
Xe[g

149,(512over)
148,OTHK(512over)
147,PalNo(PalNo=1,512over)
774656220,h(512over)
774656221,aliveU(512over)
774656222,aliveU(512over)
84842103`84842108,Parent(512over)
10110010,}[LO
8901,Parent-Bug
49149999,wp[
49150000,-ϐM
49150001,-ϐC
49150002,-Xe[gԂ
49150003,-Xe[gԂ2
E-874632195,oOwp[o

Sʕϐ
sysvar(0)=gametime
O
{,_[N}^[,g,GϐL^(1007,1008)

sysfvar(0)=퍬
O
{̂Ə풓wp[S

sysfvar(1)=tO
1=target,stateno=o^L
var(2)=target,stateno
O
ƃ}[LOȊOS

{

 SysVar(0) = {̖ID(PlayerIDExist(sysvar(0))͗̃Xe[gQƂŝŎQƂhelper(5150),)
 SysVar(1) = 
 SysVar(2) = e񐔐ݒ
 SysVar(3) = helper(1)̔e(-Lv)
 SysVar(4) = 

 SysfVar(0) = 
 SysfVar(1) = 
 SysfVar(2) = 
 SysfVar(3) = _[W␳(-Time)
 SysfVar(4) = tO(parent֎~-dvϐ͂)
1=J
2=%np 0ON 1OFF
4=RtBO
8=F1
16=[h
32=~
64=S𖞂
128=BGM-StopSnd
256=-o
512=őlife
1024=mXCb`
2048=vstype-M
4096=㎞~߁L
8192=aliveU

 Var(0)  = tO(parentL-ǂłtO͂)
1=~߉
2=tCOϐ
4=JƐ莩d
8=alive쒆
16=ŏIݒutO
32=_[W0XCb`
64=jŕ
128=։
256=ʕ
512=U
1024=
2048=KEZ
4096=ParentBug
8192=BGMXCb`
16384=-Ŗ
32768=-ғŖ
65536=-
131072=-
262144=-:Xe[gԂ
524288=-:ϐM
1048576=-eύX
2097152=-F1
4194304=
8388608=
16777216=-GtFNg
33554432=-(gggggggggggO`bI)
67108864=-ԕ(͂͂,nnn,qqq,)
134217728=-AllPalFx
268435456=-(S)
536870912=Ј
1073741824=AIXCb`

 Var(1)  = wp[l(ID)
 Var(2)  = -AllPalFx-p^[
 Var(3)  = -Ap^[
 Var(4)  = ʂőőlife
 Var(5)  = Sʔewp[ID
 Var(6)  = enemy(1)L^ID
 Var(7)  = Proj-Aj擾
 Var(8)  = _[N}^[ID
 Var(9)  = _[N}^[ID
 Var(10) = ID
 Var(11) = ID
 Var(12) = ID
 Var(13) = ID
 Var(14) = 
 Var(15) = 
 Var(16) = 
 Var(17) = 
 Var(18) = 
 Var(19) = 
 Var(20) = 
 Var(21) = 
 Var(22) = 
 Var(23) = 
 Var(24) = 
 Var(25) = 
 Var(26) = 
 Var(27) = 
 Var(28) = 
 Var(29) = 
 Var(30) = 
 Var(31) = 
 Var(32) = state(P2state)
 Var(33) = state(P2state)
 Var(34) = state(P2state)
 Var(35) = state(P2state)
 Var(36) = state(P2state)
 Var(37) = state(hitdef)
 Var(38) = state(hitdef)
 Var(39) = state(hitdef)
 Var(40) = state(hitdef)
 Var(41) = state(hitdef)
 Var(42) = state(hitpause)
 Var(43) = state(hitpause)
 Var(44) = state(hitpause)
 Var(45) = state(hitpause)
 Var(46) = state(hitpause)
 Var(47) = state
 Var(48) = state
 Var(49) = state
 Var(50) = state
 Var(51) = state
 Var(52) = anim
 Var(53) = anim
 Var(54) = anim
 Var(55) = anim
 Var(56) = 
 Var(57) = state(hitpause=0&&life>1)
 Var(58) = -pLv
 Var(59) = ptO
1=
2=_O[h
4=

FVar(0)  = G̋X
FVar(1)  = G̋Y
FVar(2)  = enemy(0),life
FVar(3)  = enemy(1),life
FVar(4)  = enemy(0),lifemax
FVar(5)  = enemy(1),lifemax
FVar(6)  = enemy(0),life(%)
FVar(7)  = enemy(1),life(%)
FVar(8)  = life
FVar(9)  = lifemax
FVar(10) = life(%)
FVar(11) = G̗͕s(\:)
FVar(12) = L^(v51`47)
FVar(13) = L^(v42`46)
FVar(14) = L^(v37`41)
FVar(15) = L^(v32`36)
FVar(16) = 
FVar(17) = 
FVar(18) = 
FVar(19) = 
FVar(20) = 
FVar(21) = 
FVar(22) = 
FVar(23) = 
FVar(24) = 
FVar(25) = 
FVar(26) = 
FVar(27) = 
FVar(28) = 
FVar(29) = 
FVar(30) = 
FVar(31) = 
FVar(32) = 
FVar(33) = 
FVar(34) = 
FVar(35) = roundstate=1,time
FVar(36) = GenocideR2,time
FVar(37) = roundstate=2,time
FVar(38) = roundstate=3,time
FVar(39) = roundstate=4,time

helper(5150)

 SysVar(0) = gametime
 SysVar(1) = tO
1=Lm(sXe[g)

 SysVar(2) = 
 SysVar(3) = 
 SysVar(4) = 

 SysfVar(0) = 
 SysfVar(1) = 
 SysfVar(2) = 
 SysfVar(3) = 
 SysfVar(4) = 

 Var(0)  = Damage
 Var(1)  = LZLv (0=R,1=KEZ,2=߂̒K,9999=LZs\)
 Var(2)  = [v
 Var(3)  = V[h1
 Var(4)  = V[h2
 Var(5)  = V[h3
 Var(6)  = V[h4
 Var(7)  = V[h5
 Var(8)  = V[h6
 Var(9)  = V[h7
 Var(10) = V[h8
 Var(11) = V[h9
 Var(12) = V[h10
 Var(13) = c胉Ct
 Var(14) = cV[h
 Var(15) = V[h_[Wvl
 Var(16) = enemy(0),numhelper
 Var(17) = enemy(1),numhelper
 Var(18) = enemy(0),numproj/100
 Var(19) = enemy(1),numproj/100
 Var(20) = enemy(0),numtarget
 Var(21) = enemy(1),numtarget
 Var(22) = tCOm(V[h_[W{[iX)
 Var(23) = enemy(0),stateϓ
 Var(24) = enemy(0),states
 Var(25) = enemy(0),movetype!=A
 Var(26) = ]։gp
 Var(27) = enemy(0),stateno
 Var(28) = ]։tO
1=A-1000Fȏwp[o
2=B-2000Fȏ㒴KEZgp
 Var(29) = enemy(1),stateϓ
 Var(30) = enemy(1),states
 Var(31) = enemy(1),movetype!=A
 Var(32) = ]։-C v
 Var(33) = enemy(1),stateno
 Var(34) = ]։-D v
 Var(35) = ]։-E v
 Var(36) = 
 Var(37) = 
 Var(38) = 
 Var(39) = 
 Var(40) = 
 Var(41) = 
 Var(42) = 
 Var(43) = 
 Var(44) = 
 Var(45) = 
 Var(46) = 
 Var(47) = state
 Var(48) = state
 Var(49) = state
 Var(50) = state
 Var(51) = state
 Var(52) = state
 Var(53) = state
 Var(54) = state
 Var(55) = state
 Var(56) = state
 Var(57) = 擾Xe[goR(hitpause>0)
 Var(58) = 擾Xe[goR(hitpause=0)
 Var(59) = AI
1=AION (ʏÛ)
2=C
3=ߋ
4=d

FVar(0)  = 
FVar(1)  = 
FVar(2)  = 
FVar(3)  = 
FVar(4)  = 
FVar(5)  = 
FVar(6)  = 
FVar(7)  = 
FVar(8)  = 
FVar(9)  = 
FVar(10) = 
FVar(11) = 
FVar(12) = L^(state)
FVar(13) = 
FVar(14) = 
FVar(15) = 
FVar(16) = 
FVar(17) = 
FVar(18) = 
FVar(19) = 
FVar(20) = 
FVar(21) = 
FVar(22) = 
FVar(23) = 
FVar(24) = 
FVar(25) = 
FVar(26) = 
FVar(27) = 
FVar(28) = 
FVar(29) = 
FVar(30) = 
FVar(31) = 
FVar(32) = 
FVar(33) = 
FVar(34) = 
FVar(35) = 
FVar(36) = 
FVar(37) = 
FVar(38) = 
FVar(39) = 


wp[ꗗ

5150
{̖@ŏdvwp[@J1FoȂ
oȂ痠[h

112233
~߉@瑦
parent,id=root,idƎ~߉tOparentvarsetŗĂ

123
~߁@pause,superpausetime=2đ

99999
A[}[@GL(eyђK̂)@hitoverrideL
id5150ɒt5150̃AjƓ
{̂̑htOƂanim=10003(ɏH炢)bindtoroot𔭓
܂var(1)Œ~σ_[WL^(yCp)

777666013
}[LO@{IɍŏIݒu

1007
e@G@hitoverride
p1state⒴߂邽߂̂
SʔsĂH炢͓(V̑SʑϐƂقړ)
܂Aenemy(0)̎JnȎSϐL^Ă

1008
L^p@G2l̎̂
enemy(1)̎JnȎSϐL^

7777777
L^@[hp
PlayerIDExist(sysvar(0))ƂȂԂXe[g̐𑝂₷

12,13
_[N}^[
̖
ɂdc낤H

14,15,24,25,26,27
e-Target,ID=Parent,ID

16,17,28,29,30,31
e

20,21,22,23

ϐ͊{IɃ_[N}^[Ɠ

3500
g

9999
UNKNOWN

9998
UNKNOWN-2

1100
́uv

1300
́uav

1400
AᏉ_

3020
fBUX^[ERA

3021
hitdefwp[
soĂ3021ɏo(roundstate=2̂)

7001,7002
Aj

3200
CÔ

3201
M

8901
Sޏ

8902
ΑK

8903
SޏI[

E-1676825801
oOwp[(parent,id!=root,id)

E-348615079
oOwp[keep(parent,id!=root,id)

E-461349777
oOwp[(parent,id=root,id)


Projectile
767342518=%nF101(1F)
767342519=%nF102(2F)

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