,20) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/10))%10 != 5
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21415

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21416) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/10))%10 = 6
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20016,20026)
ID = 21416
pos = ifelse(facing = 1,140,20) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/10))%10 != 6
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21416

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21417) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/10))%10 = 7
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20017,20027)
ID = 21417
pos = ifelse(facing = 1,140,20) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/10))%10 != 7
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21417

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21418) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/10))%10 = 8
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20018,20028)
ID = 21418
pos = ifelse(facing = 1,140,20) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/10))%10 != 8
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21418

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21419) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/10))%10 = 9
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20019,20029)
ID = 21419
pos = ifelse(facing = 1,140,20) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/10))%10 != 9
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21419

;100の位--------------------------------------------------------------------------
[State 20000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21420) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/100))%10 = 0
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20010,20020)
ID = 21420
pos = ifelse(facing = 1,130,30) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/100))%10 != 0
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21420

[State 20000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21421) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/100))%10 = 1
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20011,20021)
ID = 21421
pos = ifelse(facing = 1,130,30) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/100))%10 != 1
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21421

[State 20000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21422) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/100))%10 = 2
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20012,20022)
ID = 21422
pos = ifelse(facing = 1,130,30) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/100))%10 != 2
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21422

[State 20000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21423) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/100))%10 = 3
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20013,20023)
ID = 21423
pos = ifelse(facing = 1,130,30) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/100))%10 != 3
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21423

[State 20000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21424) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/100))%10 = 4
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20014,20024)
ID = 21424
pos = ifelse(facing = 1,130,30) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/100))%10 != 4
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21424

[State 20000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21425) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/100))%10 = 5
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20015,20025)
ID = 21425
pos = ifelse(facing = 1,130,30) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/100))%10 != 5
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21425

[State 20000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21426) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/100))%10 = 6
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20016,20026)
ID = 21426
pos = ifelse(facing = 1,130,30) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/100))%10 != 6
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21426

[State 20000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21427) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/100))%10 = 7
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20017,20027)
ID = 21427
pos = ifelse(facing = 1,130,30) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/100))%10 != 7
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21427

[State 20000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21428) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/100))%10 = 8
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20018,20028)
ID = 21428
pos = ifelse(facing = 1,130,30) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/100))%10 != 8
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21428

[State 20000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(21429) = 0
trigger1 = abs(floor((parent,var(34) -parent,var(32))/100))%10 = 9
trigger1 = abs(parent,var(34) -parent,var(32)) < 1000
anim = ifelse(facing = 1,20019,20029)
ID = 21429
pos = ifelse(facing = 1,130,30) ,116+parent,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = abs(floor((parent,var(34) -parent,var(32))/100))%10 != 9
trigger3 = abs(parent,var(34) -parent,var(32)) >= 1000
trigger4 = parent,var(17)%2 = 1
id = 21429

;コントロール--------------------------------------------------------------------------
[State 20000];ok
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(20003) = 0
trigger1 = parent,ctrl = 1
anim = ifelse(facing = 1,20003,20004)
ID = 20003
pos = 0 ,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,ctrl = 0
trigger3 = parent,var(17)%2 = 1
id = 20003

[State 20000];ng
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(17)%2 != 1
trigger1 = Numexplod(20005) = 0
trigger1 = parent,ctrl = 0
anim = ifelse(facing = 1,20005,20006)
ID = 20005
pos = 0 ,var(0)
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(17)%4 = 0,1,0)
shadow = 0, 0, 0

[State 20000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,ctrl = 1
trigger3 = parent,var(17)%2 = 1
id = 20005

;マス目--------------------------------------------------------------------------
[Statedef 30000]
type = A
movetype = I
physics = N
Anim = 10000
ctrl = 0
velset = 0,0

[state 30000]
type = bindtoparent
trigger1 = 1
pos = floor(parent,p2dist X), -parent,pos Y

[State 30000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(30001) = 0
trigger1 = parent,var(21)%2 != 1
anim = ifelse(facing = 1,30000,30001)
ID = 30001
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = ifelse(parent,var(21)%4 = 0,1,0)
shadow = 0, 0, 0

[State 30000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(21)%2 = 1
id = 30001

;位置情報--------------------------------------------------------------------------
[Statedef 30050]
type = A
movetype = I
physics = N
Anim = 10000
ctrl = 0
velset = 0,0

[state 30050]
type = turn
trigger1 = facing = -1

[state 30050]
type = bindtoparent
trigger1 = 1
pos = ifelse(parent,var(28) = 1,const(size.ground.front),0), -parent,pos Y

[State 30050]
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28)
trigger1 = Numexplod(30050) = 0
trigger1 = Numhelper(31000) = 0
anim = 30050
ID = 30050
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = Numhelper(31000) > 0
id = 30050

[State 30050]
type = varset
trigger1 = 1
var(0) = floor(parentdist X)

[State 30050]
type = varset
trigger1 = 1
var(1) = floor(P2dist X)

;マイナス-------------------------------------
[State 30050];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28)
trigger1 = Numexplod(30040) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = abs(var(0)) > abs(var(1))
anim = 30040
ID = 30040
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = abs(var(0)) <= abs(var(1))
trigger4 = Numhelper(31000)
id = 30040

;1の位-------------------------------------
[State 30050];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30010) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = abs(var(0)+var(1))%10 = 0
anim = 30010
ID = 30010
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = abs(var(0)+var(1))%10 != 0
trigger4 = Numhelper(31000)
id = 30010

[State 30050];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30011) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = abs(var(0)+var(1))%10 = 1
anim = 30011
ID = 30011
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = abs(var(0)+var(1))%10 != 1
trigger4 = Numhelper(31000)
id = 30011

[State 30050];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30012) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = abs(var(0)+var(1))%10 = 2
anim = 30012
ID = 30012
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = abs(var(0)+var(1))%10 != 2
trigger4 = Numhelper(31000)
id = 30012

[State 30050];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30013) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = abs(var(0)+var(1))%10 = 3
anim = 30013
ID = 30013
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = abs(var(0)+var(1))%10 != 3
trigger4 = Numhelper(31000)
id = 30013

[State 30050];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30014) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = abs(var(0)+var(1))%10 = 4
anim = 30014
ID = 30014
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = abs(var(0)+var(1))%10 != 4
trigger4 = Numhelper(31000)
id = 30014

[State 30050];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30015) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = abs(var(0)+var(1))%10 = 5
anim = 30015
ID = 30015
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = abs(var(0)+var(1))%10 != 5
trigger4 = Numhelper(31000)
id = 30015

[State 30050];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30016) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = abs(var(0)+var(1))%10 = 6
anim = 30016
ID = 30016
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = abs(var(0)+var(1))%10 != 6
trigger4 = Numhelper(31000)
id = 30016

[State 30050];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30017) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = abs(var(0)+var(1))%10 = 7
anim = 30017
ID = 30017
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = abs(var(0)+var(1))%10 != 7
trigger4 = Numhelper(31000)
id = 30017

[State 30050];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30018) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = abs(var(0)+var(1))%10 = 8
anim = 30018
ID = 30018
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = abs(var(0)+var(1))%10 != 8
trigger4 = Numhelper(31000)
id = 30018

[State 30050];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30019) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = abs(var(0)+var(1))%10 = 9
anim = 30019
ID = 30019
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = abs(var(0)+var(1))%10 != 9
trigger4 = Numhelper(31000)
id = 30019

;10の位-------------------------------------
[State 30050];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30020) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = floor(abs(var(0)+var(1))/10)%10 = 0
anim = 30020
ID = 30020
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = floor(abs(var(0)+var(1))/10)%10 != 0
trigger4 = Numhelper(31000)
id = 30020

[State 30050];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30021) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = floor(abs(var(0)+var(1))/10)%10 = 1
anim = 30021
ID = 30021
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = floor(abs(var(0)+var(1))/10)%10 != 1
trigger4 = Numhelper(31000)
id = 30021

[State 30050];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30022) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = floor(abs(var(0)+var(1))/10)%10 = 2
anim = 30022
ID = 30022
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = floor(abs(var(0)+var(1))/10)%10 != 2
trigger4 = Numhelper(31000)
id = 30022

[State 30050];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30023) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = floor(abs(var(0)+var(1))/10)%10 = 3
anim = 30023
ID = 30023
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = floor(abs(var(0)+var(1))/10)%10 != 3
trigger4 = Numhelper(31000)
id = 30023

[State 30050];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30024) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = floor(abs(var(0)+var(1))/10)%10 = 4
anim = 30024
ID = 30024
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = floor(abs(var(0)+var(1))/10)%10 != 4
trigger4 = Numhelper(31000)
id = 30024

[State 30050];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30025) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = floor(abs(var(0)+var(1))/10)%10 = 5
anim = 30025
ID = 30025
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = floor(abs(var(0)+var(1))/10)%10 != 5
trigger4 = Numhelper(31000)
id = 30025

[State 30050];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30026) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = floor(abs(var(0)+var(1))/10)%10 = 6
anim = 30026
ID = 30026
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = floor(abs(var(0)+var(1))/10)%10 != 6
trigger4 = Numhelper(31000)
id = 30026

[State 30050];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30027) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = floor(abs(var(0)+var(1))/10)%10 = 7
anim = 30027
ID = 30027
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = floor(abs(var(0)+var(1))/10)%10 != 7
trigger4 = Numhelper(31000)
id = 30027

[State 30050];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30028) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = floor(abs(var(0)+var(1))/10)%10 = 8
anim = 30028
ID = 30028
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = floor(abs(var(0)+var(1))/10)%10 != 8
trigger4 = Numhelper(31000)
id = 30028

[State 30050];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30029) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = floor(abs(var(0)+var(1))/10)%10 = 9
anim = 30029
ID = 30029
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = floor(abs(var(0)+var(1))/10)%10 != 9
trigger4 = Numhelper(31000)
id = 30029

;100の位-------------------------------------
[State 30050];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30030) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = floor(abs(var(0)+var(1))/100)%10 = 0
anim = 30030
ID = 30030
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = floor(abs(var(0)+var(1))/100)%10 != 0
trigger4 = Numhelper(31000)
id = 30030

[State 30050];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30031) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = floor(abs(var(0)+var(1))/100)%10 = 1
anim = 30031
ID = 30031
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = floor(abs(var(0)+var(1))/100)%10 != 1
trigger4 = Numhelper(31000)
id = 30031

[State 30050];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30032) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = floor(abs(var(0)+var(1))/100)%10 = 2
anim = 30032
ID = 30032
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = floor(abs(var(0)+var(1))/100)%10 != 2
trigger4 = Numhelper(31000)
id = 30032

[State 30050];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = parent,var(28) != 0
trigger1 = Numexplod(30033) = 0
trigger1 = Numhelper(31000) = 0
trigger1 = floor(abs(var(0)+var(1))/100)%10 = 3
anim = 30033
ID = 30033
pos = 0 ,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = -5
ontop = 1
shadow = 0, 0, 0

[State 30050]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) = 0
trigger3 = floor(abs(var(0)+var(1))/100)%10 != 3
trigger4 = Numhelper(31000)
id = 30033

;オプション--------------------------------------------------------------------------
[Statedef 31000]
type = A
movetype = I
physics = N
Anim = 10000
ctrl = 0
velset = 0,0

[State 31000]
type = turn
trigger1 = facing = -1

[State 31000]
type = Pause
trigger1 = 1
time = 999999
movetime = 999999

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31001) = 0
trigger1 = time = 0
anim = 31001
ID = 31001
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 6
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = ModifyExplod
trigger1 = time = [0,10]
scale = 0.05*time, 0.05*time
id = 31001

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31002) = 0
trigger1 = time = 10
anim = 31002
ID = 31002
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

;音を鳴らす--------------------------------------------------
[State 31000]
type = playsnd
trigger1 = time = 0
value = S1,0

[State 31000]
type = playsnd
trigger1 = command = "up"
trigger2 = command = "down"
value = S1,1

[State 31000]
type = playsnd
trigger1 = command = "fwd"
trigger2 = command = "back"
value = S1,2

[State 31000]
type = playsnd
triggerall = var(0)%8 = 4
trigger1 = command = "a"
trigger2 = command = "b"
value = S1,3

[State 31000]
type = playsnd
triggerall = var(0)%8 = 6
trigger1 = command = "a"
trigger2 = command = "b"
value = S1,3

;項目変更----------------------------------------------------
[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31003) = 0
trigger1 = time >= 10
trigger1 = var(0)%8 = 0
anim = 31003
ID = 31003
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 8
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = var(0)%8 != 0
id = 31003

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31004) = 0
trigger1 = time >= 10
trigger1 = var(0)%8 = 1
anim = 31003
ID = 31004
pos = 0 ,15
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 8
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = var(0)%8 != 1
id = 31004

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31005) = 0
trigger1 = time >= 10
trigger1 = var(0)%8 = 2
anim = 31003
ID = 31005
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 8
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = var(0)%8 != 2
id = 31005

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31006) = 0
trigger1 = time >= 10
trigger1 = var(0)%8 = 3
anim = 31003
ID = 31006
pos = 0 ,45
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 8
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = var(0)%8 != 3
id = 31006

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31007) = 0
trigger1 = time >= 10
trigger1 = var(0)%8 = 4
anim = 31003
ID = 31007
pos = 0 ,60
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 8
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = var(0)%8 != 4
id = 31007

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31008) = 0
trigger1 = time >= 10
trigger1 = var(0)%8 = 5
anim = 31003
ID = 31008
pos = 0 ,75
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 8
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = var(0)%8 != 5
id = 31008

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31009) = 0
trigger1 = time >= 10
trigger1 = var(0)%8 = 6
anim = 31003
ID = 31009
pos = 0 ,90
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 8
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = var(0)%8 != 6
id = 31009

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(30999) = 0
trigger1 = time >= 10
trigger1 = var(0)%8 = 7
anim = 31003
ID = 30999
pos = 0 ,105
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 8
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = var(0)%8 != 7
id = 30999

[State 31000]
type = varadd
trigger1 = command = "down"
var(0) = 1

[State 31000]
type = varadd
trigger1 = command = "up"
var(0) = ifelse(var(0) = 0,7,-1)

;statetype変更----------------------------------------------------
[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31010) = 0
trigger1 = parent,var(24)%3 = 0
trigger1 = time >= 10
anim = 31010
ID = 31010
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(24)%3 != 0
id = 31010

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31011) = 0
trigger1 = parent,var(24)%3 = 1
trigger1 = time >= 10
anim = 31011
ID = 31011
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(24)%3 != 1
id = 31011

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31012) = 0
trigger1 = parent,var(24)%3 = 2
trigger1 = time >= 10
anim = 31012
ID = 31012
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(24)%3 != 2
id = 31012

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 0
trigger1 = command = "fwd"
var(24) = 1

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 0
trigger1 = command = "back"
var(24) = ifelse(parent,var(24) = 0,2,-1)

;距離変更----------------------------------------------------
[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31020) = 0
trigger1 = parent,var(25)%4 = 0
trigger1 = time >= 10
anim = 31020
ID = 31020
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(25)%4 != 0
id = 31020

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31021) = 0
trigger1 = parent,var(25)%4 = 1
trigger1 = time >= 10
anim = 31021
ID = 31021
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(25)%4 != 1
id = 31021

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31022) = 0
trigger1 = parent,var(25)%4 = 2
trigger1 = time >= 10
anim = 31022
ID = 31022
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(25)%4 != 2
id = 31022

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31023) = 0
trigger1 = parent,var(25)%4 = 3
trigger1 = time >= 10
anim = 31023
ID = 31023
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(25)%4 != 3
id = 31023

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 1
trigger1 = command = "fwd"
var(25) = 1

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 1
trigger1 = command = "back"
var(25) = ifelse(parent,var(24) = 0,3,-1)

;オートガード設定---------------------------------------------------------
[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31030) = 0
trigger1 = parent,var(27) = 0
trigger1 = time >= 10
anim = 31030
ID = 31030
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(27) != 0
id = 31030

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31031) = 0
trigger1 = parent,var(27) = 1
trigger1 = time >= 10
anim = 31031
ID = 31031
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(27) != 1
id = 31031

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31032) = 0
trigger1 = parent,var(27) = 2
trigger1 = time >= 10
anim = 31032
ID = 31032
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(27) != 2
id = 31032

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31033) = 0
trigger1 = parent,var(27) = 3
trigger1 = time >= 10
anim = 31033
ID = 31033
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(27) != 3
id = 31033

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 2
trigger1 = command = "fwd"
var(27) = ifelse(parent,var(27) = 3,-3,1)

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 2
trigger1 = command = "back"
var(27) = ifelse(parent,var(27) = 0,3,-1)

;受け身設定---------------------------------------------------------
[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31040) = 0
trigger1 = parent,var(16) = 0
trigger1 = time >= 10
anim = 31040
ID = 31040
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(16) != 0
id = 31040

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31041) = 0
trigger1 = parent,var(16) = 1
trigger1 = time >= 10
anim = 31041
ID = 31041
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(16) != 1
id = 31041

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31042) = 0
trigger1 = parent,var(16) = 2
trigger1 = time >= 10
anim = 31042
ID = 31042
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(16) != 2
id = 31042

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31043) = 0
trigger1 = parent,var(16) = 3
trigger1 = time >= 10
anim = 31043
ID = 31043
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(16) != 3
id = 31043

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 3
trigger1 = command = "fwd"
var(16) = ifelse(parent,var(16) = 3,-3,1)

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 3
trigger1 = command = "back"
var(16) = ifelse(parent,var(16) = 0,3,-1)

;受け身時間設定---------------------------------------------------------
;1の位-------------------------------------
[State 31000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31050) = 0
trigger1 = parent,var(22)%10 = 0
trigger1 = time >= 10
anim = 31050
ID = 31050
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(22)%10 != 0
id = 31050

[State 31000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31051) = 0
trigger1 = parent,var(22)%10 = 1
trigger1 = time >= 10
anim = 31051
ID = 31051
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(22)%10 != 1
id = 31051

[State 31000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31052) = 0
trigger1 = parent,var(22)%10 = 2
trigger1 = time >= 10
anim = 31052
ID = 31052
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(22)%10 != 2
id = 31052

[State 31000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31053) = 0
trigger1 = parent,var(22)%10 = 3
trigger1 = time >= 10
anim = 31053
ID = 31053
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(22)%10 != 3
id = 31053

[State 31000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31054) = 0
trigger1 = parent,var(22)%10 = 4
trigger1 = time >= 10
anim = 31054
ID = 31054
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(22)%10 != 4
id = 31054

[State 31000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31055) = 0
trigger1 = parent,var(22)%10 = 5
trigger1 = time >= 10
anim = 31055
ID = 31055
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(22)%10 != 5
id = 31055

[State 31000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31056) = 0
trigger1 = parent,var(22)%10 = 6
trigger1 = time >= 10
anim = 31056
ID = 31056
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(22)%10 != 6
id = 31056

[State 31000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31057) = 0
trigger1 = parent,var(22)%10 = 7
trigger1 = time >= 10
anim = 31057
ID = 31057
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(22)%10 != 7
id = 31057

[State 31000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31058) = 0
trigger1 = parent,var(22)%10 = 8
trigger1 = time >= 10
anim = 31058
ID = 31058
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(22)%10 != 8
id = 31058

[State 31000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31059) = 0
trigger1 = parent,var(22)%10 = 9
trigger1 = time >= 10
anim = 31059
ID = 31059
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(22)%10 != 9
id = 31059

;10の位-------------------------------------
[State 31000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31060) = 0
trigger1 = floor(parent,var(22)/10)%10 = 0
trigger1 = time >= 10
anim = 31060
ID = 31060
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(22)/10)%10 != 0
id = 31060

[State 31000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31061) = 0
trigger1 = floor(parent,var(22)/10)%10 = 1
trigger1 = time >= 10
anim = 31061
ID = 31061
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(22)/10)%10 != 1
id = 31061

[State 31000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31062) = 0
trigger1 = floor(parent,var(22)/10)%10 = 2
trigger1 = time >= 10
anim = 31062
ID = 31062
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(22)/10)%10 != 2
id = 31062

[State 31000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31063) = 0
trigger1 = floor(parent,var(22)/10)%10 = 3
trigger1 = time >= 10
anim = 31063
ID = 31063
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(22)/10)%10 != 3
id = 31063

[State 31000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31064) = 0
trigger1 = floor(parent,var(22)/10)%10 = 4
trigger1 = time >= 10
anim = 31064
ID = 31064
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(22)/10)%10 != 4
id = 31064

[State 31000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31065) = 0
trigger1 = floor(parent,var(22)/10)%10 = 5
trigger1 = time >= 10
anim = 31065
ID = 31065
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(22)/10)%10 != 5
id = 31065

[State 31000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31066) = 0
trigger1 = floor(parent,var(22)/10)%10 = 6
trigger1 = time >= 10
anim = 31066
ID = 31066
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(22)/10)%10 != 6
id = 31066

[State 31000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31067) = 0
trigger1 = floor(parent,var(22)/10)%10 = 7
trigger1 = time >= 10
anim = 31067
ID = 31067
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(22)/10)%10 != 7
id = 31067

[State 31000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31068) = 0
trigger1 = floor(parent,var(22)/10)%10 = 8
trigger1 = time >= 10
anim = 31068
ID = 31068
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(22)/10)%10 != 8
id = 31068

[State 31000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31069) = 0
trigger1 = floor(parent,var(22)/10)%10 = 9
trigger1 = time >= 10
anim = 31069
ID = 31069
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(22)/10)%10 != 9
id = 31069

;100の位-------------------------------------
[State 31000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31070) = 0
trigger1 = floor(parent,var(22)/100)%10 = 0
trigger1 = time >= 10
anim = 31070
ID = 31070
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(22)/100)%10 != 0
id = 31070

[State 31000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31071) = 0
trigger1 = floor(parent,var(22)/100)%10 = 1
trigger1 = time >= 10
anim = 31071
ID = 31071
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(22)/100)%10 != 1
id = 31071

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 4
trigger1 = command = "a"
var(22) = ifelse(parent,var(22) = 120,-120,ifelse(parent,var(22) > 110,-110,10))

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 4
trigger1 = command = "b"
var(22) = ifelse(parent,var(22) = 0,120,ifelse(parent,var(22) >= 10,-10,100))

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 4
trigger1 = command = "fwd"
var(22) = ifelse(parent,var(22) = 120,-120,1)

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 4
trigger1 = command = "back"
var(22) = ifelse(parent,var(22) = 0,120,-1)

;ポインタ設定---------------------------------------------------------
[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31080) = 0
trigger1 = parent,var(28) = 0
trigger1 = time >= 10
anim = 31080
ID = 31080
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) != 0
id = 31080

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31081) = 0
trigger1 = parent,var(28) = 1
trigger1 = time >= 10
anim = 31081
ID = 31081
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) != 1
id = 31081

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31082) = 0
trigger1 = parent,var(28) = 2
trigger1 = time >= 10
anim = 31082
ID = 31082
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(28) != 2
id = 31082

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 5
trigger1 = command = "fwd"
var(28) = ifelse(parent,var(28) = 2,-2,1)

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 5
trigger1 = command = "back"
var(28) = ifelse(parent,var(28) = 0,2,-1)

;ダウン時間設定---------------------------------------------------------
;1の位-------------------------------------
[State 31000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31100) = 0
trigger1 = parent,var(29)%10 = 0
trigger1 = time >= 10
anim = 31050
ID = 31100
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(29)%10 != 0
ID = 31100

[State 31000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31101) = 0
trigger1 = parent,var(29)%10 = 1
trigger1 = time >= 10
anim = 31051
ID = 31101
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(29)%10 != 1
ID = 31101

[State 31000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31102) = 0
trigger1 = parent,var(29)%10 = 2
trigger1 = time >= 10
anim = 31052
ID = 31102
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(29)%10 != 2
ID = 31102

[State 31000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31103) = 0
trigger1 = parent,var(29)%10 = 3
trigger1 = time >= 10
anim = 31053
ID = 31103
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(29)%10 != 3
ID = 31103

[State 31000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31104) = 0
trigger1 = parent,var(29)%10 = 4
trigger1 = time >= 10
anim = 31054
ID = 31104
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(29)%10 != 4
ID = 31104

[State 31000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31105) = 0
trigger1 = parent,var(29)%10 = 5
trigger1 = time >= 10
anim = 31055
ID = 31105
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(29)%10 != 5
ID = 31105

[State 31000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31106) = 0
trigger1 = parent,var(29)%10 = 6
trigger1 = time >= 10
anim = 31056
ID = 31106
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(29)%10 != 6
ID = 31106

[State 31000];7
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31107) = 0
trigger1 = parent,var(29)%10 = 7
trigger1 = time >= 10
anim = 31057
ID = 31107
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(29)%10 != 7
ID = 31107

[State 31000];8
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31108) = 0
trigger1 = parent,var(29)%10 = 8
trigger1 = time >= 10
anim = 31058
ID = 31108
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(29)%10 != 8
ID = 31108

[State 31000];9
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31109) = 0
trigger1 = parent,var(29)%10 = 9
trigger1 = time >= 10
anim = 31059
ID = 31109
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(29)%10 != 9
ID = 31109

;10の位-------------------------------------
[State 31000];0
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31110) = 0
trigger1 = floor(parent,var(29)/10)%10 = 0
trigger1 = time >= 10
anim = 31060
ID = 31110
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(29)/10)%10 != 0
ID = 31110

[State 31000];1
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31111) = 0
trigger1 = floor(parent,var(29)/10)%10 = 1
trigger1 = time >= 10
anim = 31061
ID = 31111
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(29)/10)%10 != 1
ID = 31111

[State 31000];2
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31112) = 0
trigger1 = floor(parent,var(29)/10)%10 = 2
trigger1 = time >= 10
anim = 31062
ID = 31112
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(29)/10)%10 != 2
ID = 31112

[State 31000];3
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31113) = 0
trigger1 = floor(parent,var(29)/10)%10 = 3
trigger1 = time >= 10
anim = 31063
ID = 31113
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(29)/10)%10 != 3
ID = 31113

[State 31000];4
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31114) = 0
trigger1 = floor(parent,var(29)/10)%10 = 4
trigger1 = time >= 10
anim = 31064
ID = 31114
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(29)/10)%10 != 4
ID = 31114

[State 31000];5
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31115) = 0
trigger1 = floor(parent,var(29)/10)%10 = 5
trigger1 = time >= 10
anim = 31065
ID = 31115
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(29)/10)%10 != 5
ID = 31115

[State 31000];6
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31116) = 0
trigger1 = floor(parent,var(29)/10)%10 = 6
trigger1 = time >= 10
anim = 31066
ID = 31116
pos = 0 ,30
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = floor(parent,var(29)/10)%10 != 6
ID = 31116

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 6
trigger1 = command = "a"
var(29) = ifelse(parent,var(29) = 60,-60,ifelse(parent,var(29) > 50,-50,10))

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 6
trigger1 = command = "b"
var(29) = ifelse(parent,var(29) = 0,60,ifelse(parent,var(29) >= 10,-10,50))

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 6
trigger1 = command = "fwd"
var(29) = ifelse(parent,var(29) = 60,-60,1)

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 6
trigger1 = command = "back"
var(29) = ifelse(parent,var(29) = 0,60,-1)

;起き上がり設定---------------------------------------------------------
[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31120) = 0
trigger1 = parent,var(35) = 0
trigger1 = time >= 10
anim = 31120
ID = 31120
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(35) != 0
id = 31120

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31121) = 0
trigger1 = parent,var(35) = 1
trigger1 = time >= 10
anim = 31121
ID = 31121
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(35) != 1
id = 31121

[State 31000]
type = Explod
trigger1 = Roundstate = 2
trigger1 = Numexplod(31122) = 0
trigger1 = parent,var(35) = 2
trigger1 = time >= 10
anim = 31122
ID = 31122
pos = 0 ,0
postype = back
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 999999
pausemovetime = 999999
scale = 0.5, 0.5
sprpriority = 7
ontop = 1
shadow = 0, 0, 0

[State 31000]
type = RemoveExplod
trigger1 = Roundstate != 2
trigger2 = parent,var(35) != 2
id = 31122

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 7
trigger1 = command = "fwd"
var(35) = ifelse(parent,var(35) = 2,-2,1)

[State 31000]
type = parentvaradd
trigger1 = var(0)%8 = 7
trigger1 = command = "back"
var(35) = ifelse(parent,var(35) = 0,2,-1)

;------------------------------------------------------------------------
[State 31000]
type = changestate
trigger1 = command = "start"
value = 31001
;------------------------------------------------------------------------
[Statedef 31001]
type = A
movetype = I
physics = N
Anim = 10000
ctrl = 0
velset = 0,0

[State 31000]
type = playsnd
trigger1 = time = 0
value = S1,4

[State 31001]
type = Pause
trigger1 = 1
time = 10
movetime = 10

[State 31001]
type = ModifyExplod
trigger1 = time = [0,10]
scale = 0.5-(0.05*time), 0.5-(0.05*time)
id = 31001

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31002

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31003

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31004

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31005

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31006

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31007

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31008

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31009

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 30999

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31010

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31011

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31012

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31020

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31021

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31022

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31023

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31030

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31031

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31032

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31033

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31040

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31041

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31042

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31043

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31050

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31051

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31052

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31053

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31054

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31055

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31056

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31057

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31058

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31059

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31060

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31061

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31062

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31063

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31064

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31065

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31066

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31067

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31068

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31069

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31070

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31071

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31080

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31081

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31082

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31100

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31101

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31102

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31103

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31104

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31105

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31106

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31107

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31108

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31109

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31110

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31111

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31112

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31113

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31114

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31115

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31116

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31120

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31121

[State 31001]
type = RemoveExplod
trigger1 = time = 0
id = 31122

[State 31001]
type = RemoveExplod
trigger1 = time = 10
id = 31001

[State 31001]
type = destroyself
trigger1 = time = 10

